Make importatn repair of moviment
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		@@ -121,6 +121,12 @@ NavMeshSettings:
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    debug:
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					    debug:
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      m_Flags: 0
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					      m_Flags: 0
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  m_NavMeshData: {fileID: 0}
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					  m_NavMeshData: {fileID: 0}
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					--- !u!1 &97095386 stripped
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					GameObject:
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					  m_CorrespondingSourceObject: {fileID: 7801516489048978514, guid: 4f1a4eb0e633f7740b9c4928cf54ce35,
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					    type: 3}
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					  m_PrefabInstance: {fileID: 7801516488729611279}
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					  m_PrefabAsset: {fileID: 0}
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--- !u!1 &490917657
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					--- !u!1 &490917657
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GameObject:
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					GameObject:
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  m_ObjectHideFlags: 0
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					  m_ObjectHideFlags: 0
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@@ -561,6 +567,26 @@ PrefabInstance:
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      propertyPath: m_LocalEulerAnglesHint.z
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					      propertyPath: m_LocalEulerAnglesHint.z
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      value: 0
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					      value: 0
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      objectReference: {fileID: 0}
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					    - target: {fileID: 7801516488764644388, guid: 4f1a4eb0e633f7740b9c4928cf54ce35,
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					        type: 3}
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					      propertyPath: jump
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					      value: 30
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					      objectReference: {fileID: 0}
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					    - target: {fileID: 7801516488764644388, guid: 4f1a4eb0e633f7740b9c4928cf54ce35,
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					        type: 3}
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					      propertyPath: speed
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					      value: 25
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					      objectReference: {fileID: 0}
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					    - target: {fileID: 7801516488764644388, guid: 4f1a4eb0e633f7740b9c4928cf54ce35,
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					        type: 3}
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					      propertyPath: runSpeed
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					      value: 50
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					      objectReference: {fileID: 0}
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					    - target: {fileID: 7801516488764644388, guid: 4f1a4eb0e633f7740b9c4928cf54ce35,
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					        type: 3}
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					      propertyPath: playerModel
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					      value: 
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					      objectReference: {fileID: 97095386}
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    - target: {fileID: 7801516488764644390, guid: 4f1a4eb0e633f7740b9c4928cf54ce35,
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					    - target: {fileID: 7801516488764644390, guid: 4f1a4eb0e633f7740b9c4928cf54ce35,
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        type: 3}
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					        type: 3}
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      propertyPath: m_Name
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					      propertyPath: m_Name
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@@ -5,16 +5,15 @@ using UnityEngine;
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public class PlayerManager : MonoBehaviour
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					public class PlayerManager : MonoBehaviour
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{
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					{
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    public float speed = 8;
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					    public float speed = 25;
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    public float runSpeed = 20;
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					    public float runSpeed = 50;
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    public float rotateSpeed = 5;
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    public float mouseSensitive = 100;
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					    public float mouseSensitive = 100;
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    public float jump = 5;
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					    public float jump = 30;
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    private Vector3 jumpPower = new Vector3();
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    public bool onGround = false;
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					    public bool onGround = false;
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    private bool run = false;
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					    private bool run = false;
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    private Camera playerCamera;
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					    private Camera playerCamera;
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    private Rigidbody rigidBody;
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					    private Rigidbody rigidBody;
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					    public GameObject playerModel;
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    // Start is called before the first frame update
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					    // Start is called before the first frame update
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    void Start()
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					    void Start()
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@@ -30,9 +29,14 @@ public class PlayerManager : MonoBehaviour
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        {
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					        {
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            Application.Quit(0);
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					            Application.Quit(0);
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        }
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					        }
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        Jump();
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        Move();
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					        Move();
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        RunSwitch();
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					        RunSwitch();
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					        Animation();
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					    }
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					    private void FixedUpdate()
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					    {
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					        Jump();
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    }
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					    }
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    void RunSwitch()
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					    void RunSwitch()
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@@ -47,22 +51,41 @@ public class PlayerManager : MonoBehaviour
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        }
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					        }
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    }
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					    }
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					    void Animation()
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					    {
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					        float localSpeed = 5f;
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					        if (Input.GetAxis("Horizontal") > 0)
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					        {
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					            playerModel.transform.rotation = Quaternion.Lerp(
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					                playerModel.transform.rotation,
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					                Quaternion.Euler(playerModel.transform.eulerAngles.x, 0f, playerModel.transform.eulerAngles.z),
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					                localSpeed * Time.deltaTime
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					            );
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					        }
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					        else if (Input.GetAxis("Horizontal") < 0)
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					        {
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					            playerModel.transform.rotation = Quaternion.Lerp(
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					                playerModel.transform.rotation,
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					                Quaternion.Euler(playerModel.transform.eulerAngles.x, -180f, playerModel.transform.eulerAngles.z),
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					                localSpeed * Time.deltaTime
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					            );
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					        }
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					    }
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    void Move()
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					    void Move()
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    {
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					    {
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        rigidBody.MovePosition(
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					        rigidBody.MovePosition(
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            transform.position +
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					            transform.position +
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            (transform.right * (run ? runSpeed : speed) * Input.GetAxis("Horizontal") * Time.deltaTime) +
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					            (transform.right * (run ? runSpeed : speed) * Input.GetAxis("Horizontal") * Time.deltaTime)
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            jumpPower
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        );
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					        );
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    }
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					    }
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    void Jump()
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					    void Jump()
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    {
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					    {
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        Debug.Log(rigidBody.velocity.y);
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        if (Input.GetAxisRaw("Jump") > 0) {
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					        if (Input.GetAxisRaw("Jump") > 0) {
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            if (rigidBody.velocity.y <= 2 && onGround)
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					            if (rigidBody.velocity.y <= 1 && onGround)
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            {
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					            {
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                jumpPower = transform.up * jump * Time.deltaTime;
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					                rigidBody.AddForce(transform.up * jump * 10 * Time.deltaTime, ForceMode.VelocityChange);
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            }
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					            }
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        }
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					        }
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    }
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					    }
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@@ -71,7 +94,7 @@ public class PlayerManager : MonoBehaviour
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    {
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					    {
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        if (other.tag == "Ground" || other.tag == "Objects")
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					        if (other.tag == "Ground" || other.tag == "Objects")
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        {
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					        {
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            jumpPower = Vector3.zero;
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					            rigidBody.MovePosition(transform.position);
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            onGround = true;
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					            onGround = true;
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        }
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					        }
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    }
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					    }
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@@ -83,4 +106,16 @@ public class PlayerManager : MonoBehaviour
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            onGround = false;
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					            onGround = false;
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        }
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					        }
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    }
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					    }
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					    public void OnTriggerStay(Collider other)
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					    {
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					        if (other.tag == "Ground" || other.tag == "Objects")
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					        {
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					            if (rigidBody.velocity.y <= 1 && !onGround)
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					            {
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					                rigidBody.MovePosition(transform.position);
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					                onGround = true;
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					            }
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					        }
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					    }
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}
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					}
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