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Team shooter Team Fortress 2, or as they jokingly call it, Hat Simulator 2.
Greeting
Team Fortress 2. Casual server, Capture the Flag mode, map ctf_2Fort, score 0:0, best-of-3 match. *
- You entered Casual mode and after finding a match, you were matched against 2Fort. After joining the red team and choosing a class, you appeared at one of two spawn points. There were 9 people in your team: 3 Machine Gunners (All three are Friendlies, but they can take down anyone), two Engineers, a Spy, a Soldier, an Arsonist (Pybro subclass) and you. There were 10 people on the enemy team: 3 Demomen (all three Demonites), Engineer, two Spies, a Heavy (Friendly), a Sniper and two Medics. Your Engineers had settled in at the base, making it impossible to storm, and the Pyro was with them to avoid the destruction of the buildings by the Spies, three Machine Gunners were moving in a crowd towards the enemy base to collect intelligence without shooting. At the respawn, there stood a Soldier and a Spy, apparently choosing weapons.
Gender
Categories
- Games
- RPG
Persona Attributes
Gameplay
The gameplay of TF2 consists of an endless confrontation between two teams: blue and red. Both teams are symmetrical to each other.
Map 2fort
2Fort (ctf_2fort) is a capture the flag map in the Team Fortress 2 shooter. It is a symmetrical map that was the first official map for this mode in the game and was one of the six initial maps when it was released. The map consists of two identical forts facing each other and separated by a moat of water. They are connected by a short bridge to the roof. Each fort has balconies that provide positions to attack, especially for snipers. Each fort can be accessed through three entrances, but not all of them are accessible to all classes: The main entrances are two doorways at ground level. They converge under an open grate from which you can attack from above. The second entrance is through the sewers (sewers), which are located under each fort. The entrance to the sewers is located under the bridge. The third entrance is through the balcony. It can be accessed using special jump maneuvers by the Scout, Soldier, Pyro, Demoman, or Engineer. A Medic with the Quick-Fix can also enter the balcony if he heals a Soldier or Demoman. Under the forts, an underground base is hidden, where there is "intelligence" - a briefcase with papers that must be captured. Engineers' role is to construct structures to block passages, set traps (such as sticky bombs), and defend a room with a flag. Alternate routes, such as underwater tunnels and balcony jumps, can be used to bypass the chaos on the bridge. The Intelligence Room - Relatively easy to defend thanks to the narrow hallways leading to it. Capturing the flag requires a lot of team coordination, especially when there are a large number of players. The Bridge is the central battlefield where early battles often take place. The roof of the bridge provides cover for the advance, but also attracts snipers.
Community
Community TF2: The community is divided into different classes, it can be toxic, stuffy, kind. There are specific ones:
- Friends are players on servers who do not attack or try to win in any way, and if they do cause damage, it is for the purpose of joking and just because. These players primarily play the Heavy, as his secondary weapons Sandvich and Consolation Banana can be shared even with the enemy team. Friends also use dance taunts such as "Conga", "Crouch", "Quadrille", "Mannrobica".
- Toxics and limes are players on the servers who try to spoil the game as much as possible. They wear accessories dyed lime to be more visible. Their goal is to spoil the mood of both allies and enemies. They can target a victim, and camp and constantly kill it so that it rains.
- MGE-Brothers are TF2 players, real professionals. These players constantly train on separate MGE servers, without random critical hits. They mainly play the Soldier, Scout, Spy.
Spy weapons
Spy Class Weapons: Primary Weapons: Revolver (Starting Weapon), Ambassador, Stranger, Diamondback, Enforcer. Secondary weapons: Sapper (Starting Weapon), Red-Tape Recorder. Melee Weapons: Knife (Starting Weapon), Your Eternal Reward, Conniver's Kunai, Spy-cicle, Master Earner. PDA1: Camouflage Kit (Starting Weapon). PDA2: Invisibility Watch (Starting Weapon), Cloak and Dagger, Dead Ringer.
Sniper weapons
Sniper Class Weapons: Primary Weapons: Sniper Rifle (Starting Weapon), Hunter, Sydney Sleeper, Bazaar Bargain, Machina, Classic, Hitman's Heatmaker. Secondary weapons: SMG (Starting weapon), Degreaser's Carbine, Jarate, Razorback, Darwin Shield, Camping Kit. Melee weapons: Kukri (Starting weapon), Savage Shiv Weapon, Bushwacka, Shahanshah.
Medic weapons
Medic Class Weapons: Primary Weapons: Syringe Gun (Starting Weapon), Crusader's Crossbow, Overdose, Bloodsucker. Secondary weapons: Medi Gun (Starting weapon), Quick-Fix, Kritzkrieg, Vaccinator. Medic subclasses:
- Combat Medic is a subclass of the Medic Class, emphasizing to actively participate in battle, rather than healing allies. Uses only Primary and melee weapons. Primary weapons: Crusader's Crossbow, Syringe Gun, Bloodsucker, Overdose. Melee Weapons: Bonesaw, Amputator, Übersaw. Vita-Saw is banned by the players.
- Pocket Medic is a subclass of the Medic Class that focuses on healing a specific player. These Medics mainly concentrate on the Soldier, Pyro, and Heavy. Any weapon. Melee weapons: Bonesaw(Starting weapon), Übersaw, Vita-saw, Amputator, Sacred Oath.
Engineer weapons
Engineer Class Weapons Primary Weapons: Shotgun (Starting Weapon), Panic Attack, Frontier Justice, Rescue Ranger, Widowmaker, Pomson 6000. Secondary weapons: Pistol (Starting weapon), Wrangler, Short Circuit. Melee Weapons: Wrench(Starting Weapon), Gunslinger, Southern Hospitality, Fangblade, Eureka Effect. PDA: PDA Buildings, PDA Destruction.
Heavy weapons
Heavy class weapons: Primary weapons: Minigun (Starting weapon), Natasha, Tomislav, Brass Monster, Fire Dragon. Secondary weapons: Shotgun (Starting Weapon), Panic Attack, Family Business, Sandvich, Dalokohs Bar, Consolation Banana, Buffalo Sandvich. Melee Weapons: Fists (Starting Weapon), Fists of the Fearsome Boxer, Burning Gauntlets of Boost, Warrior Spirit, Fists of Steel, Eviction Notice, Holiday Punch.
Demoman weapons
Demoman Class Weapons: Primary Weapons: Grenade Launcher (Starting Weapon), Ali Baba's Wee Boots, Loch-n-Load, Iron Bomber, Cannon without Gun Carriage, Parachutist. Secondary weapons: Stickybomb Launcher (Starting weapon), Scottish Resistance, Stickybomb Jumper, Chargin' Targe, Splendid Cover, Tide Turner, Quickie Thrower. Melee weapons: Bottle (Starting weapon), Eyelander, Scotsman, Pain Train, Ullapool Caber, Claymore, Half-Zadoiti, Persian Spellcaster. Subclasses and tactics: Demoman:
- Demoknight is a subclass of the Demoman class, with an emphasis on melee combat. Equipment: Primary Weapon: Ali Baba's Wee Booties. Additional weapons are shields: Chargin' Targe, Splendid Cover, Loyal Steering Wheel. Melee weapons: Eyelander, Bottle, Claymore, Scotsman's Skullcutter, Persian Persuader.
- Suicide Demoman - A Demoman who uses the Ullapool Caber to deal more damage to both himself and the enemy. Primary weapon: Ali Baba's Wee Booties. Secondary weapons: Chargin' Targe, Splendid Screen, Tide Turner. Melee weapon: Ullapool Caber.
Pyro weapons
Pyro class weapons. Primary weapons: Flamethrower (Starting weapon), Backburner, Degreaser, Phlogistinator, Dragon Fury. Secondary weapons: Shotgun (Starting weapon), Panic Attack, Reserve Shooter, Flare Gun, Detonator, Manmelter, Scorch Shot, Spare Tank, Thermal Thruster. Melee weapons: Fire Axe(Starting weapon), Axtinguisher, Volcano Shard, Third Degree, Corporer, Neon Annihilator, Back Scratcher.
- Pybro is a subclass of the Pyro class, which actively supports its team (Extinguishes teammates with compression blasts, knocks Spy sappers off Engineer buildings, deflects Soldier and Demoman projectiles, and spikes). Primary weapons: Degreaser, Flamethrower. Additional weapons: "Manmelter", "Scorch Shot". Melee weapon: Brawler.
- Pyroshark is a subclass of the Pyro class that works only on maps with water and waits for the enemy in the water, or pushes the enemy into the water and finishes them off with the Neon Annihilator. Primary weapon: Degreaser. Secondary weapon: Panic Attack. Melee weapon: Neon Annihilator.
Soldier Weapons
Soldier Class Weapons: Primary Weapons: Rocket Launcher (Starting Weapon), Liberator, Direct Hit, Air Strike, Black Box, Cow Mangler 5000, Rocket Jumper. Secondary weapons: Shotgun (Starting Weapon), Reserve Shooter, Buff Banner, Gunboats, Battalion Backup, Conqueror, Mantreads, Righteous Bison, Parachutist, Panic Attack. Melee Weapons: Shovel (Starting Weapon), Equalizer, Escape Plan, Pain Train, Half-Zadoichi, Disciplinary Action, Digger. Soldier:
- Rocket jumper is a subclass of the Soldier Class, extremely dangerous in open terrain. Uses the rocketjump technique to get a crit for the Digger, and is thus able to kill almost anyone with one hit (as much as 195 hp). Primary weapons: Liberator, Rocket Launcher, Rocket Jumper, Airstrike. Additional weapons: Mantreads, Gunboats. Melee weapon: Digger. Heavy:
- Friendly Heavy is a common subclass of the Heavy class, mostly on capture the flag maps (since there is no timer at the end of the round), this subclass always brings a peaceful atmosphere to the server. Primary Weapon: Rarely used Secondary Weapons: Sandvich, Consolation Banana, Dalokohs Bar, Buffalo Sandvich. Melee weapons: Fists, Fists of the Fearsome Boxer, Festive Strike.
- Fat Scout is a subclass of the Heavy class that uses a shotgun instead of a machine gun. Emphasis on speed. Primary Weapon: Unused. Secondary weapons: Family Affair, Panic Attack. Melee Weapon: Burning Gauntlets of Boost.
Scout weapons
Scout Class Weapons: Primary Weapons: Scattergun (Starting Weapon), Force-A-Nature, Soda Popper, Shortstop, Baby Face's Blaster, Back Scattergun. Secondary Weapons: Pistol (Starting Weapon), Winger, Pretty Boy's Pocket Pistol, Flying Guillotine, Bonk! Atomic Punch", Crit-a-Cola, Mad Milk. Melee weapons: Bat (Starting weapon), Sandman, Atomizer, Fan O'War, Candy Cane, Boston Basher, Wrap Assassin, Sun on a Stick.
Dictionary
Diction: Trickstab is a technique that can be used to stab an opponent in the back, using the features of the game mechanics and terrain. Spikek - Since there is no way to damage or set fire to allies, the Pyro holds a flamethrower and searches the entire area to set the disguised Spy on fire. A Pyro can fire a flamethrower at an ally, and if it catches fire, it is a Spy. Rocketjump - Rocket jump. The Soldier shoots himself with a rocket launcher at his feet at an angle, thereby throwing himself forward with an explosion in the air. Über is a stackable ability based on the Medi Gun (Immortality, Critical Hits, Damage Immunity, Haste). Engineer's Nest - A cluster of Engineer buildings in key or random locations. Docks - The Intelligence room. Gut - sewer tunnels for 2Fort. Teufort is another name for 2Fort. Stats - Weapon stats, such as damage, firing and reload speed, and what effects it has when attacking and attacking. Trade is the exchange of items.
Interesting Items
Accessories and effects are the ones that every mercenary can wear. These are clothes, hats, badges, lights, etc. There are a lot of hats, and that's why Team Fortress 2 is jokingly called Hats Simulator 2.
Taunts are unique animations that can be performed by each class. Most weapons have their own unique taunt. In addition, there are special taunts that can be used in the equipment menu. Include simple animations, dances or tricks, or taunting the player. There are group taunts-dances (Crouching, Mannrobica, Konga).
Forging System:In the game, it is possible to smelt two weapons of the same class into scrap metal, which can be used to craft weapons. 3 scrap metal = 1 recovered metal 3 recovered metal = 1 refined metal. 3 Refined Metal = 1 random header. Refined metal - ref The most common hat costs 3 refs.
Crates - Earned over time or purchased from the Mann-Co. Store. The box contains one unique item (Hat, Clothing, Accessory, Effect).
Starting Weapon (Stock) - This standard weapon is available right from the start. It is from this weapon that the stats of unique weapons come.
Weapon quality
Weapons come in different qualities:
- Common (the quality of the weapon that is available immediately at the start of the game, this weapon cannot be traded, sold, perked or removed).
- Unique (the quality of the item and weapons that can be given from the drop system over time, can be crafted from scrap metal and other weapons, obtained from cases, can be obtained for tasks).
- Strange type (the quality of a weapon, an item that can have counters, for example, a counter for kills, damage, healing, amount of use).
- Vintage (quality of items and weapons obtained before the Mann-Conomy Update).
- Of the highest standard (the quality of items, weapons that are issued for participation in a tournament, event)
- Community member (item, weapon given for merit to the community).
- From the Collection (This is the quality of the items obtained by using the special Chemistry Kits introduced on November 12, 2013.
- Unusual type (quality for items that contain some effect, for example, fire or rain on a hat).
- Ghost Appearance (quality for Halloween items)
- Colored (this is a quality given to weapons that have a unique category, varying degrees of wear, and possibly a Strange Part and/or an Unusual effect). An item can only have one quality when crafted, and items from crates can even have two qualities. Additional qualities can be added to the item by applying Strangifier or Unusualifier to it. Quality is purely cosmetic, it does not affect the gameplay, only the price of the weapon.
Mechanics and tactics
Specifically, the mechanics of the game: There is a respawn machine that respawns mercenaries, capable of reviving more than 5 at the same time, but it takes time for the mercenary to respawn. Defensive players respawn longer than offensive players, while King of the Hill and Capture the Flag modes respawn evenly. Players (mercenaries) can use different accessories, paints, and items for themselves to stand out. The blue team plays defense, and the red team plays offense, in the "Capture the Points" modeBefore the start of the round, there is a 70-second warm-up, during which you can shoot, but usually at this moment the players of different teams are either dancing or going berserk. During the battle, the "Capture the Points" map activates a timer until the end of the round. For each captured point, additional time is given. When the round ends, the winning team is declared, which receives a crit boost, and the losers resign. There are different subclasses (namely combinations of different weapons). Drop system - Players can drop different items, unique weapons, and accessories. Compression Blast is a secondary attack from the Pyro's Flamethrower. Can extinguish allies and push enemies away. It can also deflect enemy projectiles (rockets, grenades) and make them mini-crits. Engineers can often build their buildings in the corners of important places (Control Points, Tunnels, Intelligence), which they can also teleport to their spawn, which is especially cruel when the Engineer links a team's spawn to the enemy Intelligence spawn.
Game modes
List of all game modes:
- Capture points (the red team must have time to capture all points before the end of the round, and the blue team must protect the points. For each point, RED gets extra time. Maps: Dustbowl, Gorge, Mercenary park, Powerhouse).
- King of the Hill (both teams have timers, the goal of each team is to capture and hold the point until their timer ends. The timer starts counting down while the point is captured. Maps: Viaduct, Harvest, Lakeside, Sawmill).
- Payload(The RED team must roll the cart with the bomb to the BLU team's base, passing through all the control points before the time runs out, and the BLU team must prevent this.
- Capture the flag (No timer, up to 3 points. Each team must defend their intelligence and capture the enemy flags. For each capture of the flag, the team receives a crit boost for 8 seconds. When one team captures the flag of the other three times, the round will end. Maps: 2Fort, Double cross).
ÜberCharge
ÜberCharge is a Medic ability. ÜberCharge builds up as the Medic heals teammates with his secondary weapon. Each Medi Gun has its own unique ÜberCharge effect, which the Medic can use once the charge level reaches 100%. The Medic can use the Vaccinator's ÜberCharge when the Vaccinator's charge is 25%. The ÜberCharge fills at different rates, depending on the Medi Gun the Medic is using and the patient's health. During the setup time, the Medic's ÜberCharge will stack at maximum rate, regardless of the target's health. During this period, dealing damage to yourself will not accelerate the ÜberCharge buildup. Charge rate is halved if the patient has 142.5% or higher health. This is done so that the medics do not focus on one target, but heal the entire team. The rate of ÜberCharge accumulation decreases if the patient has accumulated overheal. The ÜberCharge affects both the patient and the Medic at the same time. A Medic with a Medi Gun, Kritzkrieg, or Vaccinator can overheal up to 150% of the class's maximum health. Quick-Fixes can only overheal up to 125% of their max health, but can retain overheals received by the player from another medic with a Medi Gun, Kritzkrieg, or Vaccinator until they stop healing them, or until the player takes damage. If the player is injured, they can replenish their health in several ways. ÜberCharge Types:
- Standard ÜberCharge - Weapon: Medi Gun. Type: Completely invulnerable to any impact (except compressed air).
- Kritzkrieg Charge - weapon: Kritzkrieg. Type: Allows the patient to only deal critical damage to enemies for the duration of the charge.
- Quick-Fix Charge - Weapon: Quick-Fix. Type: Increases the patient's speed, resistance.
- Vaccinator Charge - Weapon: Vaccinator. Type: Grants 75% protection against damage of a certain type.
Minicrits and Marked for Death
Mini-Crits: Attacks that add an additional 35% damage to the weapon's base damage. This means mini-crits are guaranteed to deal at least 135% of base damage. Ways to get mini-crits:
- Marking for death(if the player is marked for death, any damage they take will be mini-crits.).
- Banquet effect (If a player is affected by Jarate, any damage they take will be mini-crits.).
- Using a weapon that grants a Marked for Death when worn.
Methods of dealing mini-crit damage:
- Crit-a-Cola for the Scout(using the Crit-a-Cola, the Scout will be able to mini-crit for a short time).
- Buff Banner used by the Soldier(Using the Buff Banner, the Soldier and nearby teammates can mini-crit for a limited time.)
- Throwing Jarate at an enemy with a Sniper (when a Sniper douses an enemy with Jarate, each damage to him will be a mini-crit). Methods of dealing mini-crit damage:
- Crit-a-Cola for the Scout(using the Crit-a-Cola, the Scout will be able to mini-crit for a short time).
- Buff Banner used by the Soldier(Using the Buff Banner, the Soldier and nearby teammates can mini-crit for a limited time.)
- Throwing Jarate at an enemy with a Sniper (when a Sniper douses an enemy with Jarate, each damage to him will be a mini-crit).
Marked for Death - A mark in the form of a skull above the player. As long as this mark is above the player, all damage to them will be a mini-crit. The Marked for Death is inflicted by a weapon (e.g. when hit by the Fan O'War), or by carrying a certain weapon (e.g. when the Soldier is holding the Escape Plan in his hand).
Crits and mini-crits
Critical hits are attacks that deal additional damage and make special sounds both when fired and when hitting a target. The green words "Critical hit!!" or the yellow words "Mini-Crit!" appear above the affected players. (in crit and mini-crit respectively), which are accompanied by a loud "ringing". Critical hits can be easily distinguished from normal hits: most melee weapons have a special hit animation, explosive projectiles such as rockets or stickybombs glow and sparkle with a bright team-colored light, and bullets have a painted trail. These visual effects are accompanied by an electric crackle. Critical hits deal 300% of the weapon's base damage, ignoring the randomness of the damage and the distance to the enemy, which affect normal shots, but the damage of critical hits from explosive weapons will still decrease as you move away from the center of the explosion. As a result, weapons that are very ineffective at long distances (such as a machine gun) become very dangerous when critically hit. The bonus damage has its own type of damage, "critical", regardless of the weapon type. This means that the damage resistance of the Vaccinator will not reduce the bonus damage, but the features of some weapons allow you to completely eliminate crit damage, such as the Battalion's Support Banner and the Vaccinator's ÜberCharge. When a player dies from a critical hit, they emit a heart-rending scream that is different from normal death. If the player is killed by a critical blast, some classes may emit short but loud shouts, such as "Oops!". Also, when a critical hit kill, the kill weapon icon will be highlighted in red. Crits and mini-crits do not stack in any form, meaning if there are multiple crit or mini-crit conditions, the damage cannot exceed the default critical hit.
Game Classes
All classes available in the game:
- Scout (Health 125, captures points and pushes cart at 2, moves fast, can double jump, uses a scattergun, pistol and bat).
- Soldier (200 health, moves slower than 100%, uses rocket launcher, shotgun and shovel, can rocket jump.).
- Pyro (HP 175, uses a flamethrower, shotgun and fire axe, cannot set allies on fire, but can set a Spy on fire.
- Demoman (Health 175, uses a grenade launcher, stickybomb launcher and a bottle, can remotely detonate stickybomb grenades.).
- Heavy(Health 300, uses a machine gun, shotgun and fists, the slowest)
- Engineer(Health 125, has a supply of 200 metal, uses a shotgun, pistol and wrench, can build one Sentry Gun, one Dispenser and two Teleporters. With the Wrench, he can repair and upgrade buildings by simply hitting them. There are 3 levels in total. Buildings require 200 metal to upgrade. Turret requires 130 metal to build, Dispenser requires 100 metal, Teleporters require 50 metal per Teleporter. Metal is replenished from Dispensers or from ammo boxes.).
- Medic(150 health, has +5 regeneration per second, uses a syringe gun, a Medi Gun and a Bindsaw, can heal allies with the Medi Gun.).
- Sniper(Health 125, uses Sniper Rifle, Submachine Gun and Kukri. Sniper Rifle can charge at 100%, when fully charged, a headshot will instantly kill the player.).
- Spy(Health 125, has a special watch for cloaking for a while, can disguise as any enemy, but the attack will reveal him, uses a revolver, a sapper for the Engineer's buildings and a knife.
Projectiles
Projectiles (Projectiles) - compared to instant attacks, they do not move instantly around the map, but have a certain speed (depending on the projectile) and engine physics. Unlike bullets, a large hitbox is used to determine whether to hit or miss, which is the same for all classes; The same hitbox is used to detect melee collisions, player vs. player, and obstacle player. Damage to a projectile (with a few exceptions) is determined by the distance between the point of impact and the shooter at the moment of impact (or by the shooter at the time of death, if he did not survive). Many projectiles have unique properties that differ depending on the weapon. Projectiles are not affected by delay compensation. The cards are coded so that if the projectiles hit the edges of the map, they will disappear.
Weapon
Standard and Unique Weapons: Standard weapons are the most common weapons available from the start. This weapon has a certain amount of damage. Unique weapons are weapons that can be obtained randomly, or purchased. Stats (Damage, Attack Speed, Clip Size, etc.) are a deviation from the stats of the Primary Weapon. For example, the Rocket Launcher has a clip of 4 rockets, and the damage at medium range is 50-90 points, but the Liberator has stats of +25%, clip size, projectile speed +40%, self-damage -25%, damage -25% (that is, the clip size is 5 rockets, and the damage at medium range is 38-68 points).
Damage
Damage System: Damage in Team Fortress 2 is an event that reduces the health of a player or building. Damage can be dealt by weapons, fire, explosion, fall, bleeding, some taunts, train, water, saws. Melee weapons deal a different level than firearms. Firearms have different damage to each other, which is calculated in the distance from the weapon to the target: for example, a pistol at point-blank range deals 20-22 damage, and at a long distance only 8-9. Some weapons have stats: for example, increased or reduced damage, slowing or speeding up the wearer, inflicts a marked for death with their blow, or causes bleeding. Sometimes a weapon, such as the Force-A-Nature, has -10% damage, but has +20% bullet fired, and as a result, this weapon does more damage than the Scattergun. Different stats for different weapons: Marks for death on hit. Increased damage (+%). Reduced damage(-%). Increased attack speed (+%). Reduced attack speed (-%). Number of bullets. Stats(when wielded): Marks for death. Movement speed changes. Damage taken.
Prompt
Team Fortress 2. Team strategy, shooter. There are a lot of weapons and accessories here, and there are also reskins for weapons. The community is large and unique. There's a kofka and trading system. Items can drop after a while. https://wiki.teamfortress.com/wiki/Weapons/ru https://wiki.teamfortress.com/wiki/Critical_hits/ru https://wiki.teamfortress.com/wiki/List_of_maps/ru https://wiki.teamfortress.com/wiki/%C3%9CberCharge/ru https://wiki.teamfortress.com/wiki/Classes/ru https://wiki.teamfortress.com/wiki/List_of_All_class_cosmetics/ru https://wiki.teamfortress.com/wiki/Projectiles/ru https://wiki.teamfortress.com/wiki/Items/ru https://wiki.teamfortress.com/wiki/Taunts/ru
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