mirror of
https://github.com/celisej567/Fake-CSM-Mapbase.git
synced 2026-09-11 20:08:41 +03:00
new inputs
-new input LightColor that changes a color. -new input SetAngles that changes angles -added csm_intensity convar -now TurnOn and TurnOff its Enable and Disable
This commit is contained in:
@@ -105,8 +105,10 @@ public:
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CNetworkHandle(CBaseEntity, m_hTargetEntity);
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CNetworkVector(m_LinearFloatLightColor);
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CNetworkColor32(m_LightColor);
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private:
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CNetworkVar(bool, m_bState);
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CNetworkVar(float, m_flLightFOV);
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CNetworkVar(bool, m_bEnableShadows);
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@@ -142,6 +144,7 @@ DEFINE_THINKFUNC(InitialThink),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CEnvCascadeLightSecond, DT_EnvCascadeLightSecond)
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SendPropInt(SENDINFO(m_LightColor), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt),
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SendPropEHandle(SENDINFO(m_hTargetEntity)),
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SendPropBool(SENDINFO(m_bState)),
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SendPropFloat(SENDINFO(m_flLightFOV)),
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@@ -163,6 +166,11 @@ END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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CEnvCascadeLightSecond::CEnvCascadeLightSecond(void)
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{
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#ifdef MAPBASE
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m_LightColor.Init(255, 255, 255, 255);
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#else
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m_LightColor.Init(255, 255, 255, 1);
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#endif
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m_bState = true;
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m_flLightFOV = 45.0f;
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m_bEnableShadows = true;
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@@ -262,12 +270,15 @@ public:
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void InputSetSpotlightTexture(inputdata_t& inputdata);
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void InputSetAmbient(inputdata_t& inputdata);
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void InputSetAngles(inputdata_t& inputdata);
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void InitialThink(void);
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CNetworkHandle(CBaseEntity, m_hTargetEntity);
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private:
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CNetworkColor32(m_LightColor);
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CLightOrigin* pEnv;
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CEnvCascadeLightSecond* SecondCSM;
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CNetworkVar(bool, m_bState);
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CNetworkVar(float, m_flLightFOV);
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CNetworkVar(bool, EnableAngleFromEnv);
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@@ -282,6 +293,7 @@ private:
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CNetworkVar(float, m_flNearZ);
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CNetworkVar(float, m_flFarZ);
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CNetworkVar(int, m_nShadowQuality);
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};
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LINK_ENTITY_TO_CLASS(env_cascade_light, CEnvCascadeLight);
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@@ -302,31 +314,37 @@ DEFINE_KEYFIELD(m_nShadowQuality, FIELD_INTEGER, "shadowquality"),
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DEFINE_FIELD(m_LinearFloatLightColor, FIELD_VECTOR),
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DEFINE_KEYFIELD(EnableAngleFromEnv, FIELD_BOOLEAN, "uselightenvangles"),
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DEFINE_INPUTFUNC(FIELD_VOID, "TurnOn", InputTurnOn),
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DEFINE_INPUTFUNC(FIELD_VOID, "TurnOff", InputTurnOff),
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DEFINE_INPUTFUNC(FIELD_VOID, "Enable", InputTurnOn),
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DEFINE_INPUTFUNC(FIELD_VOID, "Disable", InputTurnOff),
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DEFINE_INPUTFUNC(FIELD_BOOLEAN, "EnableShadows", InputSetEnableShadows),
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// this is broken . . need to be able to set color and intensity like light_dynamic
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// DEFINE_INPUTFUNC( FIELD_COLOR32, "LightColor", InputSetLightColor ),
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DEFINE_INPUTFUNC(FIELD_COLOR32, "LightColor", InputSetLightColor),
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DEFINE_INPUTFUNC(FIELD_FLOAT, "Ambient", InputSetAmbient),
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DEFINE_INPUTFUNC(FIELD_STRING, "SpotlightTexture", InputSetSpotlightTexture),
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DEFINE_INPUTFUNC(FIELD_STRING, "Texture", InputSetSpotlightTexture),
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DEFINE_INPUTFUNC(FIELD_STRING, "SetAngles", InputSetAngles),
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DEFINE_THINKFUNC(InitialThink),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST(CEnvCascadeLight, DT_EnvCascadeLight)
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SendPropEHandle(SENDINFO(m_hTargetEntity)),
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SendPropBool(SENDINFO(m_bState)),
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SendPropFloat(SENDINFO(m_flLightFOV)),
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SendPropBool(SENDINFO(m_bEnableShadows)),
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SendPropBool(SENDINFO(m_bLightOnlyTarget)),
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SendPropBool(SENDINFO(m_bLightWorld)),
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SendPropBool(SENDINFO(m_bCameraSpace)),
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SendPropVector(SENDINFO(m_LinearFloatLightColor)),
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SendPropFloat(SENDINFO(m_flAmbient)),
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SendPropString(SENDINFO(m_SpotlightTextureName)),
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SendPropInt(SENDINFO(m_nSpotlightTextureFrame)),
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SendPropFloat(SENDINFO(m_flNearZ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f),
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SendPropFloat(SENDINFO(m_flFarZ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f),
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SendPropInt(SENDINFO(m_nShadowQuality), 1, SPROP_UNSIGNED) // Just one bit for now
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SendPropInt(SENDINFO(m_LightColor), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt),
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SendPropEHandle(SENDINFO(m_hTargetEntity)),
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SendPropBool(SENDINFO(m_bState)),
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SendPropFloat(SENDINFO(m_flLightFOV)),
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SendPropBool(SENDINFO(m_bEnableShadows)),
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SendPropBool(SENDINFO(m_bLightOnlyTarget)),
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SendPropBool(SENDINFO(m_bLightWorld)),
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SendPropBool(SENDINFO(m_bCameraSpace)),
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SendPropVector(SENDINFO(m_LinearFloatLightColor)),
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SendPropFloat(SENDINFO(m_flAmbient)),
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SendPropString(SENDINFO(m_SpotlightTextureName)),
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SendPropInt(SENDINFO(m_nSpotlightTextureFrame)),
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SendPropFloat(SENDINFO(m_flNearZ), 16, SPROP_ROUNDDOWN, 0.0f, 500.0f),
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SendPropFloat(SENDINFO(m_flFarZ), 18, SPROP_ROUNDDOWN, 0.0f, 1500.0f),
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SendPropInt(SENDINFO(m_nShadowQuality), 1, SPROP_UNSIGNED) // Just one bit for now
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END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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@@ -334,6 +352,11 @@ END_SEND_TABLE()
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//-----------------------------------------------------------------------------
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CEnvCascadeLight::CEnvCascadeLight(void)
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{
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#ifdef MAPBASE
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m_LightColor.Init(255, 255, 255, 255);
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#else
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m_LightColor.Init(255, 255, 255, 1);
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#endif
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m_bState = true;
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m_flLightFOV = 45.0f;
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m_bEnableShadows = true;
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@@ -371,7 +394,7 @@ void CEnvCascadeLight::Preparation()
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//if second csm is exist
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if (CSMSecond)
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{
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CEnvCascadeLightSecond* SecondCSM = dynamic_cast<CEnvCascadeLightSecond*>(CSMSecond);
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SecondCSM = dynamic_cast<CEnvCascadeLightSecond*>(CSMSecond);
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SecondCSM->SetAbsAngles(GetAbsAngles());
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SecondCSM->SetAbsOrigin(GetAbsOrigin());
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SecondCSM->SetParent(GetBaseEntity());
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@@ -430,7 +453,9 @@ void UTIL_ColorStringToLinearFloatColorCSMFake(Vector& color, const char* pStrin
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bool CEnvCascadeLight::KeyValue(const char* szKeyName, const char* szValue)
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{
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if (FStrEq(szKeyName, "lightcolor"))
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if (FStrEq(szKeyName, "lightcolor") || FStrEq(szKeyName, "color"))
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{
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Vector tmp;
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UTIL_ColorStringToLinearFloatColorCSMFake(tmp, szValue);
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@@ -460,10 +485,6 @@ void CEnvCascadeLight::InputSetEnableShadows(inputdata_t& inputdata)
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m_bEnableShadows = inputdata.value.Bool();
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}
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//void CEnvProjectedTexture::InputSetLightColor( inputdata_t &inputdata )
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//{
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//m_cLightColor = inputdata.value.Color32();
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//}
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void CEnvCascadeLight::InputSetAmbient(inputdata_t& inputdata)
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{
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@@ -491,12 +512,27 @@ void CEnvCascadeLight::Activate(void)
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void CEnvCascadeLight::InitialThink(void)
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{
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m_hTargetEntity = gEntList.FindEntityByName(NULL, m_target);
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float bibigon = defdist.GetFloat() / curdist.GetFloat();
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curFOV.SetValue(defFOV.GetFloat() * bibigon);
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m_flLightFOV = curFOV.GetFloat();
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//if(pEnv != NULL)
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//SetAbsOrigin(Vector(pEnv->GetAbsOrigin().x, pEnv->GetAbsOrigin().y, pEnv->GetAbsOrigin().z + curdist.GetInt()));
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}
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void CEnvCascadeLight::InputSetAngles(inputdata_t& inputdata)
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{
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const char* pAngles = inputdata.value.String();
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QAngle angles;
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UTIL_StringToVector(angles.Base(), pAngles);
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pEnv->SetAbsAngles(angles);
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}
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void CEnvCascadeLight::InputSetLightColor(inputdata_t& inputdata)
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{
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m_LightColor = inputdata.value.Color32();
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SecondCSM->m_LightColor = inputdata.value.Color32();
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//m_LinearFloatLightColor.Init(1.0f, 1.0f, 1.0f);
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}
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int CEnvCascadeLight::UpdateTransmitState()
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