mirror of
https://github.com/SK-la/Ez2Lazer.git
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207 lines
9.4 KiB
C#
207 lines
9.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Skills;
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using osu.Game.Rulesets.Osu.Difficulty.Utils;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuDifficultyCalculator : DifficultyCalculator
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{
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private const double star_rating_multiplier = 0.0265;
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public override int Version => 20250306;
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public OsuDifficultyCalculator(IRulesetInfo ruleset, IWorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public static double CalculateRateAdjustedApproachRate(double approachRate, double clockRate)
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{
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(approachRate, OsuHitObject.PREEMPT_MAX, OsuHitObject.PREEMPT_MID, OsuHitObject.PREEMPT_MIN) / clockRate;
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return IBeatmapDifficultyInfo.InverseDifficultyRange(preempt, OsuHitObject.PREEMPT_MAX, OsuHitObject.PREEMPT_MID, OsuHitObject.PREEMPT_MIN);
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}
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public static double CalculateRateAdjustedOverallDifficulty(double overallDifficulty, double clockRate)
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{
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(overallDifficulty);
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double hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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return (79.5 - hitWindowGreat) / 6;
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}
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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if (beatmap.HitObjects.Count == 0)
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return new OsuDifficultyAttributes { Mods = mods };
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var aim = skills.OfType<Aim>().Single(a => a.IncludeSliders);
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var aimWithoutSliders = skills.OfType<Aim>().Single(a => !a.IncludeSliders);
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var speed = skills.OfType<Speed>().Single();
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var flashlight = skills.OfType<Flashlight>().SingleOrDefault();
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double speedNotes = speed.RelevantNoteCount();
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double aimDifficultStrainCount = aim.CountTopWeightedStrains();
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double speedDifficultStrainCount = speed.CountTopWeightedStrains();
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double aimNoSlidersTopWeightedSliderCount = aimWithoutSliders.CountTopWeightedSliders();
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double aimNoSlidersDifficultStrainCount = aimWithoutSliders.CountTopWeightedStrains();
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double aimTopWeightedSliderFactor = aimNoSlidersTopWeightedSliderCount / Math.Max(1, aimNoSlidersDifficultStrainCount - aimNoSlidersTopWeightedSliderCount);
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double speedTopWeightedSliderCount = speed.CountTopWeightedSliders();
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double speedTopWeightedSliderFactor = speedTopWeightedSliderCount / Math.Max(1, speedDifficultStrainCount - speedTopWeightedSliderCount);
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double difficultSliders = aim.GetDifficultSliders();
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double approachRate = CalculateRateAdjustedApproachRate(beatmap.Difficulty.ApproachRate, clockRate);
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double overallDifficulty = CalculateRateAdjustedOverallDifficulty(beatmap.Difficulty.OverallDifficulty, clockRate);
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int hitCircleCount = beatmap.HitObjects.Count(h => h is HitCircle);
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int sliderCount = beatmap.HitObjects.Count(h => h is Slider);
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int spinnerCount = beatmap.HitObjects.Count(h => h is Spinner);
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int totalHits = beatmap.HitObjects.Count;
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double drainRate = beatmap.Difficulty.DrainRate;
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double aimDifficultyValue = aim.DifficultyValue();
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double aimNoSlidersDifficultyValue = aimWithoutSliders.DifficultyValue();
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double speedDifficultyValue = speed.DifficultyValue();
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double mechanicalDifficultyRating = calculateMechanicalDifficultyRating(aimDifficultyValue, speedDifficultyValue);
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double sliderFactor = aimDifficultyValue > 0 ? OsuRatingCalculator.CalculateDifficultyRating(aimNoSlidersDifficultyValue) / OsuRatingCalculator.CalculateDifficultyRating(aimDifficultyValue) : 1;
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var osuRatingCalculator = new OsuRatingCalculator(mods, totalHits, approachRate, overallDifficulty, mechanicalDifficultyRating, sliderFactor);
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double aimRating = osuRatingCalculator.ComputeAimRating(aimDifficultyValue);
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double speedRating = osuRatingCalculator.ComputeSpeedRating(speedDifficultyValue);
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double flashlightRating = 0.0;
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if (flashlight is not null)
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flashlightRating = osuRatingCalculator.ComputeFlashlightRating(flashlight.DifficultyValue());
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double sliderNestedScorePerObject = LegacyScoreUtils.CalculateNestedScorePerObject(beatmap, totalHits);
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double legacyScoreBaseMultiplier = LegacyScoreUtils.CalculateDifficultyPeppyStars(beatmap);
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var simulator = new OsuLegacyScoreSimulator();
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var scoreAttributes = simulator.Simulate(WorkingBeatmap, beatmap);
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double baseAimPerformance = OsuStrainSkill.DifficultyToPerformance(aimRating);
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double baseSpeedPerformance = OsuStrainSkill.DifficultyToPerformance(speedRating);
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double baseFlashlightPerformance = Flashlight.DifficultyToPerformance(flashlightRating);
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double basePerformance =
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Math.Pow(
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Math.Pow(baseAimPerformance, 1.1) +
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Math.Pow(baseSpeedPerformance, 1.1) +
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Math.Pow(baseFlashlightPerformance, 1.1), 1.0 / 1.1
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);
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double starRating = calculateStarRating(basePerformance);
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OsuDifficultyAttributes attributes = new OsuDifficultyAttributes
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{
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StarRating = starRating,
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Mods = mods,
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AimDifficulty = aimRating,
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AimDifficultSliderCount = difficultSliders,
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SpeedDifficulty = speedRating,
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SpeedNoteCount = speedNotes,
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FlashlightDifficulty = flashlightRating,
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SliderFactor = sliderFactor,
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AimDifficultStrainCount = aimDifficultStrainCount,
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SpeedDifficultStrainCount = speedDifficultStrainCount,
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AimTopWeightedSliderFactor = aimTopWeightedSliderFactor,
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SpeedTopWeightedSliderFactor = speedTopWeightedSliderFactor,
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DrainRate = drainRate,
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MaxCombo = beatmap.GetMaxCombo(),
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HitCircleCount = hitCircleCount,
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SliderCount = sliderCount,
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SpinnerCount = spinnerCount,
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NestedScorePerObject = sliderNestedScorePerObject,
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LegacyScoreBaseMultiplier = legacyScoreBaseMultiplier,
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MaximumLegacyComboScore = scoreAttributes.ComboScore
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};
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return attributes;
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}
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private double calculateMechanicalDifficultyRating(double aimDifficultyValue, double speedDifficultyValue)
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{
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double aimValue = OsuStrainSkill.DifficultyToPerformance(OsuRatingCalculator.CalculateDifficultyRating(aimDifficultyValue));
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double speedValue = OsuStrainSkill.DifficultyToPerformance(OsuRatingCalculator.CalculateDifficultyRating(speedDifficultyValue));
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double totalValue = Math.Pow(Math.Pow(aimValue, 1.1) + Math.Pow(speedValue, 1.1), 1 / 1.1);
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return calculateStarRating(totalValue);
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}
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private double calculateStarRating(double basePerformance)
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{
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if (basePerformance <= 0.00001)
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return 0;
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return Math.Cbrt(OsuPerformanceCalculator.PERFORMANCE_BASE_MULTIPLIER) * star_rating_multiplier * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4);
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
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// The first jump is formed by the first two hitobjects of the map.
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// If the map has less than two OsuHitObjects, the enumerator will not return anything.
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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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{
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objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate, objects, objects.Count));
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}
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return objects;
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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var skills = new List<Skill>
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{
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new Aim(mods, true),
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new Aim(mods, false),
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new Speed(mods)
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};
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if (mods.Any(h => h is OsuModFlashlight))
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skills.Add(new Flashlight(mods));
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return skills.ToArray();
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}
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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{
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new OsuModTouchDevice(),
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new OsuModDoubleTime(),
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new OsuModHalfTime(),
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new OsuModEasy(),
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new OsuModHardRock(),
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new OsuModFlashlight(),
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new OsuModHidden(),
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};
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}
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}
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