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14 changes: 7 additions & 7 deletions wiki/Gameplay/Game_modifier/Accuracy_Challenge/en.md
Original file line number Diff line number Diff line change
Expand Up @@ -22,7 +22,7 @@ tags:
| Acronym | AC |
| Type | Difficulty Increase |
| Game modes | ![][osu!] ![][osu!taiko] ![][osu!catch] ![][osu!mania] |
| Score multiplier | 1.00x |
| Score multiplier | `1.00x` |
| Status | Ranked |
| Incompatible mods ![][osu!] ![][osu!catch] ![][osu!mania] | [Easy (EZ)](/wiki/Gameplay/Game_modifier/Easy_(lazer)), [No Fail (NF)](/wiki/Gameplay/Game_modifier/No_Fail_(lazer)), [Perfect (PF)](/wiki/Gameplay/Game_modifier/Perfect_(lazer)), [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)) |
| Incompatible mods ![][osu!taiko] | [No Fail (NF)](/wiki/Gameplay/Game_modifier/No_Fail_(lazer)), [Perfect (PF)](/wiki/Gameplay/Game_modifier/Perfect_(lazer)), [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)) |
Expand All @@ -31,19 +31,19 @@ tags:

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

The **Accuracy Challenge** mod allows the player to set a minimum accuracy that they must maintain to avoid a failure.
The **Accuracy Challenge** mod allows the player to set a minimum [accuracy](/wiki/Gameplay/Accuracy) that they must maintain to avoid a failure. Thus, it works similarly to [Sudden Death (SD)](/wiki/Gameplay/Game_modifier/Sudden_Death_(lazer)), except that it's based on accuracy rather than [combo](/wiki/Gameplay/Combo_(score_multiplier)).

## Customisation

![Accuracy Challenge customisation options in the game client](/wiki/Gameplay/Game_modifier_(lazer)/img/customise/AC.png)

- **Minimum accuracy** (60%-99%, default: 90%): Trigger a failure if accuracy goes below this value.
- **Minimum accuracy** (60.0%–99.9%, default: 90.0%): Trigger a failure if the accuracy drops below this value.
- **Accuracy mode** (default: Maximum achievable): The mode of accuracy that will trigger failure.
- **Maximum achievable**: Fail immediately if the threshold cannot be achieved by the end of the [beatmap](/wiki/Beatmap).
- **Standard**: Fail if the accuracy goes strictly below the value.
- Restart on fail (default: disabled): Restart the map when the accuracy goes below the minimum value specified.
- **Maximum achievable**: Fail if the selected threshold cannot be achieved by the end of the [beatmap](/wiki/Beatmap) anymore.
- **Standard**: Fail immediately if the accuracy drops below the selected threshold.
- **Restart on fail** (default: disabled): Automatically restart the map after a failure.

*The mod is rankable regardless of the customisation options.*
Changing any of these settings will **not** cause your scores to be unranked.

[osu!]: /wiki/shared/mode/osu.png "osu!"
[osu!taiko]: /wiki/shared/mode/taiko.png "osu!taiko"
Expand Down
11 changes: 9 additions & 2 deletions wiki/Gameplay/Game_modifier/Adaptive_Speed/en.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,15 +21,22 @@ tags:
| Acronym | AS |
| Type | Fun |
| Game modes | ![][osu!] ![][osu!taiko] ![][osu!mania] |
| Score multiplier | 0.50x |
| Score multiplier | `0.50x` |
| Status | Unranked |
| Incompatible mods | [Half Time (HT)](/wiki/Gameplay/Game_modifier/Half_Time_(lazer)), [Daycore (DC)](/wiki/Gameplay/Game_modifier/Daycore), [Double Time (DT)](/wiki/Gameplay/Game_modifier/Double_Time_(lazer)), [Nightcore (NC)](/wiki/Gameplay/Game_modifier/Nightcore_(lazer)), [Autoplay (AT)](/wiki/Gameplay/Game_modifier/Autoplay_(lazer)), [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)), [Wind Up (WU)](/wiki/Gameplay/Game_modifier/Wind_Up), [Wind Down (WD)](/wiki/Gameplay/Game_modifier/Wind_Down) |

:::

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Adaptive Speed** mod dynamically adjusts the speed at which the [beatmap](/wiki/Beatmap) is played. If the player clicks on [hit objects](/wiki/Gameplay/Hit_object) too early, the song will speed up, if they click too late, it will slow down instead.

## Customisation

![Adaptive Speed customisation options in the game client](/wiki/Gameplay/Game_modifier_(lazer)/img/customise/AS.png)

- **Initial rate** (0.50x–2.00x, default: 1.00x): The speed at which the map is initially played when starting the beatmap.
- **Adjust pitch** (default: enabled): Dynamically adjust the audio frequency to the current speed.

[osu!]: /wiki/shared/mode/osu.png "osu!"
[osu!taiko]: /wiki/shared/mode/taiko.png "osu!taiko"
Expand Down
8 changes: 5 additions & 3 deletions wiki/Gameplay/Game_modifier/Alternate/en.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,14 +21,16 @@ tags:
| Acronym | AL |
| Type | Conversion |
| Game modes | ![][osu!] |
| Score multiplier | 1.00x |
| Status | Unranked |
| Score multiplier | `1.00x` |
| Status | Ranked |
| Incompatible mods | [Autoplay (AT)](/wiki/Gameplay/Game_modifier/Autoplay_(lazer)), [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)), [Relax (RX)](/wiki/Gameplay/Game_modifier/Relax_(lazer)), [Single Tap (SG)](/wiki/Gameplay/Game_modifier/Single_Tap) |

:::

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Alternate** mod forces the player to perfectly alternate their two inputs, meaning they cannot use the same key twice in a row. If the player attempts to hit two consecutive [hit objects](/wiki/Gameplay/Hit_object) with the same key, the second one will automatically result in a miss. After each [break](/wiki/Beatmap/Break), the player can choose again which key to start with. [Spinners](/wiki/Gameplay/Hit_object/Spinner) can always be played using any input.

**This mod cannot be customised.**

[osu!]: /wiki/shared/mode/osu.png "osu!"
23 changes: 21 additions & 2 deletions wiki/Gameplay/Game_modifier/Approach_Different/en.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,14 +21,33 @@ tags:
| Acronym | AD |
| Type | Fun |
| Game modes | ![][osu!] |
| Score multiplier | 1.00x |
| Score multiplier | `1.00x` |
| Status | Unranked |
| Incompatible mods | [Hidden (HD)](/wiki/Gameplay/Game_modifier/Hidden_(lazer)), [Target Practice (TP)](/wiki/Gameplay/Game_modifier/Target_Practice_(lazer)), [Spin In (SI)](/wiki/Gameplay/Game_modifier/Spin_In), [Grow (GR)](/wiki/Gameplay/Game_modifier/Grow), [Deflate (DF)](/wiki/Gameplay/Game_modifier/Deflate), [Freeze Frame (FR)](/wiki/Gameplay/Game_modifier/Freeze_Frame) |

:::

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Approach Different** mod allows the user to change the way the [approach circles](/wiki/Gameplay/Hit_object/Approach_circle) move towards the [hit circles](/wiki/Gameplay/Hit_object/Hit_circle).

## Customisation

![Approach Different customisation options in the game client](/wiki/Gameplay/Game_modifier_(lazer)/img/customise/AD.png)

<!-- I couldn't really tell what the exact differences between all these settings are, so I'm unsure how to describe what they do. Very open for suggestions here. -->

- **Initial size** (1.5–10, default: 4.0): The initial size of the approach circles.
- **Style** (default: Gravity): The animation style of the approach circles.
- **Linear**: Regular approach circles.
- **Gravity**: Approach circle moves outwards a bit, then quickly "drops" onto the hit circle.
- **InOut1**: Approach circle moves towards the hit circle quickly, then "pauses" there for a moment before the object needs to be hit.
- **InOut2**: Amplified version of **InOut1**.
- **Accelerate1**: Approach circle moves slowly at first and accelerates as it approaches the hit circle.
- **Accelerate2**: Amplified version of **Accelerate1**.
- **Accelerate3**: Amplified version of **Accelerate2**.
- **Decelerate1**: Approach circle moves quickly at first and decelerates as it approaches the hit circle.
- **Decelerate2**: Amplified version of **Decelerate1**.
- **Decelerate3**: Amplified version of **Decelerate2**.

[osu!]: /wiki/shared/mode/osu.png "osu!"
10 changes: 7 additions & 3 deletions wiki/Gameplay/Game_modifier/Autopilot_(lazer)/en.md
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Expand Up @@ -23,15 +23,19 @@ tags:
| Type | Automation |
| Default shortcut key | `V` |
| Game modes | ![][osu!] |
| Score multiplier | 0.10x |
| Score multiplier | `0.10x` |
| Status | Unranked |
| Incompatible mods | [Autoplay (AT)](/wiki/Gameplay/Game_modifier/Autoplay_(lazer)), [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)), [Relax (RX)](/wiki/Gameplay/Game_modifier/Relax_(lazer)), [Spun Out (SO)](/wiki/Gameplay/Game_modifier/Spun_Out_(lazer)), [Magnetised (MG)](/wiki/Gameplay/Game_modifier/Magnetised), [Repel (RP)](/wiki/Gameplay/Game_modifier/Repel) |
| Incompatible mods | [Autoplay (AT)](/wiki/Gameplay/Game_modifier/Autoplay_(lazer)), [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)), [Relax (RX)](/wiki/Gameplay/Game_modifier/Relax_(lazer)), [Spun Out (SO)](/wiki/Gameplay/Game_modifier/Spun_Out_(lazer)), [Magnetised (MG)](/wiki/Gameplay/Game_modifier/Magnetised), [Repel (RP)](/wiki/Gameplay/Game_modifier/Repel), [Touch Device (TD)](/wiki/Gameplay/Game_modifier/Touch_Device_(lazer)) |

:::

*For the osu!stable version of this article, see: [Autopilot (mod)](/wiki/Gameplay/Game_modifier/Autopilot)*\
*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Autopilot** mod automatically moves the cursor through the [beatmap](/wiki/Beatmap) perfectly, allowing the user to play by only clicking on the [hit objects](/wiki/Gameplay/Hit_object) on time. The mods also moves the cursor in a spinning motion whenever a [spinner](/wiki/Gameplay/Hit_object/Spinner) appears, but the player still has to press a key or mouse button for the spinner to be completed. Like [Autoplay (AT)](/wiki/Gameplay/Game_modifier/Autoplay_(lazer)) and unlike [Spun Out (SO)](/wiki/Gameplay/Game_modifier/Spun_Out_(lazer)), Autopilot spins counterclockwise at a speed of 477 spins per minute (SPM).

When using [Autopilot (AP)](/wiki/Gameplay/Game_modifier/Autopilot) in osu!stable, the player cannot fail during a beatmap. This is not the case in osu!(lazer). Another difference to osu!stable is that scores achieved with this mod will be submitted to the global leaderboard (without awarding [performance points](/wiki/Performance_points)), show up under *Recent Plays (24h)* and count towards play count.

**This mod cannot be customised.**

[osu!]: /wiki/shared/mode/osu.png "osu!"
17 changes: 13 additions & 4 deletions wiki/Gameplay/Game_modifier/Autoplay_(lazer)/en.md
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Expand Up @@ -22,18 +22,27 @@ tags:
| :-- | :-- |
| Acronym | AT |
| Type | Automation |
| Default shortcut key | `Z` |
| Default shortcut key | `Z` (or hold `Ctrl` when starting a beatmap) |
| Game modes | ![][osu!] ![][osu!taiko] ![][osu!catch] ![][osu!mania] |
| Score multiplier | 1.00x |
| Score multiplier | `1.00x` |
| Status | Unranked |
| Incompatible mods | [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)), [Relax (RX)](/wiki/Gameplay/Game_modifier/Relax_(lazer)), [Autopilot (AP)](/wiki/Gameplay/Game_modifier/Autopilot_(lazer)), [Spun Out (SO)](/wiki/Gameplay/Game_modifier/Spun_Out_(lazer)), [Alternate (AL)](/wiki/Gameplay/Game_modifier/Alternate), [Single Tap (SG)](/wiki/Gameplay/Game_modifier/Single_Tap), [Magnetised (MG)](/wiki/Gameplay/Game_modifier/Magnetised), [Repel (RP)](/wiki/Gameplay/Game_modifier/Repel), [Adaptive Speed (AS)](/wiki/Gameplay/Game_modifier/Adaptive_Speed), [Touch Device (TD)](/wiki/Gameplay/Game_modifier/Touch_Device_(lazer)) |
| Incompatible mods ![][osu!] | [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)), [Relax (RX)](/wiki/Gameplay/Game_modifier/Relax_(lazer)), [Autopilot (AP)](/wiki/Gameplay/Game_modifier/Autopilot_(lazer)), [Spun Out (SO)](/wiki/Gameplay/Game_modifier/Spun_Out_(lazer)), [Alternate (AL)](/wiki/Gameplay/Game_modifier/Alternate), [Single Tap (SG)](/wiki/Gameplay/Game_modifier/Single_Tap), [Magnetised (MG)](/wiki/Gameplay/Game_modifier/Magnetised), [Repel (RP)](/wiki/Gameplay/Game_modifier/Repel), [Adaptive Speed (AS)](/wiki/Gameplay/Game_modifier/Adaptive_Speed), [Touch Device (TD)](/wiki/Gameplay/Game_modifier/Touch_Device_(lazer)) |
| Incompatible mods ![][osu!taiko] | [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)), [Relax (RX)](/wiki/Gameplay/Game_modifier/Relax_(lazer)), [Single Tap (SG)](/wiki/Gameplay/Game_modifier/Single_Tap), [Adaptive Speed (AS)](/wiki/Gameplay/Game_modifier/Adaptive_Speed) |
| Incompatible mods ![][osu!catch] | [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)), [Relax (RX)](/wiki/Gameplay/Game_modifier/Relax_(lazer)) |
| Incompatible mods ![][osu!mania] | [Cinema (CN)](/wiki/Gameplay/Game_modifier/Cinema_(lazer)), [Adaptive Speed (AS)](/wiki/Gameplay/Game_modifier/Adaptive_Speed) |

:::

*For the osu!stable version of this article, see: [Auto (mod)](/wiki/Gameplay/Game_modifier/Auto)*\
*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Autoplay** mod completes any [beatmap](/wiki/Beatmap) entirely on its own, allowing the user to simply watch a perfect score on the map.

In osu!, like [Autopilot (AP)](/wiki/Gameplay/Game_modifier/Autopilot_(lazer)) and unlike [Spun Out (SO)](/wiki/Gameplay/Game_modifier/Spun_Out_(lazer)), Autoplay completes [spinners](/wiki/Gameplay/Hit_object/Spinner) counterclockwise at a speed of 477 spins per minute (SPM).

Scores set with this mod will not be submitted to any leaderboard. During the map, *Autoplay/mekkadosu!/osu!salad/osu!topus* (in osu!/osu!taiko/osu!catch/osu!mania respectively) is displayed as the username in the leaderboard.

**This mod cannot be customised.**

[osu!]: /wiki/shared/mode/osu.png "osu!"
[osu!taiko]: /wiki/shared/mode/taiko.png "osu!taiko"
Expand Down
13 changes: 11 additions & 2 deletions wiki/Gameplay/Game_modifier/Barrel_Roll/en.md
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Expand Up @@ -21,14 +21,23 @@ tags:
| Acronym | BR |
| Type | Fun |
| Game modes | ![][osu!] |
| Score multiplier | 1.00x |
| Score multiplier | `1.00x` |
| Status | Unranked |
| Incompatible mods | [Bubbles (BU)](/wiki/Gameplay/Game_modifier/Bubbles) |

:::

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Barrel Roll** mod causes the entire [playfield](/wiki/Client/Playfield) to rotate clockwise or counterclockwise at a constant speed which can be [customised](#customisation).

## Customisation

![Barrel Roll customisation options in the game client](/wiki/Gameplay/Game_modifier_(lazer)/img/customise/BR.png)

- **Roll speed** (0.02–12.0, default: 0.5): The speed (rotations per minute) at which the playfield rotates.
- **Direction** (default: Clockwise): The direction in which the playfield rotates.
- **Clockwise**: Rotate the playfield clockwise.
- **Counterclockwise**: Rotate the playfield counterclockwise.

[osu!]: /wiki/shared/mode/osu.png "osu!"
8 changes: 4 additions & 4 deletions wiki/Gameplay/Game_modifier/Blinds/en.md
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Expand Up @@ -20,18 +20,18 @@ tags:
| :-- | :-- |
| Acronym | BL |
| Type | Difficulty Increase |
| Default shortcut key | `K` |
| Default shortcut key | `L` |
| Game modes | ![][osu!] |
| Score multiplier | 1.12x |
| Score multiplier | `1.12x` |
| Status | Ranked |
| Incompatible mods | [Flashlight (FL)](/wiki/Gameplay/Game_modifier/Flashlight_(lazer)) |

:::

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

The **Blinds** mod covers the entire screen with [shoji doors](https://en.wikipedia.org/wiki/Shoji) without the possibility to see the objects behind. The more successive misses the player gets, the more the doors open. Building up a combo will have the opposite effect.
The **Blinds** mod covers the entire [playfield](/wiki/Client/Playfield) with [shoji doors](https://en.wikipedia.org/wiki/Shoji) making it impossible to see the [hit objects](/wiki/Gameplay/Hit_object) behind them. The lower the player's [health](/wiki/Gameplay/Health) is, the more the doors open and vice versa. For this reason, [performance points](/wiki/Performance_points) granted with this mod depend on the [HP drain rate](/wiki/Beatmap/HP_drain_rate) of the [beatmap](/wiki/Beatmap). (This can be seen by playing a beatmap with Blinds and using [Difficulty Adjust (DA)](/wiki/Gameplay/Game_modifier/Difficulty_Adjust) to adjust the *HP Drain* to different values.)

**This mod can't be customised through Customisation.**
**This mod cannot be customised.**

[osu!]: /wiki/shared/mode/osu.png "osu!"
8 changes: 4 additions & 4 deletions wiki/Gameplay/Game_modifier/Bloom/en.md
Original file line number Diff line number Diff line change
Expand Up @@ -20,21 +20,21 @@ tags:
| Acronym | BM |
| Type | Fun |
| Game modes | ![][osu!] |
| Score multiplier | 1.00x |
| Score multiplier | `1.00x` |
| Status | Unranked |
| Incompatible mods | [Flashlight (FL)](/wiki/Gameplay/Game_modifier/Flashlight_(lazer)), [No Scope (NS)](/wiki/Gameplay/Game_modifier/No_Scope), [Touch Device (TD)](/wiki/Gameplay/Game_modifier/Touch_Device_(lazer)) |

:::

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

The **Bloom** mod progressively makes the cursor bigger as the combo builds up until it reaches a set limit configurable. If you miss an object, the cursor returns to its original size.
The **Bloom** mod progressively increases the cursor size as the [combo](/wiki/Gameplay/Combo_(score_multiplier)) increases until it reaches the configured limit. Upon a [combobreak](/wiki/Gameplay/Judgement/Combobreak), the cursor returns to its original size.

## Customisation

![Bloom customisation options in the game client](/wiki/Gameplay/Game_modifier_(lazer)/img/customise/BM.png)

- **Max size at combo** (5–100, default 50): The combo count at which the cursor reaches its maximum size.
- **Final size multiplier** (5.0–15.0, default 10.0): The multiplier applied to the cursor size when the combo reaches its maximum.
- **Max size at combo** (5–100, default: 50): The combo count at which the cursor reaches its maximum size.
- **Final size multiplier** (5.0–15.0, default: 10.0): The multiplier applied to the cursor size when the combo reaches the maximum value.

[osu!]: /wiki/shared/mode/osu.png "osu!"
6 changes: 4 additions & 2 deletions wiki/Gameplay/Game_modifier/Bubbles/en.md
Original file line number Diff line number Diff line change
Expand Up @@ -21,14 +21,16 @@ tags:
| Acronym | BU |
| Type | Fun |
| Game modes | ![][osu!] |
| Score multiplier | 1.00x |
| Score multiplier | `1.00x` |
| Status | Unranked |
| Incompatible mods | [Barrel Roll (BR)](/wiki/Gameplay/Game_modifier/Barrel_Roll), [Magnetised (MG)](/wiki/Gameplay/Game_modifier/Magnetised), [Repel (RP)](/wiki/Gameplay/Game_modifier/Repel) |

:::

*For the full list of all [lazer](/wiki/Client/Release_stream/Lazer) mods, see: [Game modifier (lazer)](/wiki/Gameplay/Game_modifier_(lazer))*

<!-- TODO description and settings -->
The **Bubbles** mod causes each [hit object](/wiki/Gameplay/Hit_object) to turn into an opaque bubble after fading away. For [sliders](/wiki/Gameplay/Hit_object/Slider) this includes [sliderhead](/wiki/Gameplay/Hit_object/Slider/Sliderhead), [slider ticks](/wiki/Gameplay/Hit_object/Slider/Slider_tick), [reverse arrows](/wiki/Gameplay/Hit_object/Slider/Repeat_slider) and [slidertail](/wiki/Gameplay/Hit_object/Slider/Slidertail). These bubbles have the same colour as their associated hit object's [combo colour](/wiki/Beatmapping/Combo_colour) if the player successfully hit this object and otherwise they are black. The bubbles grow in size until they "pop" and disappear. How long this takes depends on the [approach rate](/wiki/Beatmap/Approach_rate) of the selected [beatmap](/wiki/Beatmap).

**This mod cannot be customised.**

[osu!]: /wiki/shared/mode/osu.png "osu!"
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