Paweł Kołodziejski
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20cb0ae228
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ALL: Cleanup ResidualVM -> ScummVM
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2021-12-26 21:19:38 +01:00 |
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Eugene Sandulenko
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abea37c9bb
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ALL: Update ScummVM project license to GPLv3+
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2021-12-26 18:48:43 +01:00 |
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Alexandre Detiste
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6044504762
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JANITORIAL: typos
some in the variable names, some in the comments;
no change for the strings that interract with original games assets
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2021-10-31 20:46:31 +01:00 |
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Eugene Sandulenko
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5e7fe2dc57
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JANITORIAL: Replace spaces in indentation with tabs
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2021-04-15 21:20:36 +02:00 |
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Thierry Crozat
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9b3dd840bb
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STARK: Fix unknown key error in ShortestPath
The error happened when the goal is not reachable.
This fixes bugs #12127 and #12339.
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2021-03-22 22:24:10 +00:00 |
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Bastien Bouclet
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c5ea4db2c9
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STARK: Only 3d model items should be used for collision checks
Previously the fact machine was checked when Zak was entering his room
in the border house.
Fixes #1549.
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2019-06-02 09:34:53 +02:00 |
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Bastien Bouclet
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f7df0d3f12
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STARK: Initial version of the collision avoidance movement
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2019-02-06 20:44:25 +01:00 |
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Bastien Bouclet
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85c669b35d
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STARK: Add basic collision handling, used by NPCs
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2019-02-06 20:44:25 +01:00 |
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Bastien Bouclet
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8b5e7433f5
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STARK: Change anim hierarchies to override parent animations
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2018-05-03 21:04:49 +02:00 |
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Bastien Bouclet
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0667ed8482
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STARK: Use the hash function for pointers from ScummVM
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2018-02-10 16:08:21 +01:00 |
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Bastien Bouclet
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c08e0f5f1d
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STARK: Prevent segfault when the walk destination is not on the walkmesh
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2017-06-10 14:35:53 +02:00 |
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Bastien Bouclet
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d287dc93d8
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STARK: When unable to find which floor face contains an item, keep the previous value
Works around draw order glitches due to items not having a floor face
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2017-06-10 14:35:53 +02:00 |
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Bastien Bouclet
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a7a7b4468a
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STARK: Add save state serializers to more entities
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2017-06-05 09:44:49 +02:00 |
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Bastien Bouclet
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b5baf28155
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STARK: Make the actor rotation speed framerate independent
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2017-05-28 09:30:46 +02:00 |
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Bastien Bouclet
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dfa209bd95
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STARK: When starting to follow a path, move the item to the begining
Fixes the item appearing for one frame at the end of the path when the
path was already previously followed.
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2017-05-27 21:27:48 +02:00 |
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Bastien Bouclet
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4dac8fb024
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STARK: Implement an opcode allowing a light to follow a path
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2017-05-26 21:44:00 +02:00 |
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Bastien Bouclet
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e08ea6a961
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STARK: Implement the opcode for an animated item to follow a path
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2017-05-26 17:35:38 +02:00 |
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Bastien Bouclet
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b51b49ebc0
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STARK: Implement opcode item rotate to direction
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2017-05-26 13:53:25 +02:00 |
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Bastien Bouclet
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3150543c9a
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STARK: Fix walking to faces with disabled edges
Prefer enabled edges in the same face when possible
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2016-04-16 08:58:08 +02:00 |
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Bastien Bouclet
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c43e76184d
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STARK: Forbid characters from walking on script selected floor faces
Not working entirely as expected. It is still possible to pass through
Roper Klacks. Probably the path finding code needs to be made more
accurate.
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2016-01-17 16:32:08 +01:00 |
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Bastien Bouclet
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75daf54503
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STARK: Reaching the walk target should resume a script successfully
Previously the script would be resumed successfully even when
the item could not reach its walk destination.
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2016-01-17 15:29:05 +01:00 |
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Bastien Bouclet
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f7681fc6f7
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STARK: Fix some coverity warnings
No actual bugs should be fixed
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2016-01-07 21:50:53 +01:00 |
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Pawel Kolodziejski
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f9e78dc731
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STARK: formating code - whitespaces
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2016-01-01 07:30:11 +01:00 |
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Bastien Bouclet
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3d4a9d7850
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STARK: Allow the walk code to work even when the item has not yet been placed
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2016-01-01 07:30:11 +01:00 |
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Bastien Bouclet
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ee597dea52
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STARK: Don't crask when there is no path to the walk destination
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2016-01-01 07:30:10 +01:00 |
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Bastien Bouclet
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b36300c23f
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STARK: Always remove the walk animation when the movement stops
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2016-01-01 07:30:09 +01:00 |
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Bastien Bouclet
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1f1a208676
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STARK: Add an opcode to change the walk target
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2016-01-01 07:30:09 +01:00 |
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Bastien Bouclet
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c6c93778e7
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STARK: Don't use freed memory
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2016-01-01 07:30:08 +01:00 |
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Pawel Kolodziejski
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92f9863300
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STARK: avoid use C++11
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2016-01-01 07:30:07 +01:00 |
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Pawel Kolodziejski
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18d646b72d
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STAR: fixed newline warnings
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2016-01-01 07:30:07 +01:00 |
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Bastien Bouclet
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b048c4ae86
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STARK: Add a movement type allowing an item to follow a path
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2016-01-01 07:30:07 +01:00 |
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Bastien Bouclet
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c733a5ab59
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STARK: Change the Movement base class to only keep an ItemVisual pointer
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2016-01-01 07:30:06 +01:00 |
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Bastien Bouclet
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68c84381a6
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STARK: Add script driven location scrolling
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2016-01-01 07:30:05 +01:00 |
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Bastien Bouclet
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ce691bc239
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STARK: Only update the walk direction when it is set
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2016-01-01 07:30:04 +01:00 |
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Bastien Bouclet
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29494dbe1c
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STARK: Move the template for hashing pointers to a separate file
And make use of it in the model drawing classes
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2016-01-01 07:30:04 +01:00 |
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Bastien Bouclet
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17bec93f72
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STARK: Anim subtype 2 have a movement speed as well
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2016-01-01 07:30:03 +01:00 |
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Bastien Bouclet
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4f9a04a077
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STARK: Change the walk code to go to the exact target location
This is what some game scripts expect
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2016-01-01 07:30:01 +01:00 |
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Bastien Bouclet
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e29249859d
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STARK: Add a new movement type to make items turn on themselves
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2016-01-01 07:30:00 +01:00 |
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Bastien Bouclet
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df63cf29a6
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STARK: Make characters turn on themselves when walking in a too different direction
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2016-01-01 07:29:59 +01:00 |
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Bastien Bouclet
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1b95553169
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STARK: Allow April to run
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2016-01-01 07:29:59 +01:00 |
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Bastien Bouclet
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75e0c4803d
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STARK: Use Vecort3d::getDistanceTo to simplify some code
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2016-01-01 07:29:59 +01:00 |
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Bastien Bouclet
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63e1e38445
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STARK: Add a hack to prevent characters from getting stuck when walking
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2016-01-01 07:29:58 +01:00 |
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Bastien Bouclet
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ac4e0e8072
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STARK: Follow a string pulled path when walking
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2016-01-01 07:29:58 +01:00 |
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Bastien Bouclet
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7653c5cbf5
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STARK: First iteration of actually walking
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2016-01-01 07:29:57 +01:00 |
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Bastien Bouclet
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e67c821646
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STARK: Initialize the item movement infrastructure
Items now have a movement property that is updated
on game loop
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2016-01-01 07:29:57 +01:00 |
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Bastien Bouclet
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efd9f14936
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STARK: Compute the shortest path to the destination when moving April
There's no actual model movement for now
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2016-01-01 07:29:57 +01:00 |
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