mirror of
https://github.com/jimathy/jim_bridge.git
synced 2026-08-18 14:26:03 +01:00
Enhance built in ui_modules to support RedM
This commit is contained in:
@@ -2,13 +2,15 @@ local notifications = {}
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local spacing = 60 -- vertical spacing between notifications
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local activeDrawing = false -- flag for drawing loop state
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if not HasStreamedTextureDictLoaded("timerbars") then
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while not HasStreamedTextureDictLoaded("timerbars") do
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RequestStreamedTextureDict("timerbars")
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Wait(5)
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end
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local function loadTextureDict(dict)
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if not HasStreamedTextureDictLoaded(dict) then
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while not HasStreamedTextureDictLoaded(dict) do RequestStreamedTextureDict(dict) Wait(5) end
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end
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end
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--- GTA Section ---
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local notifTypes = {
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success = "✔️",
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error = "❌",
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@@ -35,12 +37,13 @@ function gtaNotify(title, message, emoji, src)
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-- This allows it to be silent until the first notifcation is called, then the loop starts
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if not activeDrawing then
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activeDrawing = true
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StartDrawingLoop()
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StartGTADrawingLoop()
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end
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end
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-- Drawing loop as a separate controlled thread
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function StartDrawingLoop()
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function StartGTADrawingLoop()
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--loadTextureDict("timerbars")
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CreateThread(function()
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while #notifications > 0 do
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local currentTime = GetGameTimer()
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@@ -87,14 +90,14 @@ function StartDrawingLoop()
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if not notif.title or notif.title == "" then
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moveMessage = true
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else
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drawNotiText(8, 0.4, vec2(0.75, 0.975), notif.title, vec2(posX, posY))
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drawGTANotiText(8, 0.4, vec2(0.75, 0.975), notif.title, vec2(posX, posY))
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end
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-- Message text
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drawNotiText(4, 0.3, vec2(0.75, 0.975), notif.message, vec2(posX, posY + (moveMessage and 0.015 or 0.03)))
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drawGTANotiText(4, 0.3, vec2(0.75, 0.975), notif.message, vec2(posX, posY + (moveMessage and 0.015 or 0.03)))
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-- Emoji
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drawNotiText(0, 0.3, vec2(0.75, 0.995), notif.emoji, vec2(posX, posY + 0.015))
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drawGTANotiText(0, 0.3, vec2(0.75, 0.995), notif.emoji, vec2(posX, posY + 0.015))
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::continue::
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end
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@@ -104,7 +107,7 @@ function StartDrawingLoop()
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end)
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end
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function drawNotiText(font, scale, wrap, string, pos)
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function drawGTANotiText(font, scale, wrap, string, pos)
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SetTextFont(font)
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SetTextScale(scale, scale)
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SetTextWrap(wrap.x, wrap.y)
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@@ -116,5 +119,148 @@ function drawNotiText(font, scale, wrap, string, pos)
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DrawText(pos.x, pos.y)
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end
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RegisterNetEvent("jim-bridge:Notify", gtaNotify)
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exports("Notify", gtaNotify)
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------------------
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-- REDM SECTION --
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------------------
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---
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---
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local REDMnotifTypes = {
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success = vec3(0, 150, 0),
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error = vec3(150, 0, 0),
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warning = vec3(0, 150, 150),
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police = vec3(0, 0, 150),
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ambulance = vec3(0, 0, 150),
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}
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function redNotify(title, message, style)
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local notif = {
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title = title and CreateVarString(10, "LITERAL_STRING", title) or nil,
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message = message and CreateVarString(10, "LITERAL_STRING", message) or nil,
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state = "enter",
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startTime = GetGameTimer(),
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style = REDMnotifTypes[style] or vec3(0, 0, 0),
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progress = 0,
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holdTime = 8000,
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slideDuration = 100,
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currentOffset = 0,
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}
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table.insert(notifications, notif)
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-- Activate drawing loop if not already running
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if not activeDrawing then
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activeDrawing = true
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StartREDMDrawingLoop()
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end
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end
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-- Drawing loop as a separate controlled thread
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function StartREDMDrawingLoop()
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CreateThread(function()
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loadTextureDict("generic_textures")
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while #notifications > 0 do
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local currentTime = GetGameTimer()
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-- Update notifications vertical offset
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for i, notif in ipairs(notifications) do
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local target = (#notifications - i) * spacing
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notif.currentOffset += (target - notif.currentOffset) * 0.1
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end
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for i = #notifications, 1, -1 do
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local notif = notifications[i]
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if notif.state == "enter" then
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local elapsed = currentTime - notif.startTime
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notif.progress = math.min(elapsed / notif.slideDuration, 1.0)
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if notif.progress >= 1.0 then
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notif.state = "hold"
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notif.holdStart = currentTime
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end
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elseif notif.state == "hold" then
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if currentTime - notif.holdStart >= notif.holdTime then
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notif.state = "exit"
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notif.exitStart = currentTime
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end
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elseif notif.state == "exit" then
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local elapsed = currentTime - notif.exitStart
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notif.progress = 1.0 - math.min(elapsed / notif.slideDuration, 1.0)
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if notif.progress <= 0 then
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table.remove(notifications, i)
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goto continue
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end
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end
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local startX, targetX = 1.0, 0.8
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local posX = startX - (startX - targetX) * notif.progress
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local posY = 0.05 + (notif.currentOffset / 1080)
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-- Background sprite
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DrawSprite("generic_textures", "inkroller_1a", posX + 0.09, posY + 0.025, 0.2, 0.053, 180.0, notif.style.x, notif.style.y, notif.style.z, 150)
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-- Title text
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local moveMessage = false
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if not notif.title or notif.title == "" then
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moveMessage = true
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else
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drawREDMNotiText(1, 0.4, vec2(0.75, 0.975), notif.title, vec2(posX, posY))
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end
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-- Message text
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drawREDMNotiText(6, 0.3, vec2(0.75, 0.975), notif.message, vec2(posX, posY + (moveMessage and 0.0145 or 0.025)))
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::continue::
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end
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Wait(0)
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end
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activeDrawing = false -- No notifications left, pause drawing
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end)
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end
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function drawREDMNotiText(font, scale, wrap, string, pos)
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SetTextFontForCurrentCommand(font)
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SetTextScale(scale, scale)
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SetTextColor(255, 255, 255, 255)
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SetTextWrap(wrap.x, wrap.y)
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SetTextJustification(2)
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SetTextDropshadow(1, 0, 0, 0, 200)
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DisplayText(string, pos.x, pos.y)
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end
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-- Exports --
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-- Example:
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-- TriggerEvent("jim_bridge:Notify", nil, "Short test message", "success")
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--
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-- exports["jim_bridge"]:Notify(nil, "Short test message", "success")
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--
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RegisterNetEvent("jim_bridge:RedNotify", redNotify)
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RegisterNetEvent("jim_bridge:GTANotify", gtaNotify)
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RegisterNetEvent("jim_bridge:Notify", function(...)
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if GetCurrentGameName() == "rdr3" then
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redNotify(...)
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else
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gtaNotify(...)
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end
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end)
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function Notify(...)
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if GetCurrentGameName() == "rdr3" then
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redNotify(...)
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else
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gtaNotify(...)
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end
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end
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exports("Notify", Notify)
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-- Example testing notifications (can remove after testing)
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--CreateThread(function()
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-- TriggerEvent("jim_bridge:Notify", nil, "Short test message", "success")
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-- Wait(3000)
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-- TriggerEvent("jim_bridge:Notify", "Error!", "This is a longer example message to show stacking.", "error")
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-- Wait(3000)
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-- TriggerEvent("jim_bridge:Notify", "Test!", "This notification has to 'type' set.", nil )
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-- Wait(4000)
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--end)
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