2014-10-31 22:28:24 +01:00
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align 4
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proc initSharedState uses eax ebx, context:dword
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mov ebx,[context]
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stdcall gl_zalloc, 4*MAX_DISPLAY_LISTS
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mov [ebx+offs_cont_shared_state],eax ;...lists=gl_zalloc(...)
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stdcall gl_zalloc, 4*TEXTURE_HASH_TABLE_SIZE
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mov [ebx+offs_cont_shared_state+4],eax ;...texture_hash_table=gl_zalloc(...)
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stdcall alloc_texture, [context],0
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ret
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endp
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align 4
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proc endSharedState uses eax ebx, context:dword
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mov ebx,[context]
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; for(i=0;i<MAX_DISPLAY_LISTS;i++) {
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; /* TODO */
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; }
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2014-11-05 00:31:24 +01:00
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stdcall gl_free, dword[ebx+offs_cont_shared_state] ;lists
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stdcall gl_free, dword[ebx+offs_cont_shared_state+4] ;texture_hash_table
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2014-10-31 22:28:24 +01:00
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ret
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endp
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align 4
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proc glInit uses eax ebx ecx edx, zbuffer1:dword
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stdcall gl_zalloc,sizeof.GLContext
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mov dword[gl_ctx],eax
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mov edx,eax
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mov ecx,[zbuffer1]
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mov dword[edx+offs_cont_zb],ecx
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; allocate GLVertex array
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mov dword[edx+offs_cont_vertex_max],POLYGON_MAX_VERTEX
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stdcall gl_malloc, POLYGON_MAX_VERTEX*sizeof.GLVertex
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mov dword[edx+offs_cont_vertex],eax
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; viewport
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mov dword[edx+offs_cont_viewport+offs_vpor_xmin],0
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mov dword[edx+offs_cont_viewport+offs_vpor_ymin],0
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mov eax,[ecx+offs_zbuf_xsize]
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mov dword[edx+offs_cont_viewport+offs_vpor_xsize], eax
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mov eax,[ecx+offs_zbuf_ysize]
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mov dword[edx+offs_cont_viewport+offs_vpor_ysize], eax
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mov dword[edx+offs_cont_viewport+offs_vpor_updated],1
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; shared state
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stdcall initSharedState,edx
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; lists
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mov dword[edx+offs_cont_exec_flag],1
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mov dword[edx+offs_cont_compile_flag],0
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mov dword[edx+offs_cont_print_flag],0
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mov dword[edx+offs_cont_in_begin],0
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; lights
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mov ecx,MAX_LIGHTS
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mov eax,edx
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add eax,offs_cont_lights
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.cycle_0:
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gl_V4_New eax+offs_ligh_ambient, 0.0,0.0,0.0,1.0
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gl_V4_New eax+offs_ligh_diffuse, 1.0,1.0,1.0,1.0
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gl_V4_New eax+offs_ligh_specular, 1.0,1.0,1.0,1.0
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gl_V4_New eax+offs_ligh_position, 0.0,0.0,1.0,0.0
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gl_V3_New eax+offs_ligh_norm_position, 0.0,0.0,1.0
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gl_V3_New eax+offs_ligh_spot_direction, 0.0,0.0,-1.0
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gl_V3_New eax+offs_ligh_norm_spot_direction, 0.0,0.0,-1.0
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mov dword[eax+offs_ligh_spot_exponent],0.0
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mov dword[eax+offs_ligh_spot_cutoff],180.0
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mov dword[eax+offs_ligh_attenuation],1.0
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mov dword[eax+offs_ligh_attenuation+4],0.0
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mov dword[eax+offs_ligh_attenuation+8],0.0
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mov dword[eax+offs_ligh_enabled],0
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add eax,sizeof.GLLight
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dec ecx
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cmp ecx,0
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jg .cycle_0
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mov dword[edx+offs_cont_first_light],0 ;NULL
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gl_V4_New edx+offs_cont_ambient_light_model, 0.2,0.2,0.2,1.0
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mov dword[edx+offs_cont_local_light_model],0
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mov dword[edx+offs_cont_lighting_enabled],0
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mov dword[edx+offs_cont_light_model_two_side],0
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; default materials
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mov ecx,2 ;for(i=0;i<2;i++)
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mov eax,edx
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add eax,offs_cont_materials
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@@:
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gl_V4_New eax+offs_mate_emission, 0.0,0.0,0.0,1.0
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gl_V4_New eax+offs_mate_ambient, 0.2,0.2,0.2,1.0
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gl_V4_New eax+offs_mate_diffuse, 0.8,0.8,0.8,1.0
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gl_V4_New eax+offs_mate_specular, 0.0,0.0,0.0,1.0
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mov dword[eax+offs_mate_shininess], 0.0
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add eax,sizeof.GLMaterial
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loop @b
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mov dword[edx+offs_cont_current_color_material_mode],GL_FRONT_AND_BACK
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mov dword[edx+offs_cont_current_color_material_type],GL_AMBIENT_AND_DIFFUSE
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mov dword[edx+offs_cont_color_material_enabled],0
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; textures
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stdcall glInitTextures,edx
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; default state
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mov dword[edx+offs_cont_current_color],1.0
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mov dword[edx+offs_cont_current_color+4],1.0
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mov dword[edx+offs_cont_current_color+8],1.0
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mov dword[edx+offs_cont_current_color+12],1.0
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mov dword[edx+offs_cont_longcurrent_color],65535
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mov dword[edx+offs_cont_longcurrent_color+4],65535
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mov dword[edx+offs_cont_longcurrent_color+8],65535
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mov dword[edx+offs_cont_current_normal],1.0
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mov dword[edx+offs_cont_current_normal+4],0.0
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mov dword[edx+offs_cont_current_normal+8],0.0
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mov dword[edx+offs_cont_current_normal+12],0.0
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mov dword[edx+offs_cont_current_edge_flag],1
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mov dword[edx+offs_cont_current_tex_coord],0.0
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mov dword[edx+offs_cont_current_tex_coord+4],0.0
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mov dword[edx+offs_cont_current_tex_coord+8],0.0
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mov dword[edx+offs_cont_current_tex_coord+12],1.0
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mov dword[edx+offs_cont_polygon_mode_front],GL_FILL
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mov dword[edx+offs_cont_polygon_mode_back],GL_FILL
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mov dword[edx+offs_cont_current_front_face],0 ;0 = GL_CCW 1 = GL_CW
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mov dword[edx+offs_cont_current_cull_face],GL_BACK
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mov dword[edx+offs_cont_current_shade_model],GL_SMOOTH
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mov dword[edx+offs_cont_cull_face_enabled],0
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; clear
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mov dword[edx+offs_cont_clear_color],0.0
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mov dword[edx+offs_cont_clear_color+4],0.0
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mov dword[edx+offs_cont_clear_color+8],0.0
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mov dword[edx+offs_cont_clear_color+12],0.0
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mov dword[edx+offs_cont_clear_depth],0
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; selection
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mov dword[edx+offs_cont_render_mode],GL_RENDER
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mov dword[edx+offs_cont_select_buffer],0 ;NULL
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mov dword[edx+offs_cont_name_stack_size],0
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; matrix
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mov dword[edx+offs_cont_matrix_mode],0
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mov dword[edx+offs_cont_matrix_stack_depth_max],MAX_MODELVIEW_STACK_DEPTH
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mov dword[edx+offs_cont_matrix_stack_depth_max+4],MAX_PROJECTION_STACK_DEPTH
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mov dword[edx+offs_cont_matrix_stack_depth_max+8],MAX_TEXTURE_STACK_DEPTH
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mov ecx,3 ;for(i=0;i<3;i++)
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mov ebx,edx
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@@:
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mov edi,[ebx+offs_cont_matrix_stack_depth_max]
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shl edi,6 ;вместо imul edi,sizeof(M4)
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stdcall gl_zalloc,edi
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mov [ebx+offs_cont_matrix_stack],eax
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mov [ebx+offs_cont_matrix_stack_ptr],eax
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add ebx,4
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loop @b
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stdcall glMatrixMode,GL_PROJECTION
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call glLoadIdentity
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stdcall glMatrixMode,GL_TEXTURE
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call glLoadIdentity
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stdcall glMatrixMode,GL_MODELVIEW
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call glLoadIdentity
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mov dword[edx+offs_cont_matrix_model_projection_updated],1
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; opengl 1.1 arrays
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mov dword[edx+offs_cont_client_states],0
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; opengl 1.1 polygon offset
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mov dword[edx+offs_cont_offset_states],0
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; clear the resize callback function pointer
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mov dword[edx+offs_cont_gl_resize_viewport],0 ;NULL
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; specular buffer
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mov dword[edx+offs_cont_specbuf_first],0 ;NULL
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mov dword[edx+offs_cont_specbuf_used_counter],0
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mov dword[edx+offs_cont_specbuf_num_buffers],0
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; depth test
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mov dword[edx+offs_cont_depth_test],0
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ret
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endp
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align 4
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proc glClose uses eax
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call gl_get_context
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stdcall endSharedState,eax
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stdcall gl_free,eax
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ret
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endp
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