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本文整理汇总了C++中CapabilitiesAdd函数的典型用法代码示例。如果您正苦于以下问题:C++ CapabilitiesAdd函数的具体用法?C++ CapabilitiesAdd怎么用?C++ CapabilitiesAdd使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了CapabilitiesAdd函数的29个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: Precache//-----------------------------------------------------------------------------// Purpose: //////-----------------------------------------------------------------------------void CGoat::Spawn( void ){ Precache(); SetModel( GOAT_MODEL ); SetHullType(HULL_MEDIUM); SetHullSizeNormal(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = sk_goat_health.GetFloat();// m_iMaxHealth = m_iHealth; m_flFieldOfView = 0.5; // indicates the width of this NPC's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; CapabilitiesClear(); CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_MOVE_GROUND ); // innate Range attack ( howling / shaking) CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 ); // innate Melee attack ( charge+head attack / bite attack (from fish bite or byte missed with event ) CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 ); BaseClass::Spawn();}
开发者ID:fuzzzzzz,项目名称:jurassic-life,代码行数:33,
示例2: Precache//=========================================================// Spawn//=========================================================void CNPC_HL1Barney::Spawn(){ Precache( ); SetModel( "models/hl1bar.mdl"); SetRenderColor( 255, 255, 255, 255 ); SetHullType(HULL_HUMAN); SetHullSizeNormal(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); m_bloodColor = BLOOD_COLOR_RED; m_iHealth = sk_barneyhl1_health.GetFloat(); SetViewOffset( Vector ( 0, 0, 100 ) );// position of the eyes relative to monster's origin. m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so npc will notice player and say hello m_NPCState = NPC_STATE_NONE; SetBodygroup( 1, 0 ); m_fGunDrawn = false; CapabilitiesClear(); CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE | bits_CAP_DOORS_GROUP); CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE ); NPCInit(); SetUse( &CNPC_HL1Barney::FollowerUse );}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:35,
示例3: Precache//=========================================================// Spawn//=========================================================void CGenericActor::Spawn(){ Precache(); SetModel( STRING( GetModelName() ) ); /* if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) ) UTIL_SetSize(this, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX); else UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX); */ if ( FStrEq( STRING( GetModelName() ), "models/player.mdl" ) || FStrEq( STRING( GetModelName() ), "models/holo.mdl" ) || FStrEq( STRING( GetModelName() ), "models/blackout.mdl" ) ) { UTIL_SetSize(this, VEC_HULL_MIN, VEC_HULL_MAX); } else { UTIL_SetSize(this, NAI_Hull::Mins(HULL_HUMAN), NAI_Hull::Maxs(HULL_HUMAN)); } if ( !FStrEq( STRING( GetModelName() ), "models/blackout.mdl" ) ) { SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); } else { SetSolid( SOLID_NONE ); } SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = 8; m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS ); // remove head turn if no eyes or forward attachment if (LookupAttachment( "eyes" ) > 0 && LookupAttachment( "forward" ) > 0) { CapabilitiesAdd( bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE ); } if (m_strHullName != NULL_STRING) { SetHullType( NAI_Hull::LookupId( STRING( m_strHullName ) ) ); } else { SetHullType( HULL_HUMAN ); } SetHullSizeNormal( ); NPCInit();}
开发者ID:KermitAudio,项目名称:MSS,代码行数:63,
示例4: Precache//-----------------------------------------------------------------------------//-----------------------------------------------------------------------------void CRebelZombie::Spawn( void ){ Precache(); m_fIsHeadless = false; m_iRebelZombieSkin = random->RandomInt(1,4);#ifdef HL2_EPISODIC SetBloodColor( BLOOD_COLOR_ZOMBIE );#else SetBloodColor( BLOOD_COLOR_GREEN );#endif // HL2_EPISODIC m_iHealth = sk_rebel_zombie_health.GetFloat(); m_flFieldOfView = 0.2; CapabilitiesClear(); CapabilitiesAdd( bits_CAP_USE_WEAPONS ); CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); //GetNavigator()->SetRememberStaleNodes( false ); BaseClass::Spawn(); m_flNextMoanSound = gpGlobals->curtime + random->RandomFloat( 1.0, 4.0 );}
开发者ID:KyleGospo,项目名称:City-17-Episode-One-Source,代码行数:30,
示例5: GetModelName//-----------------------------------------------------------------------------// Spawn//-----------------------------------------------------------------------------void CNPC_Kleiner::Spawn(){ // Allow custom model usage (mostly for monitors) char *szModel = (char *)STRING( GetModelName() ); if (!szModel || !*szModel) { szModel = "models/kleiner.mdl"; SetModelName( AllocPooledString(szModel) ); } Precache(); SetModel( szModel ); BaseClass::Spawn(); SetHullType(HULL_HUMAN); SetHullSizeNormal(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = 8; m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION ); NPCInit();}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:36,
示例6: Precache//-----------------------------------------------------------------------------// Spawn//-----------------------------------------------------------------------------void CNPC_GMan::Spawn(){ Precache(); BaseClass::Spawn(); SetModel( "models/gman.mdl" ); SetHullType(HULL_HUMAN); SetHullSizeNormal(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = 8; m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; SetImpactEnergyScale( 0.0f ); // no physics damage on the gman CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE ); AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL ); NPCInit();}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:29,
示例7: Precache//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_Bug_Warrior::Spawn( void ){ Precache(); SetModel( BUG_WARRIOR_MODEL ); SetHullType(HULL_WIDE_HUMAN);//HULL_WIDE_SHORT; SetHullSizeNormal(); SetDefaultEyeOffset(); SetViewOffset( (WorldAlignMins() + WorldAlignMaxs()) * 0.5 ); // See from my center SetDistLook( 1024.0 ); SetNavType(NAV_GROUND); m_NPCState = NPC_STATE_NONE; SetBloodColor( BLOOD_COLOR_YELLOW ); m_iHealth = npc_bug_warrior_health.GetFloat(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); m_iszPatrolPathName = NULL_STRING; // Only do this if a squadname appears in the entity if ( m_SquadName != NULL_STRING ) { CapabilitiesAdd( bits_CAP_SQUAD ); } CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_MELEE_ATTACK1 ); NPCInit(); BaseClass::Spawn();}
开发者ID:RaisingTheDerp,项目名称:raisingthebar,代码行数:38,
示例8: Precachevoid CNPC_Infected::Spawn(){ Precache(); SetZombieModel(); BaseClass::Spawn(); SetHullType( HULL_HUMAN ); SetHullSizeNormal(); SetDefaultEyeOffset(); SetNavType( NAV_GROUND ); m_NPCState = NPC_STATE_NONE; m_iHealth = m_iMaxHealth = sk_infected_health.GetInt(); m_flFieldOfView = 0.2; SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetupGlobalModelData(); CapabilitiesAdd( bits_CAP_MOVE_GROUND ); CapabilitiesAdd( bits_CAP_INNATE_MELEE_ATTACK1 ); NPCInit();}
开发者ID:wrenchmods,项目名称:Sleepless,代码行数:29,
示例9: Precache//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CTDP_NPC_CombineS::Spawn( void ){ Precache(); SetModel( STRING( GetModelName() ) ); if( IsElite() ) { // Stronger, tougher. SetHealth( sk_combine_guard_health.GetFloat() ); SetMaxHealth( sk_combine_guard_health.GetFloat() ); SetKickDamage( sk_combine_guard_kick.GetFloat() ); } else { SetHealth( sk_combine_s_health.GetFloat() ); SetMaxHealth( sk_combine_s_health.GetFloat() ); SetKickDamage( sk_combine_s_kick.GetFloat() ); } CapabilitiesAdd( bits_CAP_ANIMATEDFACE ); CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); CapabilitiesAdd( bits_CAP_DOORS_GROUP ); BaseClass::Spawn();}
开发者ID:jrbedard,项目名称:troy-divine-playground,代码行数:28,
示例10: Precache//=========================================================// Spawn//=========================================================void CNPC_Houndeye::Spawn(){ Precache( ); SetModel("models/houndeye.mdl"); SetHullType(HULL_WIDE_SHORT); SetHullSizeNormal(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_YELLOW ); m_iHealth = sk_Houndeye_health.GetFloat(); m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; m_fAsleep = false; // everyone spawns awake m_fDontBlink = false; CapabilitiesAdd( bits_CAP_SQUAD ); CapabilitiesAdd( bits_CAP_MOVE_GROUND ); CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 ); CapabilitiesAdd( bits_CAP_TURN_HEAD ); m_flNextSecondaryAttack = 0; m_bLoopClockwise = random->RandomInt(0,1) ? true : false; m_pEnergyWave = NULL; m_flEndEnergyWaveTime = 0; SetCollisionGroup( HL2COLLISION_GROUP_HOUNDEYE ); NPCInit();}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:35,
示例11: Precache//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_CombineS::Spawn( void ){ Precache(); SetModel( STRING( GetModelName() ) ); if( IsElite() ) { // Stronger, tougher. SetHealth( sk_combine_guard_health.GetFloat() ); SetMaxHealth( sk_combine_guard_health.GetFloat() ); SetKickDamage( sk_combine_guard_kick.GetFloat() ); } else { SetHealth( sk_combine_s_health.GetFloat() ); SetMaxHealth( sk_combine_s_health.GetFloat() ); SetKickDamage( sk_combine_s_kick.GetFloat() ); } CapabilitiesAdd( bits_CAP_ANIMATEDFACE ); CapabilitiesAdd( bits_CAP_MOVE_SHOOT ); CapabilitiesAdd( bits_CAP_DOORS_GROUP ); BaseClass::Spawn();#if HL2_EPISODIC if (m_iUseMarch && !HasSpawnFlags(SF_NPC_START_EFFICIENT)) { Msg( "Soldier %s is set to use march anim, but is not an efficient AI. The blended march anim can only be used for dead-ahead walks!/n", GetDebugName() ); }#endif}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:35,
示例12: CLEARBITS//-----------------------------------------------------------------------------// Purpose: Tell the driver to start firing at targets//-----------------------------------------------------------------------------void CNPC_VehicleDriver::InputStartFiring( inputdata_t &inputdata ){ CLEARBITS( m_spawnflags, SF_VEHICLEDRIVER_INACTIVE ); SetCondition( COND_PROVOKED ); float flMinRange, flMaxRange; // If the vehicle has a weapon, set our capability if ( m_pVehicleInterface->NPC_HasPrimaryWeapon() ) { CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 ); m_pVehicleInterface->Weapon_PrimaryRanges( &flMinRange, &flMaxRange ); // Ensure the look distances is long enough if ( m_flDistTooFar < flMaxRange || GetSenses()->GetDistLook() < flMaxRange ) { m_flDistTooFar = flMaxRange; SetDistLook( flMaxRange ); } } if ( m_pVehicleInterface->NPC_HasSecondaryWeapon() ) { CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK2 ); m_pVehicleInterface->Weapon_SecondaryRanges( &flMinRange, &flMaxRange ); // Ensure the look distances is long enough if ( m_flDistTooFar < flMaxRange || GetSenses()->GetDistLook() < flMaxRange ) { m_flDistTooFar = flMaxRange; SetDistLook( flMaxRange ); } }}
开发者ID:BenLubar,项目名称:SwarmDirector2,代码行数:36,
示例13: Precache//=========================================================// Spawn//=========================================================void CNPC_HAssassin::Spawn(){ Precache( ); SetModel( "models/hassassin.mdl"); SetHullType(HULL_HUMAN); SetHullSizeNormal(); SetNavType ( NAV_GROUND ); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); m_bloodColor = BLOOD_COLOR_RED; ClearEffects(); m_iHealth = sk_hassassin_health.GetFloat(); m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; m_HackedGunPos = Vector( 0, 24, 48 ); m_iTargetRanderamt = 20; SetRenderColor( 255, 255, 255, 20 ); m_nRenderMode = kRenderTransTexture; CapabilitiesClear(); CapabilitiesAdd( bits_CAP_MOVE_GROUND ); CapabilitiesAdd( bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 ); NPCInit();}
开发者ID:AgentAgrimar,项目名称:source-sdk-trilogy,代码行数:35,
示例14: SetSolid//-----------------------------------------------------------------------------// Purpose: //-----------------------------------------------------------------------------void CNPC_Eli::SetupWithoutParent( void ){ SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD ); CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );}
开发者ID:Muini,项目名称:Nag-asw,代码行数:12,
示例15: Precache//-----------------------------------------------------------------------------// Purpose: //////-----------------------------------------------------------------------------void CNPC_Assassin::Spawn( void ){ Precache(); SetModel( "models/fassassin.mdl" ); SetHullType(HULL_HUMAN); SetHullSizeNormal(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = sk_assassin_health.GetFloat(); m_flFieldOfView = 0.1; m_NPCState = NPC_STATE_NONE; CapabilitiesClear(); CapabilitiesAdd( bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_GROUND | bits_CAP_MOVE_JUMP ); CapabilitiesAdd( bits_CAP_SQUAD | bits_CAP_USE_WEAPONS | bits_CAP_AIM_GUN | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 ); //Turn on our guns SetBodygroup( 1, 1 ); int attachment = LookupAttachment( "Eye" ); // Start up the eye glow m_pEyeSprite = CSprite::SpriteCreate( "sprites/redglow1.vmt", GetLocalOrigin(), false ); if ( m_pEyeSprite != NULL ) { m_pEyeSprite->SetAttachment( this, attachment ); m_pEyeSprite->SetTransparency( kRenderTransAdd, 255, 255, 255, 200, kRenderFxNone ); m_pEyeSprite->SetScale( 0.25f ); } // Start up the eye trail m_pEyeTrail = CSpriteTrail::SpriteTrailCreate( "sprites/bluelaser1.vmt", GetLocalOrigin(), false ); if ( m_pEyeTrail != NULL ) { m_pEyeTrail->SetAttachment( this, attachment ); m_pEyeTrail->SetTransparency( kRenderTransAdd, 255, 0, 0, 200, kRenderFxNone ); m_pEyeTrail->SetStartWidth( 8.0f ); m_pEyeTrail->SetLifeTime( 0.75f ); } NPCInit(); m_bEvade = false; m_bAggressive = false;}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:58,
示例16: SetHullTypevoid CASW_Parasite::Spawn( void ){ SetHullType(HULL_TINY); BaseClass::Spawn(); SetModel( SWARM_PARASITE_MODEL); if (FClassnameIs(this, "asw_parasite_defanged")) { m_bDefanged = true; m_iHealth = ASWGameRules()->ModifyAlienHealthBySkillLevel(10); SetBodygroup( 0, 1 ); m_fSuicideTime = gpGlobals->curtime + 60; } else { m_bDefanged = false; m_iHealth = ASWGameRules()->ModifyAlienHealthBySkillLevel(25); SetBodygroup( 0, 0 ); m_fSuicideTime = 0; } SetMoveType( MOVETYPE_STEP ); SetHullType(HULL_TINY); SetCollisionGroup( ASW_COLLISION_GROUP_PARASITE ); SetViewOffset( Vector(6, 0, 11) ) ; // Position of the eyes relative to NPC's origin. m_NPCState = NPC_STATE_NONE; CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 ); m_bInfesting = false; }
开发者ID:detoxhby,项目名称:SwarmDirector2,代码行数:35,
示例17: Precache//-----------------------------------------------------------------------------// Purpose: //////-----------------------------------------------------------------------------void CNPC_Blob::Spawn( void ){ Precache(); SetModel( NPC_BLOB_MODEL ); SetHullType(HULL_TINY); SetHullSizeNormal(); SetSolid( SOLID_NONE ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); SetBloodColor( BLOOD_COLOR_RED ); m_iHealth = INT_MAX; m_flFieldOfView = -1.0f; m_NPCState = NPC_STATE_NONE; CapabilitiesClear(); CapabilitiesAdd( bits_CAP_MOVE_GROUND ); m_Elements.RemoveAll(); NPCInit(); AddEffects( EF_NODRAW ); m_flMinElementDist = blob_mindist.GetFloat();}
开发者ID:Adidasman1,项目名称:source-sdk-2013,代码行数:33,
示例18: Precache//=========================================================// Spawn//=========================================================void CNPC_Bullsquid::Spawn(){ Precache( ); SetModel( "models/bullsquid.mdl"); SetHullType(HULL_WIDE_SHORT); SetHullSizeNormal(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_STANDABLE ); SetMoveType( MOVETYPE_STEP ); m_bloodColor = BLOOD_COLOR_GREEN; SetRenderColor( 255, 255, 255, 255 ); m_iHealth = sk_bullsquid_health.GetFloat(); m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result ) m_NPCState = NPC_STATE_NONE; CapabilitiesClear(); CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_INNATE_RANGE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 ); m_fCanThreatDisplay = TRUE; m_flNextSpitTime = gpGlobals->curtime; NPCInit(); m_flDistTooFar = 784;}
开发者ID:hitmen047,项目名称:TF2HLCoop,代码行数:32,
示例19: Precache//=========================================================// Spawn()// Crear un nuevo //=========================================================void CNPC_Scient::Spawn(){ Precache(); // Modelo y color de sangre. SetModel(MODEL_BASE); SetBloodColor(BLOOD); // Tama C++ Capacity函数代码示例 C++ Canvas函数代码示例
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