Witamy w Nieoficjalnym polskim support'cie AMX Mod X
Witamy w Nieoficjalnym polskim support'cie AMX Mod X, jak w większości społeczności internetowych musisz się zarejestrować aby móc odpowiadać lub zakładać nowe tematy, ale nie bój się to jest prosty proces w którym wymagamy minimalnych informacji.
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Kilka Pluginow
#1
Napisano 08.10.2009 12:34
1. System statystyk (top15, /rankstats, /stats, /me, /rank itd.)
2. Przy nicku gracza pojawiają sie napisy z jakiego jest kraju np POL, GER itd
3. Jakiś antyrush
4. Po zabiciu wypadają granaty(nie wybuchając) bronie itd
5. CT może nosić pakę (ale nie podkładać)
Z góry dzięki wszystkim za pomoc
dam ++
POZDRAWIAM!!!
Piotr
#2
Napisano 08.10.2009 13:08
3. http://amxx.pl/topic... ... antirusher
#3
Napisano 08.10.2009 14:41
OK juz rozwiazalem problem a jak ustawic zeby statystyki bylo do nicku??
3 dzięki
a reszta??
#4
Napisano 08.10.2009 14:50
1. jak biore 9 potem 5 pisze ze mam nie zainstalowany plugin OCB??
wejdz do plugins.ini i podajże gdzieś tam będzie statsx.amxx więc usuń ";" sprzed nazwy.
5. CT może nosić pakę (ale nie podkładać)
http://forums.allied...ad.php?p=343868 ale może podkładać też.
3. Jakiś antyrush
Micza http://amxx.pl/topic... ... =anty rasz
#5
Napisano 08.10.2009 16:20
#6
Napisano 08.10.2009 16:25
4. Po zabiciu wypadają granaty(nie wybuchając)
// mp_nadedrops <0|1> - default 1
// mp_nadedropsounds <0|1> - default 1
#include <amxmodx>
#include <engine>
#include <fun>
#define VOL_LOW 0.5 // volume used to play nade bouncing sound
#define NADE_OFFSET 10 // distance (vaguely) between death origin and nade origin
// DeathMSG
public event_damage(id) {
// if player is still alive or plugin is disabled
if(get_user_health(id) > 0 || get_cvar_num("mp_nadedrops") < 1) {
return PLUGIN_CONTINUE;
}
// if player had HE grenade
if(hasweapon(id,"weapon_hegrenade") > 0) {
new grenade = create_entity("info_target"); // create grenade entity
entity_set_string(grenade,EV_SZ_classname,"fake_hegrenade"); // change name
entity_set_int(grenade,EV_ENT_owner,id); // set owner
entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet
// set grenade entity's size
new Float:minbox[3] = { -2.5, -2.5, -2.5 }
new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
entity_set_vector(grenade,EV_VEC_mins,minbox);
entity_set_vector(grenade,EV_VEC_maxs,maxbox);
// set grenade's overall being of a whole
entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);
// set a random angle
new Float:angles[3] = { 0.0, 0.0, 0.0 };
angles[1] = float(random_num(0,180));
entity_set_vector(grenade,EV_VEC_angles,angles);
// get player's origin
new Float:origin[3];
entity_get_vector(id,EV_VEC_origin,origin);
origin[0] += NADE_OFFSET; // offset
// set model and origin
entity_set_model(grenade,"models/w_hegrenade.mdl");
entity_set_vector(grenade,EV_VEC_origin,origin);
}
// if player had smoke grenade
if(hasweapon(id,"weapon_smokegrenade") > 0) {
new grenade = create_entity("info_target"); // create grenade entity
entity_set_string(grenade,EV_SZ_classname,"fake_smokegrenade"); // change name
entity_set_int(grenade,EV_ENT_owner,id); // set owner
entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet
// set grenade entity's size
new Float:minbox[3] = { -2.5, -2.5, -2.5 }
new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
entity_set_vector(grenade,EV_VEC_mins,minbox);
entity_set_vector(grenade,EV_VEC_maxs,maxbox);
// set grenade's overall being of a whole
entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);
// set a random angle
new Float:angles[3] = { 0.0, 0.0, 0.0 };
angles[1] = float(random_num(0,180));
entity_set_vector(grenade,EV_VEC_angles,angles);
// get player's origin
new Float:origin[3];
entity_get_vector(id,EV_VEC_origin,origin);
origin[0] -= NADE_OFFSET; // offset
// set model and origin
entity_set_model(grenade,"models/w_smokegrenade.mdl");
entity_set_vector(grenade,EV_VEC_origin,origin);
}
// if player had at least one flashbang
if(hasweapon(id,"weapon_flashbang") > 0) {
new grenade = create_entity("info_target"); // create grenade entity
entity_set_string(grenade,EV_SZ_classname,"fake_flashbang"); // change name
entity_set_int(grenade,EV_ENT_owner,id); // set owner
entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet
// set grenade entity's size
new Float:minbox[3] = { -2.5, -2.5, -2.5 }
new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
entity_set_vector(grenade,EV_VEC_mins,minbox);
entity_set_vector(grenade,EV_VEC_maxs,maxbox);
// set grenade's overall being of a whole
entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);
// set a random angle
new Float:angles[3] = { 0.0, 0.0, 0.0 };
angles[1] = float(random_num(0,180));
entity_set_vector(grenade,EV_VEC_angles,angles);
// get player's origin
new Float:origin[3];
entity_get_vector(id,EV_VEC_origin,origin);
origin[1] += NADE_OFFSET; // offset
// set model and origin
entity_set_model(grenade,"models/w_flashbang.mdl");
entity_set_vector(grenade,EV_VEC_origin,origin);
}
// if player had two flashbangs, drop another
if(hasweapon(id,"weapon_flashbang") > 1) {
new grenade = create_entity("info_target"); // create grenade entity
entity_set_string(grenade,EV_SZ_classname,"fake_flashbang"); // change name
entity_set_int(grenade,EV_ENT_owner,id); // set owner
entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet
// set grenade entity's size
new Float:minbox[3] = { -2.5, -2.5, -2.5 }
new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
entity_set_vector(grenade,EV_VEC_mins,minbox);
entity_set_vector(grenade,EV_VEC_maxs,maxbox);
// set grenade's overall being of a whole
entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);
// set a random angle
new Float:angles[3] = { 0.0, 0.0, 0.0 };
angles[1] = float(random_num(0,180));
entity_set_vector(grenade,EV_VEC_angles,angles);
// get player's origin
new Float:origin[3];
entity_get_vector(id,EV_VEC_origin,origin);
origin[1] -= NADE_OFFSET; // offset
// set model and origin
entity_set_model(grenade,"models/w_flashbang.mdl");
entity_set_vector(grenade,EV_VEC_origin,origin);
}
return PLUGIN_CONTINUE;
}
// ResetHUD
public event_resethud(id) {
if(is_user_connected(id) == 1 && get_user_team(id) < 3) {
set_task(0.5,"checkalive",id); // delay, because client is technically dead on ResetHUD
}
}
// check if user is alive
public checkalive(id) {
if(is_user_alive(id) == 1) { // if so
clear_nades(id); // clear nades (they just spawned)
}
}
// entity touching
public pfn_touch(ptr,ptd) {
if(!is_valid_ent(ptd)) { // invalid toucher
return PLUGIN_CONTINUE;
}
new classname[32];
entity_get_string(ptd,EV_SZ_classname,classname,31); // get name of toucher
new bounced = entity_get_int(ptd,EV_INT_iuser1); // bounced yet?
// check if one of our fake grenades is colliding with world and mp_nadedropsounds is positive
if((equal(classname,"fake_hegrenade") || equal(classname,"fake_flashbang") || equal(classname,"fake_smokegrenade")) && ptr == 0 && bounced == 0 && get_cvar_num("mp_nadedropsounds") > 0) {
emit_sound(ptd,CHAN_ITEM,"weapons/he_bounce-1.wav",VOL_LOW,ATTN_NORM,0,PITCH_LOW); // play sound
entity_set_int(ptd,EV_INT_iuser1,1); // has bounced
return PLUGIN_CONTINUE;
}
// now check for more invalid entities or players
if(!is_valid_ent(ptr) || !is_valid_ent(ptd) || !is_user_connected(ptd)) {
return PLUGIN_CONTINUE;
}
entity_get_string(ptr,EV_SZ_classname,classname,31); // get name of touched
// if player is touching hegrenade and doesn't have one
if(equal(classname,"fake_hegrenade") && hasweapon(ptd,"weapon_hegrenade") == 0) {
give_item(ptd,"weapon_hegrenade");
remove_entity(ptr);
return PLUGIN_CONTINUE;
}
// if player is touching smokegrenade and doesn't have one
if(equal(classname,"fake_smokegrenade") && hasweapon(ptd,"weapon_smokegrenade") == 0) {
give_item(ptd,"weapon_smokegrenade");
remove_entity(ptr);
return PLUGIN_CONTINUE;
}
// if player is touching flashbang and has room for another
if(equal(classname,"fake_flashbang") && hasweapon(ptd,"weapon_flashbang") < 2) {
give_item(ptd,"weapon_flashbang");
remove_entity(ptr);
return PLUGIN_CONTINUE;
}
return PLUGIN_CONTINUE;
}
// client disconnection
public client_disconnect(id) {
clear_nades(id);
}
// function to check if player has a specific weapon.
// returns the amount of ammo for that weapon in backpack.
// we use this so we can check for multiple flashbangs as well
public hasweapon(id,weaponname[32]) {
if(is_user_connected(id) == 0 || get_user_team(id) > 2) {
return 0;
}
new weapons[32], num;
get_user_weapons(id,weapons,num); // get weapons
new foundweapon; // if we found the weapon yet (and if we did how much ammo for it)
// loop through weapons
for(new i=0;inew checkweaponname[32];
get_weaponname(weapons[i],checkweaponname,31);
if(equal(weaponname,checkweaponname)) { // compare names
new clip, ammo; // clip and ammo
get_user_ammo(id,weapons[i],clip,ammo); // get clip and ammo
foundweapon = ammo; // return amount in clip (for multiple FBs)
break;
}
}
return foundweapon;
}
// clear user's grenades
public clear_nades(id) {
new currnade;
// go through fake HE grenades
currnade = -1;
while((currnade = find_ent_by_class(currnade,"fake_hegrenade")) > 0) {
if(entity_get_int(currnade,EV_ENT_owner) == id) {
remove_entity(currnade);
}
}
// go through fake smoke grenades
currnade = -1;
while((currnade = find_ent_by_class(currnade,"fake_smokegrenade")) > 0) {
if(entity_get_int(currnade,EV_ENT_owner) == id) {
remove_entity(currnade);
}
}
// go through fake flashbangs
currnade = -1;
while((currnade = find_ent_by_class(currnade,"fake_flashbang")) > 0) {
if(entity_get_int(currnade,EV_ENT_owner) == id) {
remove_entity(currnade);
}
}
}
// plugin precache
public plugin_precache() {
precache_model("models/w_hegrenade.mdl");
precache_model("models/w_flashbang.mdl");
precache_model("models/w_smokegrenade.mdl");
precache_sound("weapons/he_bounce-1.wav");
}
// plugin initiation
public plugin_init() {
register_plugin("CSNadeDrops","0.14","Avalanche");
console_print(0,"* CSNadeDrops 0.14 by Avalanche");
register_event("Damage","event_damage","b","2!0"); // damage event
register_event("ResetHUD","event_resethud","b"); // reset HUD event
register_cvar("mp_nadedrops","1",FCVAR_PRINTABLEONLY); // cvar to disable/enable plugin
register_cvar("mp_nadedropsounds","1",FCVAR_PRINTABLEONLY); // cvar to disable/enable nade drop sounds
// get the mod's name
new modname[32];
get_modname(modname,31);
// if this isn't Counter-Strike
if(!equal(modname,"cstrike")) {
pause("ae"); // lock the plugin
}
}
#7
Napisano 08.10.2009 16:26
4. Po zabiciu wypadają granaty(nie wybuchając)
// mp_nadedrops <0|1> - default 1
// mp_nadedropsounds <0|1> - default 1
#include <amxmodx>
#include <engine>
#include <fun>
#define VOL_LOW 0.5 // volume used to play nade bouncing sound
#define NADE_OFFSET 10 // distance (vaguely) between death origin and nade origin
// DeathMSG
public event_damage(id) {
// if player is still alive or plugin is disabled
if(get_user_health(id) > 0 || get_cvar_num("mp_nadedrops") < 1) {
return PLUGIN_CONTINUE;
}
// if player had HE grenade
if(hasweapon(id,"weapon_hegrenade") > 0) {
new grenade = create_entity("info_target"); // create grenade entity
entity_set_string(grenade,EV_SZ_classname,"fake_hegrenade"); // change name
entity_set_int(grenade,EV_ENT_owner,id); // set owner
entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet
// set grenade entity's size
new Float:minbox[3] = { -2.5, -2.5, -2.5 }
new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
entity_set_vector(grenade,EV_VEC_mins,minbox);
entity_set_vector(grenade,EV_VEC_maxs,maxbox);
// set grenade's overall being of a whole
entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);
// set a random angle
new Float:angles[3] = { 0.0, 0.0, 0.0 };
angles[1] = float(random_num(0,180));
entity_set_vector(grenade,EV_VEC_angles,angles);
// get player's origin
new Float:origin[3];
entity_get_vector(id,EV_VEC_origin,origin);
origin[0] += NADE_OFFSET; // offset
// set model and origin
entity_set_model(grenade,"models/w_hegrenade.mdl");
entity_set_vector(grenade,EV_VEC_origin,origin);
}
// if player had smoke grenade
if(hasweapon(id,"weapon_smokegrenade") > 0) {
new grenade = create_entity("info_target"); // create grenade entity
entity_set_string(grenade,EV_SZ_classname,"fake_smokegrenade"); // change name
entity_set_int(grenade,EV_ENT_owner,id); // set owner
entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet
// set grenade entity's size
new Float:minbox[3] = { -2.5, -2.5, -2.5 }
new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
entity_set_vector(grenade,EV_VEC_mins,minbox);
entity_set_vector(grenade,EV_VEC_maxs,maxbox);
// set grenade's overall being of a whole
entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);
// set a random angle
new Float:angles[3] = { 0.0, 0.0, 0.0 };
angles[1] = float(random_num(0,180));
entity_set_vector(grenade,EV_VEC_angles,angles);
// get player's origin
new Float:origin[3];
entity_get_vector(id,EV_VEC_origin,origin);
origin[0] -= NADE_OFFSET; // offset
// set model and origin
entity_set_model(grenade,"models/w_smokegrenade.mdl");
entity_set_vector(grenade,EV_VEC_origin,origin);
}
// if player had at least one flashbang
if(hasweapon(id,"weapon_flashbang") > 0) {
new grenade = create_entity("info_target"); // create grenade entity
entity_set_string(grenade,EV_SZ_classname,"fake_flashbang"); // change name
entity_set_int(grenade,EV_ENT_owner,id); // set owner
entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet
// set grenade entity's size
new Float:minbox[3] = { -2.5, -2.5, -2.5 }
new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
entity_set_vector(grenade,EV_VEC_mins,minbox);
entity_set_vector(grenade,EV_VEC_maxs,maxbox);
// set grenade's overall being of a whole
entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);
// set a random angle
new Float:angles[3] = { 0.0, 0.0, 0.0 };
angles[1] = float(random_num(0,180));
entity_set_vector(grenade,EV_VEC_angles,angles);
// get player's origin
new Float:origin[3];
entity_get_vector(id,EV_VEC_origin,origin);
origin[1] += NADE_OFFSET; // offset
// set model and origin
entity_set_model(grenade,"models/w_flashbang.mdl");
entity_set_vector(grenade,EV_VEC_origin,origin);
}
// if player had two flashbangs, drop another
if(hasweapon(id,"weapon_flashbang") > 1) {
new grenade = create_entity("info_target"); // create grenade entity
entity_set_string(grenade,EV_SZ_classname,"fake_flashbang"); // change name
entity_set_int(grenade,EV_ENT_owner,id); // set owner
entity_set_int(grenade,EV_INT_iuser1,0); // hasn't bounced yet
// set grenade entity's size
new Float:minbox[3] = { -2.5, -2.5, -2.5 }
new Float:maxbox[3] = { 2.5, 2.5, 2.5 };
entity_set_vector(grenade,EV_VEC_mins,minbox);
entity_set_vector(grenade,EV_VEC_maxs,maxbox);
// set grenade's overall being of a whole
entity_set_int(grenade,EV_INT_solid,SOLID_TRIGGER);
entity_set_int(grenade,EV_INT_movetype,MOVETYPE_TOSS);
// set a random angle
new Float:angles[3] = { 0.0, 0.0, 0.0 };
angles[1] = float(random_num(0,180));
entity_set_vector(grenade,EV_VEC_angles,angles);
// get player's origin
new Float:origin[3];
entity_get_vector(id,EV_VEC_origin,origin);
origin[1] -= NADE_OFFSET; // offset
// set model and origin
entity_set_model(grenade,"models/w_flashbang.mdl");
entity_set_vector(grenade,EV_VEC_origin,origin);
}
return PLUGIN_CONTINUE;
}
// ResetHUD
public event_resethud(id) {
if(is_user_connected(id) == 1 && get_user_team(id) < 3) {
set_task(0.5,"checkalive",id); // delay, because client is technically dead on ResetHUD
}
}
// check if user is alive
public checkalive(id) {
if(is_user_alive(id) == 1) { // if so
clear_nades(id); // clear nades (they just spawned)
}
}
// entity touching
public pfn_touch(ptr,ptd) {
if(!is_valid_ent(ptd)) { // invalid toucher
return PLUGIN_CONTINUE;
}
new classname[32];
entity_get_string(ptd,EV_SZ_classname,classname,31); // get name of toucher
new bounced = entity_get_int(ptd,EV_INT_iuser1); // bounced yet?
// check if one of our fake grenades is colliding with world and mp_nadedropsounds is positive
if((equal(classname,"fake_hegrenade") || equal(classname,"fake_flashbang") || equal(classname,"fake_smokegrenade")) && ptr == 0 && bounced == 0 && get_cvar_num("mp_nadedropsounds") > 0) {
emit_sound(ptd,CHAN_ITEM,"weapons/he_bounce-1.wav",VOL_LOW,ATTN_NORM,0,PITCH_LOW); // play sound
entity_set_int(ptd,EV_INT_iuser1,1); // has bounced
return PLUGIN_CONTINUE;
}
// now check for more invalid entities or players
if(!is_valid_ent(ptr) || !is_valid_ent(ptd) || !is_user_connected(ptd)) {
return PLUGIN_CONTINUE;
}
entity_get_string(ptr,EV_SZ_classname,classname,31); // get name of touched
// if player is touching hegrenade and doesn't have one
if(equal(classname,"fake_hegrenade") && hasweapon(ptd,"weapon_hegrenade") == 0) {
give_item(ptd,"weapon_hegrenade");
remove_entity(ptr);
return PLUGIN_CONTINUE;
}
// if player is touching smokegrenade and doesn't have one
if(equal(classname,"fake_smokegrenade") && hasweapon(ptd,"weapon_smokegrenade") == 0) {
give_item(ptd,"weapon_smokegrenade");
remove_entity(ptr);
return PLUGIN_CONTINUE;
}
// if player is touching flashbang and has room for another
if(equal(classname,"fake_flashbang") && hasweapon(ptd,"weapon_flashbang") < 2) {
give_item(ptd,"weapon_flashbang");
remove_entity(ptr);
return PLUGIN_CONTINUE;
}
return PLUGIN_CONTINUE;
}
// client disconnection
public client_disconnect(id) {
clear_nades(id);
}
// function to check if player has a specific weapon.
// returns the amount of ammo for that weapon in backpack.
// we use this so we can check for multiple flashbangs as well
public hasweapon(id,weaponname[32]) {
if(is_user_connected(id) == 0 || get_user_team(id) > 2) {
return 0;
}
new weapons[32], num;
get_user_weapons(id,weapons,num); // get weapons
new foundweapon; // if we found the weapon yet (and if we did how much ammo for it)
// loop through weapons
for(new i=0;inew checkweaponname[32];
get_weaponname(weapons[i],checkweaponname,31);
if(equal(weaponname,checkweaponname)) { // compare names
new clip, ammo; // clip and ammo
get_user_ammo(id,weapons[i],clip,ammo); // get clip and ammo
foundweapon = ammo; // return amount in clip (for multiple FBs)
break;
}
}
return foundweapon;
}
// clear user's grenades
public clear_nades(id) {
new currnade;
// go through fake HE grenades
currnade = -1;
while((currnade = find_ent_by_class(currnade,"fake_hegrenade")) > 0) {
if(entity_get_int(currnade,EV_ENT_owner) == id) {
remove_entity(currnade);
}
}
// go through fake smoke grenades
currnade = -1;
while((currnade = find_ent_by_class(currnade,"fake_smokegrenade")) > 0) {
if(entity_get_int(currnade,EV_ENT_owner) == id) {
remove_entity(currnade);
}
}
// go through fake flashbangs
currnade = -1;
while((currnade = find_ent_by_class(currnade,"fake_flashbang")) > 0) {
if(entity_get_int(currnade,EV_ENT_owner) == id) {
remove_entity(currnade);
}
}
}
// plugin precache
public plugin_precache() {
precache_model("models/w_hegrenade.mdl");
precache_model("models/w_flashbang.mdl");
precache_model("models/w_smokegrenade.mdl");
precache_sound("weapons/he_bounce-1.wav");
}
// plugin initiation
public plugin_init() {
register_plugin("CSNadeDrops","0.14","Avalanche");
console_print(0,"* CSNadeDrops 0.14 by Avalanche");
register_event("Damage","event_damage","b","2!0"); // damage event
register_event("ResetHUD","event_resethud","b"); // reset HUD event
register_cvar("mp_nadedrops","1",FCVAR_PRINTABLEONLY); // cvar to disable/enable plugin
register_cvar("mp_nadedropsounds","1",FCVAR_PRINTABLEONLY); // cvar to disable/enable nade drop sounds
// get the mod's name
new modname[32];
get_modname(modname,31);
// if this isn't Counter-Strike
if(!equal(modname,"cstrike")) {
pause("ae"); // lock the plugin
}
}
hmm ale co z tym zrobic
#9
Napisano 08.10.2009 19:16
a reszta??
#10
Napisano 08.10.2009 20:43
Wklejasz tam kod, wciskasz kompiluj i pobierasz plugin który jest w formacie .amxx
#11
Napisano 08.10.2009 20:52
a co z reszta pluginów o ktore proszę??
#12
Napisano 08.10.2009 20:55
kopiujesz do noteanika i zapisujesz z koncowka .smaa plik .sma
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