"use strict";
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cc._RF.push(module, 'af8579rT9dC17z23PUzP5iy', 'hero_upgrade_star_exhibition_window');
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// Scripts/mod/hero/view/hero_upgrade_star_exhibition_window.js
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"use strict";
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// --------------------------------------------------------------------
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// @author: xxx@syg.com(必填, 创建模块的人员)
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// @description:
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// 这里是描述这个窗体的作用的
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// <br/>Create: 2019-03-01 17:06:07
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// --------------------------------------------------------------------
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var PathTool = require("pathtool");
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var SkillItem = require("skill_item");
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var HeroUpgradeStarExhibition = cc.Class({
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"extends": BaseView,
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ctor: function ctor() {
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this.prefabPath = PathTool.getPrefabPath("hero", "hero_upgrade_star_exhibition");
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this.viewTag = SCENE_TAG.dialogue; // 该窗体所属ui层级,全屏ui需要在ui层,非全屏ui在dialogue层,这个要注意
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this.win_type = WinType.Full; // 是否是全屏窗体 WinType.Full, WinType.Big, WinType.Mini, WinType.Tips
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this.ctrl = arguments[0];
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},
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// 初始化一些配置数据,可以用于声明一些变量之类的
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initConfig: function initConfig() {},
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// 预制体加载完成之后的回调,可以在这里捕获相关节点或者组件
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openCallBack: function openCallBack() {
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this.main_container_nd = this.seekChild("main_container");
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this.title_container_sk = this.seekChild("title_container", sp.Skeleton);
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this.left_head_con_nd = this.seekChild("left_head_con");
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this.right_head_con_nd = this.seekChild("right_head_con");
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this.mask_bg_nd = this.seekChild("mask_bg");
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this.mask_bg_nd.scale = FIT_SCALE; // 技能相关
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this.skills_con_nd = this.seekChild("skills_con");
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this.tow_skill_con_nd = this.seekChild("tow_skill_con");
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this.left_skill_con_nd = this.seekChild("left_skill_con");
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this.right_skill_con_nd = this.seekChild("right_skill_con");
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this.no_skill_tip_nd = this.seekChild("no_skill_tip");
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this.attr_items = {};
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for (var attr_i = 1; attr_i <= 5; attr_i++) {
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var attr_item = this.attr_items[attr_i] = {};
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var attr_nd = this.seekChild(this.main_container_nd, "attr_item_" + attr_i);
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attr_item["old_val_lb"] = this.seekChild(attr_nd, "old_val", cc.Label);
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attr_item["new_val_lb"] = this.seekChild(attr_nd, "new_val", cc.Label);
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}
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this.left_hero_item = ItemsPool.getInstance().getItem("hero_exhibition_item");
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this.left_hero_item.setParent(this.left_head_con_nd);
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this.left_hero_item.show();
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this.right_hero_item = ItemsPool.getInstance().getItem("hero_exhibition_item");
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this.right_hero_item.setParent(this.right_head_con_nd);
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this.right_hero_item.show();
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this.mask_bg_nd.on(cc.Node.EventType.TOUCH_END, this.onClickMask, this);
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},
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// 注册事件监听的接口,不需要手动调用,如果是使用gcore.GlobalEvent监听,可以直接调用addGlobalEvent
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registerEvent: function registerEvent() {},
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// 预制体加载完成之后,添加到对应主节点之后的回调,也就是一个窗体的正式入口,可以设置一些数据了
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openRootWnd: function openRootWnd(params) {
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if (!params) return;
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this.data = params;
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this.udpateWidgets();
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},
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// 关闭窗体回调,需要在这里调用该窗体所属controller的close方法没用于置空该窗体实例对象
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closeCallBack: function closeCallBack() {
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if (this.left_hero_item) this.left_hero_item.deleteMe();
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if (this.right_hero_item) this.right_hero_item.deleteMe();
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if (this.right_skill_item) this.right_skill_item.deleteMe();
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if (this.lefg_skill_item) this.lefg_skill_item.deleteMe();
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if (this.skill_items) {
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for (var skill_i in this.skill_items) {
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this.skill_items[skill_i].deleteMe();
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}
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}
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},
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udpateWidgets: function udpateWidgets() {
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// 判断是否有解锁新技能
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this.handleEffect(true);
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this.updateHead();
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this.updateAttrList();
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},
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handleEffect: function handleEffect(status) {
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if (status) {
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var action = PlayerAction.action_5;
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var effect_res = PathTool.getEffectRes(103);
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var effect_path = PathTool.getSpinePath(effect_res, "action");
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this.loadRes(effect_path, function (title_sd) {
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cc.log(action);
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cc.log(title_sd);
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this.title_container_sk.skeletonData = title_sd;
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this.title_container_sk.setAnimation(0, action, false);
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}.bind(this));
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} else {}
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},
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updateHead: function updateHead() {
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var new_vo = this.data.new_vo;
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var old_vo = this.data.old_vo;
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this.left_hero_item.setData(old_vo);
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this.right_hero_item.setData(new_vo);
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},
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updateAttrList: function updateAttrList() {
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var old_vo = this.data.old_vo;
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var new_vo = this.data.new_vo;
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var old_key = old_vo.bid + "_" + old_vo.star;
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var new_key = new_vo.bid + "_" + new_vo.star;
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var old_star_config = gdata("partner_data", "data_partner_star", old_key);
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var new_star_config = gdata("partner_data", "data_partner_star", new_key); // 战斗力
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this.attr_items["1"]["old_val_lb"].string = old_vo.power;
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this.attr_items["1"]["new_val_lb"].string = new_vo.power;
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var attr_list = ["hp", "atk", "def", "speed"]; // 属性
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var attr_item_index = 2;
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for (var attr_i in attr_list) {
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var attr_str = attr_list[attr_i];
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if (attr_str == "hp_max") attr_str = "hp";
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var attr_name = Config.attr_data.data_key_to_name[attr_str];
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var old_str = attr_name + ":" + old_vo[attr_str];
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var new_str = new_vo[attr_str];
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this.attr_items[attr_item_index]["old_val_lb"].string = old_str;
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this.attr_items[attr_item_index]["new_val_lb"].string = new_str;
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attr_item_index++;
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} // 技能提升
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var old_skill = null;
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var new_skill_list = {};
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var new_skill_num = 0;
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var dic_old_skill = {};
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for (var skill_i in old_star_config.skills) {
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var skill_info = old_star_config.skills[skill_i];
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dic_old_skill[skill_info[0]] = skill_info[1];
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}
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for (var skill_i in new_star_config.skills) {
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var skill_info = new_star_config.skills[skill_i];
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if (skill_info[0] != 1) {
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if (dic_old_skill[skill_info[0]]) {
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if (dic_old_skill[skill_info[0]] != skill_info[1]) {
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if (!old_skill) old_skill = dic_old_skill[skill_info[0]];
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new_skill_list[skill_info[0]] = skill_info[1];
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new_skill_num++;
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}
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} else {
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// 新技能
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if (!old_skill) old_skill = dic_old_skill[skill_info[0]];
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new_skill_list[skill_info[0]] = skill_info[1];
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new_skill_num++;
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}
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}
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}
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if (new_skill_num > 0) {
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if (new_skill_num == 1 && old_skill) {
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this.tow_skill_con_nd.active = true;
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var new_skill = null;
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for (var skill_i in new_skill_list) {
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new_skill = new_skill_list[skill_i];
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}
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var lefg_skill_item = this.lefg_skill_item = new SkillItem();
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lefg_skill_item.setScale(0.8);
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lefg_skill_item.setParent(this.left_skill_con_nd);
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lefg_skill_item.setData(old_skill);
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var right_skill_item = this.right_skill_item = new SkillItem();
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right_skill_item.setScale(0.8);
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right_skill_item.setParent(this.right_skill_con_nd);
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right_skill_item.setData(new_skill);
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} else {
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this.skill_items = {};
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for (var skill_i in new_skill_list) {
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var skill_nd = new cc.Node();
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skill_nd.setContentSize(cc.size(119, 119));
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this.skills_con_nd.addChild(skill_nd);
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var skill_item = this.skill_items[skill_i] = new SkillItem();
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skill_item.setScale(0.8);
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skill_item.setParent(skill_nd);
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skill_item.setData(new_skill_list[skill_i]);
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}
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}
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} else {
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this.no_skill_tip_nd.active = true;
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}
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},
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onClickMask: function onClickMask() {
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this.ctrl.openHeroUpgradeStarExhibitionPanel(false);
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}
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});
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cc._RF.pop();
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