fix nonexistent DIV_ID
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366e76c3db
commit
f05886889c
3 changed files with 1672 additions and 1631 deletions
3221
build/app.js
3221
build/app.js
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@ -90,150 +90,150 @@ function HKCheckCompletion(jsonObject) {
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} else return false;
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// Pre-Cleaning and filling initial data (h2, id) needed for PrepareHTMLString()
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PrefillHTML(HK.DIV_ID);
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PrefillHTML(HK.SECTION);
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// Prevents adding current percent data after each function call (each click of Analyze button)
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ResetCompletion(HK.DIV_ID);
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ResetCompletion(HK.SECTION);
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// ================================================================================== //
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// ---------------- Time Played ----------------- //
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CheckPlayTime(HK.DIV_ID.intro, HKPlayerData.playTime);
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CheckPlayTime(HK.SECTION.intro, HKPlayerData.playTime);
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// ---------------- Game Completion Status ----------------- //
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CheckCompletionPercent(HK.DIV_ID.intro, HKPlayerData.completionPercentage);
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CheckCompletionPercent(HK.SECTION.intro, HKPlayerData.completionPercentage);
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// ---------------- Game Completion Status ----------------- //
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CheckSaveFileVersion(HK.DIV_ID.intro, HKPlayerData.version);
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CheckSaveFileVersion(HK.SECTION.intro, HKPlayerData.version);
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// ---------------- Fleur Divide ----------------- //
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AppendHTML(HK.DIV_ID.intro, FLEUR_DIVIDE);
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AppendHTML(HK.SECTION.intro, FLEUR_DIVIDE);
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// ---------------- Health Masks ----------------- //
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CheckHealthMasks(HK.DIV_ID.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode);
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CheckHealthMasks(HK.SECTION.intro, HKPlayerData.maxHealthBase, HKPlayerData.permadeathMode);
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// ---------------- Soul Orbs ----------------- //
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CheckSoulOrbs(HK.DIV_ID.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax);
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CheckSoulOrbs(HK.SECTION.intro, HKPlayerData.maxMP + HKPlayerData.MPReserveMax);
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// ---------------- Charm Notches (Slots) ----------------- //
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CheckNotches(HK.DIV_ID.intro, HKPlayerData.charmSlots, HKPlayerData.charmSlotsFilled);
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CheckNotches(HK.SECTION.intro, HKPlayerData.charmSlots, HKPlayerData.charmSlotsFilled);
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// ---------------- Geo Amount ----------------- //
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CheckGeo(HK.DIV_ID.intro, HKPlayerData.geo, HKPlayerData.geoPool);
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CheckGeo(HK.SECTION.intro, HKPlayerData.geo, HKPlayerData.geoPool);
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// ---------------- Bosses (Base Game) --------------------- //
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CheckIfDataTrue(HK.DIV_ID.bosses, HK.BOSSES, HKPlayerData, HKWorldItems);
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CheckIfDataTrue(HK.SECTION.bosses, HK.BOSSES, HKPlayerData, HKWorldItems);
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// ---------------- Charms --------------------- //
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CheckIfDataTrue(HK.DIV_ID.charms, HK.CHARMS, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.charms, HK.CHARMS, HKPlayerData);
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// ---------------- Colosseum of Fools --------------------- //
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CheckIfDataTrue(HK.DIV_ID.colosseum, HK.COLOSSEUM, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.colosseum, HK.COLOSSEUM, HKPlayerData);
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// ---------------- Dreamers --------------------- //
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CheckIfDataTrue(HK.DIV_ID.dreamers, HK.DREAMERS, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.dreamers, HK.DREAMERS, HKPlayerData);
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// ---------------- Dream Nail and Essence --------------------- //
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CheckIfDataTrue(HK.DIV_ID.dreamNail, HK.DREAMNAIL, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.dreamNail, HK.DREAMNAIL, HKPlayerData);
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// ---------------- Equipment --------------------- //
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CheckIfDataTrue(HK.DIV_ID.equipment, HK.EQUIPMENT, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.equipment, HK.EQUIPMENT, HKPlayerData);
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// ---------------- Nail Upgrades --------------------- //
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CheckNailUpgrades(HK.DIV_ID.nailUpgrades, HK.NAILUPGRADES, HKPlayerData);
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CheckNailUpgrades(HK.SECTION.nailUpgrades, HK.NAILUPGRADES, HKPlayerData);
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// ---------------- Mask Shards --------------------- //
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CheckIfDataTrue(HK.DIV_ID.maskShards, HK.MASKSHARDS, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.maskShards, HK.MASKSHARDS, HKPlayerData);
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// ---------------- Mask Shards (World Map) --------------------- //
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CheckWorldDataTrue(HK.DIV_ID.maskShards, "Heart Piece", HK.MASKSHARDS_WORLD, HKWorldItems);
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CheckWorldDataTrue(HK.SECTION.maskShards, "Heart Piece", HK.MASKSHARDS_WORLD, HKWorldItems);
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// ---------------- Nail Arts --------------------- //
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CheckIfDataTrue(HK.DIV_ID.nailArts, HK.NAILARTS, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.nailArts, HK.NAILARTS, HKPlayerData);
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// ---------------- Spells --------------------- //
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CheckSpellLevel(HK.DIV_ID.spells, HK.SPELLS, HKPlayerData);
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CheckSpellLevel(HK.SECTION.spells, HK.SPELLS, HKPlayerData);
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// ---------------- Vessel Fragments --------------------- //
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CheckIfDataTrue(HK.DIV_ID.vesselFragments, HK.VESSELFRAGMENTS, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.vesselFragments, HK.VESSELFRAGMENTS, HKPlayerData);
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// ---------------- Vessel Fragments (World Map) --------------------- //
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CheckWorldDataTrue(HK.DIV_ID.vesselFragments, "Vessel Fragment", HK.VESSELFRAGMENTS_WORLD, HKWorldItems);
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CheckWorldDataTrue(HK.SECTION.vesselFragments, "Vessel Fragment", HK.VESSELFRAGMENTS_WORLD, HKWorldItems);
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// ---------------- Warrior Dreams --------------------- //
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CheckWarriorDreams(HK.DIV_ID.warriorDreams, HK.WARRIORDREAMS, HKPlayerData);
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CheckWarriorDreams(HK.SECTION.warriorDreams, HK.WARRIORDREAMS, HKPlayerData);
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// ---------------- Grimm Troupe Content Pack --------------------- //
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CheckIfDataTrue(HK.DIV_ID.grimmTroupe, HK.GRIMMTROUPE, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.grimmTroupe, HK.GRIMMTROUPE, HKPlayerData);
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// ---------------- Lifeblood Content Pack --------------------- //
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CheckIfDataTrue(HK.DIV_ID.lifeblood, HK.LIFEBLOOD, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.lifeblood, HK.LIFEBLOOD, HKPlayerData);
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// ---------------- Godmaster Content Pack --------------------- //
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CheckIfDataTrue(HK.DIV_ID.godmaster, HK.GODMASTER, HKPlayerData);
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CheckIfDataTrue(HK.SECTION.godmaster, HK.GODMASTER, HKPlayerData);
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CheckGodmasterDoors(HK.DIV_ID.godmaster, HK.GODMASTER_DOORS, HKPlayerData);
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CheckGodmasterDoors(HK.SECTION.godmaster, HK.GODMASTER_DOORS, HKPlayerData);
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// ---------------- Fleur Divide ----------------- //
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AppendHTML(HK.DIV_ID.godmaster, FLEUR_DIVIDE);
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AppendHTML(HK.SECTION.godmaster, FLEUR_DIVIDE);
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// ------------------------- Essential Things ----------------------------- //
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CheckAdditionalThings(HK.DIV_ID.essential, HK.ESSENTIAL, HKPlayerData, HKWorldItems);
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CheckAdditionalThings(HK.SECTION.essential, HK.ESSENTIAL, HKPlayerData, HKWorldItems);
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// ---------------- Fleur Divide ----------------- //
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AppendHTML(HK.DIV_ID.essential, FLEUR_DIVIDE);
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AppendHTML(HK.SECTION.essential, FLEUR_DIVIDE);
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// ------------------------- Achievements ----------------------------- //
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CheckAdditionalThings(HK.DIV_ID.achievements, HK.ACHIEVEMENTS, HKPlayerData, HKWorldItems);
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CheckAdditionalThings(HK.SECTION.achievements, HK.ACHIEVEMENTS, HKPlayerData, HKWorldItems);
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// ---------------- Fleur Divide ----------------- //
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AppendHTML(HK.DIV_ID.achievements, FLEUR_DIVIDE);
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AppendHTML(HK.SECTION.achievements, FLEUR_DIVIDE);
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// ------------------------- Game Statistics ----------------------------- //
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CheckAdditionalThings(HK.DIV_ID.statistics, HK.STATISTICS, HKPlayerData, HKWorldItems, HKSceneData);
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CheckAdditionalThings(HK.SECTION.statistics, HK.STATISTICS, HKPlayerData, HKWorldItems, HKSceneData);
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// ------------------------- Godhome Statistics ----------------------------- //
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CheckAdditionalThings(HK.DIV_ID.godhomeStatistics, HK.GODHOME_STATISTICS, HKPlayerData, HKWorldItems, HKSceneData);
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CheckAdditionalThings(HK.SECTION.godhomeStatistics, HK.GODHOME_STATISTICS, HKPlayerData, HKWorldItems, HKSceneData);
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// ------------------------- Hints ----------------------------- //
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CheckHintsTrue(HK.DIV_ID.hints, HK.HINTS, HKPlayerData, HKWorldItems);
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CheckHintsTrue(HK.SECTION.hints, HK.HINTS, HKPlayerData, HKWorldItems);
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// ------------------------- Fill completion ----------------------------- //
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CompletionHTML(HK.DIV_ID, HKPlayerData.completionPercentage);
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CompletionHTML(HK.SECTION, HKPlayerData.completionPercentage);
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GenerateInnerHTML(HK);
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@ -358,7 +358,7 @@ function CheckCompletionPercent(divId, completionPercentage) {
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* @param {object} divId ID of the HTML element for data appending
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* @param {string} saveVersion Save File version in format 0.0.0.0
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*/
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function CheckSaveFileVersion(divId, saveVersion = HK.DIV_ID.intro.saveVersion) {
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function CheckSaveFileVersion(divId, saveVersion = HK.SECTION.intro.saveVersion) {
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CurrentDataBlank();
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let textFill = `Save Version:${pSpan}<b>${saveVersion}</b>${pSpan}`;
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@ -1271,7 +1271,7 @@ function CheckHintsTrue(divId, dataObject, playerData, worldData) {
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function HKReadTextArea(textAreaId = "") {
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// refresh and prepare document for filling with data from the save
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InitialHTMLPopulate(HK.DIV_ID);
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InitialHTMLPopulate(HK.SECTION);
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let contents = document.getElementById(textAreaId).value;
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@ -1446,7 +1446,7 @@ function FillInnerHTML(elementId, textFill) {
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// Populate HTML at load (before img and css)
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document.addEventListener("DOMContentLoaded", () => {
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InitialHTMLPopulate(HK.DIV_ID);
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InitialHTMLPopulate(HK.SECTION);
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});
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// Does an action when the save file location input text is clicked once (auto select & copy to clipboard)
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