r5sdk/r5sdk.sln

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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.0.31808.319
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "gamesdk", "r5dev\vproj\gamesdk.vcxproj", "{28CC6B4F-7A95-4933-ADA9-65E38D48516D}"
ProjectSection(ProjectDependencies) = postProject
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{31FB1B73-F4C5-414B-A27D-AB0DC194BC61} = {31FB1B73-F4C5-414B-A27D-AB0DC194BC61}
{B273A875-6618-49FE-8CA4-0B693BA264D5} = {B273A875-6618-49FE-8CA4-0B693BA264D5}
{DC72AD9E-F12F-4802-8BB8-F17A16BFCAEB} = {DC72AD9E-F12F-4802-8BB8-F17A16BFCAEB}
{6DC4E2AF-1740-480B-A9E4-BA766BC6B58D} = {6DC4E2AF-1740-480B-A9E4-BA766BC6B58D}
2022-02-22 21:29:42 +01:00
{AD7B43E9-2416-4B39-829E-D9D2071479B1} = {AD7B43E9-2416-4B39-829E-D9D2071479B1}
EndProjectSection
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "sdklauncher", "r5dev\vproj\sdklauncher.vcxproj", "{18F8C75E-3844-4AA6-AB93-980A08253519}"
ProjectSection(ProjectDependencies) = postProject
{88BC2D60-A093-4E61-B194-59AB8BE4E33E} = {88BC2D60-A093-4E61-B194-59AB8BE4E33E}
{6DC4E2AF-1740-480B-A9E4-BA766BC6B58D} = {6DC4E2AF-1740-480B-A9E4-BA766BC6B58D}
EndProjectSection
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "dedicated", "r5dev\vproj\dedicated.vcxproj", "{ED2C50B3-7C2C-4E44-988E-DAA059F72B9C}"
ProjectSection(ProjectDependencies) = postProject
{1CC6BF42-D20F-4599-8619-290AF5FB4034} = {1CC6BF42-D20F-4599-8619-290AF5FB4034}
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EndProjectSection
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "netconsole", "r5dev\vproj\netconsole.vcxproj", "{9579B31F-CE24-4852-A941-CD1AD71E2248}"
ProjectSection(ProjectDependencies) = postProject
{B273A875-6618-49FE-8CA4-0B693BA264D5} = {B273A875-6618-49FE-8CA4-0B693BA264D5}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libprotobuf", "r5dev\vproj\libprotobuf.vcxproj", "{B273A875-6618-49FE-8CA4-0B693BA264D5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "liblzham", "r5dev\vproj\liblzham.vcxproj", "{1CC6BF42-D20F-4599-8619-290AF5FB4034}"
2022-02-10 00:19:49 +01:00
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libdetours", "r5dev\vproj\libdetours.vcxproj", "{6DC4E2AF-1740-480B-A9E4-BA766BC6B58D}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "libraries", "libraries", "{9D2825F8-4BEC-4D0A-B125-6390B554D519}"
2022-02-22 21:29:42 +01:00
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libimgui", "r5dev\vproj\libimgui.vcxproj", "{AD7B43E9-2416-4B39-829E-D9D2071479B1}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "microsoft", "microsoft", "{8814B724-617F-46D1-B29F-36C87F3472BF}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "google", "google", "{2C6C4C79-2028-4165-8BA7-99EB6095A006}"
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "recast", "recast", "{EB0E2713-EB72-4F68-B6CF-F076D68ECA40}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libdetour", "r5dev\vproj\libdetour.vcxproj", "{DC72AD9E-F12F-4802-8BB8-F17A16BFCAEB}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libdetourcrowd", "r5dev\vproj\libdetourcrowd.vcxproj", "{6A8085A2-4DD0-4726-A667-ED873020AAB7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libdetourtilecache", "r5dev\vproj\libdetourtilecache.vcxproj", "{DC456E49-7FC6-4BB9-B8A1-C879A37F2A1C}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "librecast", "r5dev\vproj\librecast.vcxproj", "{31FB1B73-F4C5-414B-A27D-AB0DC194BC61}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libdebugutils", "r5dev\vproj\libdebugutils.vcxproj", "{0E701104-CD9A-45C0-8E32-3284DBDEAF5E}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libsdl2", "r5dev\vproj\libsdl.vcxproj", "{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "naveditor", "r5dev\vproj\naveditor.vcxproj", "{1942083A-03D9-4D76-B644-A3FA2A118A35}"
ProjectSection(ProjectDependencies) = postProject
{0E701104-CD9A-45C0-8E32-3284DBDEAF5E} = {0E701104-CD9A-45C0-8E32-3284DBDEAF5E}
{DC456E49-7FC6-4BB9-B8A1-C879A37F2A1C} = {DC456E49-7FC6-4BB9-B8A1-C879A37F2A1C}
{31FB1B73-F4C5-414B-A27D-AB0DC194BC61} = {31FB1B73-F4C5-414B-A27D-AB0DC194BC61}
{DC72AD9E-F12F-4802-8BB8-F17A16BFCAEB} = {DC72AD9E-F12F-4802-8BB8-F17A16BFCAEB}
{6A8085A2-4DD0-4726-A667-ED873020AAB7} = {6A8085A2-4DD0-4726-A667-ED873020AAB7}
{81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68} = {81CE8DAF-EBB2-4761-8E45-B71ABCCA8C68}
{6DC4E2AF-1740-480B-A9E4-BA766BC6B58D} = {6DC4E2AF-1740-480B-A9E4-BA766BC6B58D}
EndProjectSection
2022-03-12 15:38:52 +01:00
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "clientsdk", "r5dev\vproj\clientsdk.vcxproj", "{8FC77C68-CE93-45CE-B753-68ABE36BCDDB}"
2022-03-23 23:54:13 +01:00
ProjectSection(ProjectDependencies) = postProject
{1CC6BF42-D20F-4599-8619-290AF5FB4034} = {1CC6BF42-D20F-4599-8619-290AF5FB4034}
{B273A875-6618-49FE-8CA4-0B693BA264D5} = {B273A875-6618-49FE-8CA4-0B693BA264D5}
{6DC4E2AF-1740-480B-A9E4-BA766BC6B58D} = {6DC4E2AF-1740-480B-A9E4-BA766BC6B58D}
{AD7B43E9-2416-4B39-829E-D9D2071479B1} = {AD7B43E9-2416-4B39-829E-D9D2071479B1}
EndProjectSection
EndProject
Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "tools", "tools", "{3363D141-5FD1-4569-B1B0-EC59ABBA5FAC}"
EndProject
2022-05-21 19:58:09 +02:00
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "libcppkore", "r5dev\vproj\libcppkore.vcxproj", "{88BC2D60-A093-4E61-B194-59AB8BE4E33E}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "pluginsdk", "r5dev\vproj\pluginsdk.vcxproj", "{42214A91-2EEF-4717-BD99-6FD7FCCF2DBE}"
EndProject
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{28CC6B4F-7A95-4933-ADA9-65E38D48516D}.Release|x86.ActiveCfg = Release|Win32
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{18F8C75E-3844-4AA6-AB93-980A08253519}.Debug|x64.ActiveCfg = Debug|x64
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{18F8C75E-3844-4AA6-AB93-980A08253519}.Debug|x86.Build.0 = Debug|Win32
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{18F8C75E-3844-4AA6-AB93-980A08253519}.Release|x86.Build.0 = Release|Win32
{ED2C50B3-7C2C-4E44-988E-DAA059F72B9C}.Debug|x64.ActiveCfg = Debug|x64
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2022-02-10 00:19:49 +01:00
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{1CC6BF42-D20F-4599-8619-290AF5FB4034}.Debug|x86.Build.0 = Debug|Win32
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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
EndGlobalSection
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2022-02-22 21:29:42 +01:00
GlobalSection(NestedProjects) = preSolution
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2022-02-22 21:29:42 +01:00
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2022-02-22 21:29:42 +01:00
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2022-03-12 15:38:52 +01:00
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2022-05-21 19:58:09 +02:00
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2022-02-22 21:29:42 +01:00
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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
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