add sborka
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219
garrysmod/addons/tacrp/lua/entities/tacrp_flare_cloud.lua
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219
garrysmod/addons/tacrp/lua/entities/tacrp_flare_cloud.lua
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ENT.Type = "anim"
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ENT.Base = "base_entity"
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ENT.PrintName = "Flare Particle"
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ENT.Author = ""
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ENT.Information = ""
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ENT.Spawnable = false
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ENT.AdminSpawnable = false
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ENT.Model = "models/Items/AR2_Grenade.mdl"
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ENT.FireTime = 15
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ENT.Armed = false
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ENT.NextDamageTick = 0
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ENT.Ticks = 0
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ENT.FlareLength = 1
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AddCSLuaFile()
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function ENT:Initialize()
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self.SpawnTime = CurTime()
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if SERVER then
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self:SetModel( self.Model )
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self:SetMoveType( MOVETYPE_VPHYSICS )
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self:SetSolid( SOLID_VPHYSICS )
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local maxs = Vector(2, 1, 1)
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local mins = -maxs
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self:PhysicsInitBox(mins, maxs)
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self:DrawShadow( false )
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local phys = self:GetPhysicsObject()
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if phys:IsValid() then
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phys:Wake()
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phys:SetBuoyancyRatio(0)
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phys:SetDragCoefficient(5)
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end
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self:Detonate()
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-- self.FireTime = self.FireTime * math.Rand(0.8, 1.2)
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-- self:SetNWFloat("FireTime", CurTime() + self.FireTime)
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else
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local tr = util.TraceHull({
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start = self:GetPos() + Vector(0, 0, 12),
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endpos = self:GetPos() + Vector(0, 0, 1024),
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mask = MASK_SOLID_BRUSHONLY,
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mins = Vector(-4, -4, -4),
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maxs = Vector(4, 4, 4),
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})
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self.FlareLength = math.Clamp(tr.Fraction ^ 2, 0.2, 1)
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end
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end
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function ENT:Think()
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if CLIENT then
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local d = Lerp((self.SpawnTime + self.FireTime - CurTime()) / 12, 1, 0.000001) ^ 2
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if !self.Light and TacRP.ConVars["dynamiclight"]:GetBool() then
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self.Light = DynamicLight(self:EntIndex())
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if (self.Light) then
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self.Light.Pos = self:GetPos()
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self.Light.r = 255
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self.Light.g = 75
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self.Light.b = 60
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self.Light.Brightness = 1.5
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self.Light.Size = 512
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self.Light.DieTime = CurTime() + self.FireTime
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end
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elseif self.Light then
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self.Light.Pos = self:GetPos()
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end
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local emitter = ParticleEmitter(self:GetPos())
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if !self:IsValid() or self:WaterLevel() > 2 then return end
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if !IsValid(emitter) then return end
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if self.Ticks % math.ceil(2 + d * 8) == 0 then
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local fire = emitter:Add("particles/smokey", self:GetPos() + Vector(math.Rand(-4, 4), math.Rand(-4, 4), 8))
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local wind = Vector(math.sin(CurTime() / 60), math.cos(CurTime() / 60), 0) * math.Rand(1000, 1400)
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fire:SetVelocity( VectorRand() * 75 + self:GetVelocity() )
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fire:SetGravity( wind + Vector(0, 0, 2500) )
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fire:SetDieTime( self.FlareLength * math.Rand(2, 3) )
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fire:SetStartAlpha( 100 )
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fire:SetEndAlpha( 0 )
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fire:SetStartSize( 10 )
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fire:SetEndSize( Lerp(self.FlareLength, 48, 128) )
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fire:SetRoll( math.Rand(-180, 180) )
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fire:SetRollDelta( math.Rand(-0.2,0.2) )
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fire:SetColor( 255, 255, 255 )
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fire:SetAirResistance( 300 )
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fire:SetPos( self:GetPos() )
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fire:SetLighting( false )
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fire:SetCollide(true)
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fire:SetBounce(1)
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fire:SetNextThink( CurTime() + FrameTime() )
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fire:SetThinkFunction( function(pa)
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if !pa then return end
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local col1 = Color(255, 50, 25)
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local col2 = Color(255, 155, 155)
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local col3 = col1
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local d = pa:GetLifeTime() / pa:GetDieTime()
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col3.r = Lerp(d, col1.r, col2.r)
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col3.g = Lerp(d, col1.g, col2.g)
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col3.b = Lerp(d, col1.b, col2.b)
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pa:SetColor(col3.r, col3.g, col3.b)
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pa:SetNextThink( CurTime() + FrameTime() )
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end )
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end
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if self.Ticks % math.ceil(6 + d * 10) == 0 then
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local fire = emitter:Add("effects/spark", self:GetPos() + Vector(math.Rand(-4, 4), math.Rand(-4, 4), 0))
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fire:SetVelocity( VectorRand() * 300 + Vector(0, 0, 300) )
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fire:SetGravity( Vector(math.Rand(-5, 5), math.Rand(-5, 5), -2000) )
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fire:SetDieTime( math.Rand(0.5, 1) )
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fire:SetStartAlpha( 255 )
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fire:SetEndAlpha( 0 )
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fire:SetStartSize( 5 )
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fire:SetEndSize( 0 )
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fire:SetRoll( math.Rand(-180, 180) )
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fire:SetRollDelta( math.Rand(-0.2,0.2) )
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fire:SetColor( 255, 255, 255 )
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fire:SetAirResistance( 50 )
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fire:SetPos( self:GetPos() )
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fire:SetLighting( false )
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fire:SetCollide(true)
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fire:SetBounce(0.8)
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fire.Ticks = 0
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end
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emitter:Finish()
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self.Ticks = self.Ticks + 1
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else
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if !self:GetOwner():IsValid() then self:Remove() return end
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if self:GetVelocity():LengthSqr() <= 32 then
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self:SetMoveType( MOVETYPE_NONE )
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end
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if self.NextDamageTick > CurTime() then return end
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if self:WaterLevel() > 2 then self:Remove() return end
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local dmg = DamageInfo()
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dmg:SetDamageType(DMG_BURN)
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dmg:SetDamage(15)
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dmg:SetInflictor(self)
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dmg:SetAttacker(self:GetOwner())
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util.BlastDamageInfo(dmg, IsValid(self:GetParent()) and self:GetParent():GetPos() or self:GetPos(), 96)
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if self.SpawnTime + self.FireTime <= CurTime() then self:Remove() return end
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self.NextDamageTick = CurTime() + 0.2
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self:NextThink(self.NextDamageTick)
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return true
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end
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end
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function ENT:OnRemove()
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if self.Light then
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self.Light.dietime = CurTime() + 0.5
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self.Light.decay = 2000
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end
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if !self.FireSound then return end
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self.FireSound:Stop()
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end
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function ENT:Detonate()
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if !self:IsValid() then return end
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self.Armed = true
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if self.Order and self.Order != 1 then return end
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-- self.FireSound = CreateSound(self, "tacrp_extras/grenades/fire_loop_1.wav")
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self.FireSound = CreateSound(self, "weapons/flaregun/burn.wav")
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self.FireSound:SetSoundLevel(70)
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self.FireSound:Play()
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self.FireSound:ChangePitch(105)
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self.FireSound:ChangePitch(95, self.FireTime)
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timer.Simple(self.FireTime - 1, function()
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if !IsValid(self) then return end
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self.FireSound:ChangeVolume(0, 1)
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end)
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timer.Simple(self.FireTime, function()
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if !IsValid(self) then return end
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self:Remove()
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end)
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end
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ENT.FlareColor = Color(255, 200, 200)
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ENT.FlareSizeMin = 48
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ENT.FlareSizeMax = 64
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local mat = Material("effects/ar2_altfire1b")
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function ENT:Draw()
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render.SetMaterial(mat)
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render.DrawSprite(self:GetPos() + Vector(0, 0, 4), math.Rand(self.FlareSizeMin, self.FlareSizeMax), math.Rand(self.FlareSizeMin, self.FlareSizeMax), self.FlareColor)
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end
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function ENT:UpdateTransmitState()
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if TacRP.ConVars["dynamiclight"]:GetBool() then
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return TRANSMIT_ALWAYS
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end
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return TRANSMIT_PVS
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end
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