Unlocked framerate
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28a6e98d3d
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39df6cd554
13 changed files with 19 additions and 16 deletions
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@ -13,7 +13,7 @@ func _ready() -> void:
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await get_tree().create_timer(1).timeout
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await get_tree().create_timer(1).timeout
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moving = true
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moving = true
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func _physics_process(delta: float) -> void:
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func _process(delta: float) -> void:
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if moving:
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if moving:
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position += (target - global_position).normalized().rotated(-get_parent().rotation) * speed * delta
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position += (target - global_position).normalized().rotated(-get_parent().rotation) * speed * delta
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if((global_position - target).length() < 40):
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if((global_position - target).length() < 40):
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@ -18,7 +18,7 @@ func _ready() -> void:
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child.connect("target_reached", _on_target_reached)
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child.connect("target_reached", _on_target_reached)
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$SplashSound.play()
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$SplashSound.play()
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func _physics_process(delta: float) -> void:
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func _process(delta: float) -> void:
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if ready_blobs == num_blobs:
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if ready_blobs == num_blobs:
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position += (player.position - position).normalized() * speed * delta
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position += (player.position - position).normalized() * speed * delta
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rotate(angular_speed * delta)
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rotate(angular_speed * delta)
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@ -30,16 +30,17 @@ func choose_next_move() -> String:
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pool.append("wave")
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pool.append("wave")
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return ["slam", "wave", "splash"].pick_random()
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return ["slam", "wave", "splash"].pick_random()
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func _physics_process(delta: float) -> void:
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func _process(_delta: float) -> void:
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if dead: return
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if dead: return
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up_direction = earthaligner.global_from_local(Vector2.UP)
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if attack_ready:
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if attack_ready:
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attack_ready = false
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attack_ready = false
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call(choose_next_move())
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call(choose_next_move())
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func _physics_process(delta: float) -> void:
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if dead: return
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up_direction = earthaligner.global_from_local(Vector2.UP)
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if(is_on_floor()):
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if(is_on_floor()):
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grounded.emit()
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grounded.emit()
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if idle_move: move_idle(delta)
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if idle_move: move_idle(delta)
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if($Hitbox.overlaps_body(player)):
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if($Hitbox.overlaps_body(player)):
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player.hurt(damage, self.position - player.position)
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player.hurt(damage, self.position - player.position)
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@ -14,7 +14,7 @@ func _ready() -> void:
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player = get_tree().get_root().get_node_or_null("main/Player")
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player = get_tree().get_root().get_node_or_null("main/Player")
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$AnimatedSprite2D.play("default")
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$AnimatedSprite2D.play("default")
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func _physics_process(delta: float) -> void:
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func _process(delta: float) -> void:
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if !is_instance_valid(player):
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if !is_instance_valid(player):
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return
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return
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@ -15,7 +15,7 @@ func _ready() -> void:
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for segment in segments:
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for segment in segments:
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segment.segment_damaged.connect(hurt)
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segment.segment_damaged.connect(hurt)
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func _physics_process(delta: float) -> void:
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func _process(delta: float) -> void:
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if dead: return
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if dead: return
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if not $RayCast2D2.has_overlapping_bodies():
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if not $RayCast2D2.has_overlapping_bodies():
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position += 200 * delta * $EarthAligner.global_from_local(Vector2.DOWN)
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position += 200 * delta * $EarthAligner.global_from_local(Vector2.DOWN)
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@ -4,7 +4,7 @@ var damage = 1
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signal segment_damaged
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signal segment_damaged
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func _physics_process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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if (player != null and overlaps_body(player)):
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if (player != null and overlaps_body(player)):
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player.hurt(damage, self.global_position-player.global_position)
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player.hurt(damage, self.global_position-player.global_position)
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@ -4,7 +4,7 @@ var damage = 20
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var direction = Vector2(1,0)
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var direction = Vector2(1,0)
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@export var speed = 2000
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@export var speed = 2000
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func _physics_process(delta: float) -> void:
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func _process(delta: float) -> void:
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self.position += delta * speed * direction
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self.position += delta * speed * direction
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for area in get_overlapping_areas():
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for area in get_overlapping_areas():
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area.hurt(damage, -3 * direction)
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area.hurt(damage, -3 * direction)
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@ -4,7 +4,7 @@ var dash_time = 0.15
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var dashing = 0
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var dashing = 0
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var dash_dir
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var dash_dir
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func _physics_process(delta: float) -> void:
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func _process(delta: float) -> void:
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super(delta)
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super(delta)
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if dashing > 0:
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if dashing > 0:
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dashing -= delta
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dashing -= delta
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@ -2,7 +2,7 @@ class_name Item extends Area2D
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@onready var player = get_tree().get_root().get_node_or_null("main/Player")
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@onready var player = get_tree().get_root().get_node_or_null("main/Player")
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var collected = false
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var collected = false
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func _physics_process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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if(is_instance_valid(player) and overlaps_body(player)):
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if(is_instance_valid(player) and overlaps_body(player)):
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if(self.has_method("collect") and collect()):
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if(self.has_method("collect") and collect()):
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set_deferred("monitoring", false)
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set_deferred("monitoring", false)
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@ -72,13 +72,15 @@ func _ready() -> void:
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health_changed.emit(current_hp)
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health_changed.emit(current_hp)
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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manage_velocity(delta)
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move_and_slide()
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func _process(delta: float) -> void:
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manage_iframes(delta)
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manage_iframes(delta)
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manage_movement_options()
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manage_movement_options()
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manage_active(delta)
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manage_active(delta)
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manage_animation()
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manage_animation()
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manage_attack(delta)
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manage_attack(delta)
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manage_velocity(delta)
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move_and_slide()
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func manage_iframes(delta: float):
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func manage_iframes(delta: float):
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if(inv_time > 0):
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if(inv_time > 0):
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@ -24,7 +24,7 @@ func swing(dir_str) -> void:
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await get_tree().create_timer(0.01).timeout
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await get_tree().create_timer(0.01).timeout
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slash_timer = slash_duration
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slash_timer = slash_duration
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func _physics_process(delta: float) -> void:
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func _process(delta: float) -> void:
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if slash_timer > 0:
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if slash_timer > 0:
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slash_timer = max(0, slash_timer-delta)
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slash_timer = max(0, slash_timer-delta)
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if(slash_timer == 0):
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if(slash_timer == 0):
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@ -8,7 +8,7 @@ func _ready() -> void:
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rotate(randf() * TAU)
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rotate(randf() * TAU)
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anglespeed = anglespeed * (2 * randi_range(0,1) - 1)
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anglespeed = anglespeed * (2 * randi_range(0,1) - 1)
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func _physics_process(delta: float) -> void:
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func _process(delta: float) -> void:
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rotate(anglespeed * delta * TAU)
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rotate(anglespeed * delta * TAU)
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for target in ball.get_overlapping_areas():
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for target in ball.get_overlapping_areas():
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damage_target(target)
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damage_target(target)
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@ -8,7 +8,7 @@ func _ready() -> void:
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parent = get_parent()
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parent = get_parent()
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align()
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align()
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func _physics_process(_delta: float) -> void:
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func _process(_delta: float) -> void:
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align()
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align()
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func align():
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func align():
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