Outdated[Mod Selector] Improved Autoaim 19.1

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[Mod Selector] Improved Autoaim 19.1
19.1 Auto-Aim

Changes:

I made a couple of tweaks to autoaim that have been requested several times on here.

1. I added in a check to make it shoot at Tesla Coils
2. I added a new local register that saves the objectID for Constructs if they are in range and saves them until the very end of the trait method. If there is no other enemies in your firing range then it will fire at the constructs.

I would add an attachment, but I am under the impression that this is not working atm. Instead just replace your 19.1.0_jNoobAutoAim.txt with:

Code:
;----------------------------------
;AIMBOT ; Edited by maat7043 1/22/2014
;----------------------------------
; NAMES TO UPDATE
;
    #set fullfunctionname "com.company.assembleegameclient.objects:Player/aim_" ; the full function name
	#set functionname "aim_"                                       ; the function name
	#set mouseClass "com.company.assembleegameclient.game:_-0zX" ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set mouseClicked "_-F0"                                      ; Found at the end of the onmousedown procedure : initproperty        QName(PrivateNamespace("*", "com.company.assembleegameclient.game:_-0M4#0"), "_-0E")
	#set playerNamespace "_-0l7"                                    ; Namespace of the Player class
	#set characterNamespace "_-Ll"                                ; Namespace of the Character class
	#set gameobjectNamespace "_-Ko"                                ; Namespace of the GameObject class
	#set basicobjectNamespace "_-1n6"                               ; Namespace of the BasicObject class
	#set projectileNamespace "_-0Xr"                                ; Namespace of the Projectile class
	#set Aimbot_charMaxHealth "_-0J6"                               ; Found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
	#set ObjLibDictionary "_-11j"                                   ; Found in ObjectLibrary class, this is the slot 7  : trait const QName(PackageNamespace(""), "_-") slotid 4 type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set gameobjVector "_-16e"                                     ;If wrong replace for _-NC Found in GameObject class, this is the SECOND vector: trait slot QName(PackageNamespace(""), "") type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "int")>) value Null() end
	#set ObjPropertiesDictionary "_-1ii"                            ; Found in ObjectProperties class : trait slot QName(PackageNamespace(""), "") type QName(PackageNamespace("flash.utils"), "Dictionary") end
	#set FunctionIsInvincible "_-1XK"
	#set FunctionsIsStasis "_-1nS"
	#set FunctionsIsInvulnerable "_-Br"

;----------------------------------
; CODE
;----------------------------------
trait method QName(PackageNamespace(""), $"functionname");
   method
    refid $"fullfunctionname"
    param QName(PackageNamespace(""), "Number")
    returns QName(PackageNamespace(""), "void")
    body
    maxstack 16
     localcount 17
     initscopedepth 16
     maxscopedepth 18
     code
      getlocal0
      pushscope
      
	  ; Get Camera Angle and add it to firing angle
      getlocal1
      getlex              QName(PackageNamespace("com.company.assembleegameclient.parameters"), "Parameters")
      getproperty         QName(PackageNamespace(""), "data_")
      getproperty         Multiname("cameraAngle", [PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), PackageNamespace(""), PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#1"), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"playerNamespace"), StaticProtectedNs($"playerNamespace"), StaticProtectedNs($"characterNamespace"), StaticProtectedNs($"gameobjectNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      add
      setlocal            7
      
      ; Check to see if manual fire is on
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "gs_")
      getproperty         QName(PackageNamespace(""), "mui_")
      getproperty         QName(PrivateNamespace("*", $"mouseClass"), $"mouseClicked")
      iftrue              SHOOT
      
      ; Empty Current Object
      pushnull
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
  
      ; Create a new register for Constructs
      setlocal            16  
	  
      ; Set Current Distance to -1
      pushbyte            255
      setlocal            8
      
      ; Set considered distance to 0
      pushbyte            0
      setlocal            9
      
      ; Initialize Weapon range as null
      pushnull
      coerce_a
      setlocal            11

      ; Initialize considered target health
      pushbyte            0
      setlocal            12
	  
      ; Initialize current target health
      pushbyte            0
      setlocal            13
	  
      ; Used as the Enumerator index in the hasnext2 loop
      pushbyte            0
      setlocal            5
      
      ; Create an array of all the object currently loaded
      getlex              QName(PackageNamespace(""), "map_")
      getproperty         QName(PackageNamespace(""), "goDict_")
      coerce_a
      setlocal            6

      jump                NEXTOBJ

L34:
      ; Move to the next object in the array
      label
      getlocal            6
      getlocal            5
      nextvalue
      coerce              QName(PackageNamespace("com.company.assembleegameclient.objects"), "GameObject")
      dup
      setlocal            4
	  
      ; Tesla Coil Check
      getproperty         QName(PackageNamespace(""), "props_")           
      getproperty         QName(PackageNamespace(""), "id_")       
      pushstring          "Tesla Coil"
      ifeq                TESLA
	  
      ; Check if the object is a character i.e. not a wall
	  getlocal            4
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "Character")
      istypelate
      iffalse             NEXTOBJ
	  
TESLA:	  
      ; Check to see if the object is an enemy	  
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")
      getproperty         QName(PackageNamespace(""), "isEnemy_")
      iffalse             NEXTOBJ
	  
	  
      getlocal            4                                                       ;---------------Check added by CrazyJani 6/19/2013--------------
      getproperty         QName(PackageNamespace(""), "props_")             ;     This allows you to choose what enemies autoaim shoots
      getproperty         QName(PackageNamespace(""), "id_")                ;     while they are invulnerable. This works better than
      setlocal            14                                                      ;     long ignore list in many ways

      getlocal            14
      pushstring          "Oryx Stone Guardian Right"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx Stone Guardian Left"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Septavius the Ghost God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Limon the Sprite God"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Oryx the Mad God 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Crystal Prisoner"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Defender Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Support Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Tomb Attacker Statue"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Lord Ruthven"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Archdemon Malphas"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Grand Sphinx"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost Ship"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Davy Jones"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Stheno the Snake Queen"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Actual Ent Ancient"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Kage Kami"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Ghost of Skuld"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Troll 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Arena Grave Caretaker"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Spoiled Creampuff"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Swoll Fairy"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Desire Troll"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Gigacorn"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "MegaRototo"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Sphinx Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Nile Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 1"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 2"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Pyramid Artifact 3"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Jon Bilgewater the Pirate King"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Djinn"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "Epic Larva"
      ifeq                SKIP_CHECK
           
      getlocal            14
      pushstring          "Epic Mama Megamoth"
      ifeq                SKIP_CHECK

      getlocal            14
      pushstring          "Murderous Megamoth"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Mage"
      ifeq                SKIP_CHECK
      
      getlocal            14
      pushstring          "shtrs Stone Knight"
      ifeq                SKIP_CHECK
            
      getlocal            14
      pushstring          "shtrs Stone Paladin"
      ifeq                SKIP_CHECK
                  
      getlocal            14
      pushstring          "shtrs Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Bridge Titanum"
      ifeq                SKIP_CHECK
                        
      getlocal            14
      pushstring          "shtrs Paladin Obelisk"
      ifeq                SKIP_CHECK
                                    
      getlocal            14
      pushstring          "shtrs Defense System"
      ifeq                SKIP_CHECK
      
      ; Check to see if enemy is damagable
      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionIsInvincible"), 0 ;Check if target is INVINCIBLE 
      iftrue              NEXTOBJ

      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionsIsStasis"), 0  ;Check if target is in STASIS
      iftrue              NEXTOBJ
      
      getlocal            4
      callproperty        QName(PackageNamespace(""), $"FunctionsIsInvulnerable"), 0  ;Check if target is in INVULNERABLE
      iftrue              NEXTOBJ
 
SKIP_CHECK:
      ; Get Distance to considered target
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      dup
      multiply
      getlocal            4
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      dup
      multiply
      add
      callproperty        QName(PackageNamespace(""), "sqrt"), 1
      dup
      setlocal            9

      ; Get Weapon Range
      getlex              QName(PackageNamespace("com.company.assembleegameclient.objects"), "ObjectLibrary")
      getproperty         QName(PackageNamespace(""), $"ObjLibDictionary")
      getlex              QName(PackageNamespace(""), $"gameobjVector")
      pushbyte            0 
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      convert_i
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")])
      getproperty         QName(PackageNamespace(""), $"ObjPropertiesDictionary")
      pushbyte            0
      getproperty         MultinameL([PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#0"), PrivateNamespace("*", "com.company.assembleegameclient.objects:Projectile#1"), PackageNamespace(""), PackageNamespace("com.company.assembleegameclient.objects"), PackageInternalNs("com.company.assembleegameclient.objects"), Namespace("http://adobe.com/AS3/2006/builtin"), ProtectedNamespace($"projectileNamespace"), StaticProtectedNs($"projectileNamespace"), StaticProtectedNs($"basicobjectNamespace")]) 
      dup
      setlocal            11
      
      ; Check to see if current Object is within range
      getproperty         QName(PackageNamespace(""), "speed_")
      pushshort           10000
      divide
      getlocal            11
      getproperty         QName(PackageNamespace(""), "lifetime_")
      multiply   
      pushbyte            1 ; Add 1 to range
      add      
      ifgt                NEXTOBJ
      
      ; Define Object ID
      getlocal            4
      getproperty         QName(PackageNamespace(""), "props_")      
      getproperty         QName(PackageNamespace(""), "id_")
      setlocal            15
      
      ; Check to see if Constructs are in range
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                CONSTRUCT

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                CONSTRUCT
      
      jump                SKIP
      
CONSTRUCT:
      getlocal            4
      setlocal            16
      jump                NEXTOBJ

SKIP:            
      ; List of enemies to ignore    
      getlocal            15
      pushstring          "Steel Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Rock Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Paper Bot"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Oryx Suit of Armor"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Sprite Child"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Shield"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Key"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Shield Orc Flooder"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Blue Flaming Skull"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Red Flaming Skull"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Pentaract Eye"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beach Spectre"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Overseer"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Mysterious Crystal"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Steed"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Defender"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Cube Blaster"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Crystal Prisoner Clone"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Swarm"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Stheno Pet"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Assassin of Oryx"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Minion of Oryx"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Active Sarcophagus"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priestess"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Beam Priest"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Ghost Lanturn On"
      ifeq                NEXTOBJ      
      
      getlocal            15
      pushstring          "Whirlpool"
      ifeq                NEXTOBJ
      
      getlocal            15
      pushstring          "Deadwater Docks Macaw"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Deadwater Docks Parrot"
      ifeq                NEXTOBJ
            
      getlocal            15
      pushstring          "Malphas Protector"
      ifeq                NEXTOBJ

      getlocal            15
      pushstring          "Malphas Missile"
      ifeq                NEXTOBJ
	  	  
      ; Get Current enemy Health
      getlocal            4
      getproperty         QName(PackageNamespace(""), $"Aimbot_charMaxHealth")
      setlocal            13
	  
	  ; HP Priority Override
	  getlocal            15
	  pushstring          "Greater Nature Sprite"
	  ifeq                HP
	  
	  getlocal            15
	  pushstring          "Actual Greater Nature Sprite"
	  ifeq                HP
	  
	  jump                HP_SKIP
	  
HP:	  
	  pushshort           10000
	  setlocal            13

HP_SKIP:	  
      ; Check to see if they are equal
	  getlocal            13
      getlocal            12
      ifeq                L103

      ; Check to see if new health is higher
      getlocal            13
      getlocal            12
      iflt                NEXTOBJ

      jump                L107

L103:
      ; Check to see which Enemy is closer in the event of equal health
      getlocal            9
      getlocal            8
      iflt                L107

      jump                NEXTOBJ

L107:
      ; Update Considered health
      getlocal            13
      setlocal            12

      ; Update considered distance
      getlocal            9
      setlocal            8

      ; Update angle to considered target
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            4
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            4    
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

      jump                NEXTOBJ

NEXTOBJ:
      ; Loop
      hasnext2            6, 5
      iftrue              L34

      ; Empty the Stack
      kill                6
      kill                5
      
      ; Check to see if enemy health is still 0
      getlocal            12
      pushbyte            0
      ifeq                CHECK
     
      jump                SHOOT

CHECK:      
      ; Check to see if only constructs remain
      getlocal            16
      pushnull
      ifeq                END
      
      ; Firing Angle to constructs
      getlex              QName(PackageNamespace(""), "Math")
      getlocal            16
      getproperty         QName(PackageNamespace(""), "y_")
      getlex              QName(PackageNamespace(""), "y_")
      subtract
      getlocal            16
      getproperty         QName(PackageNamespace(""), "x_")
      getlex              QName(PackageNamespace(""), "x_")
      subtract
      callproperty        QName(PackageNamespace(""), "atan2"), 2
      setlocal            7

SHOOT:
      getlocal0
      getlocal            7
      callpropvoid        QName(PrivateNamespace("*", "com.company.assembleegameclient.objects:Player#0"), "shoot"), 1

END:
      returnvoid
     end ; code
    end ; body
   end ; method
  end ; trait
* Note I also added in extensive comments that help me a lot when I am trying to make changes to the code.

Please let me know if you have any more tweaks for auto-aim and I will implement them in this thread

EDIT: Fixed local register for ignoring shatters enemies
EDIT2: Fixed broken code after Edit 1
EDIT3: Fixed Character Check
EDIT4: Added HP Override Priority
EDIT5: Changed pushbyte to pushshort
I think a nice tweak would be mouse clicking changes autofire to Manuel fire. You can alternate between the 2 at any given moment with a simple click of the mouse. Also, does this shoot at enemies while they're invulnerable?
Quote Originally Posted by IAmDM View Post
I think a nice tweak would be mouse clicking changes autofire to Manuel fire. You can alternate between the 2 at any given moment with a simple click of the mouse. Also, does this shoot at enemies while they're invulnerable?
Or you could, you know, press I to toggle it off and on, or if you're even lazier, hold left mouse button and you can aim where you want....
Quote Originally Posted by c2k8s View Post
Or you could, you know, press I to toggle it off and on, or if you're even lazier, hold left mouse button and you can aim where you want....
Just a luxury..
Sweeeeeeeet. Thanks a lot. I already modified it to shoot constructs, but i didn't even think about adding tesla coils haha great!
Add this at your own discretion considering it is an open source with no approval.
Paranoid Raple ... ): Great release by the way!
Quote Originally Posted by rawronu View Post
Paranoid Raple ... ): Great release by the way!
Not paranoid, it's my job to protect my community.
Quote Originally Posted by Raple View Post


Not paranoid, it's my job to protect my community.
That sounded so fucking awesome ;-;
is there any reason the shatters objects are checked against local 15 and not 14 like the others? this is not maat's code i know that. im just curious.

and maybe as an idea, give annotations what to comment out to make the aimbot go "always shoot nearest enemy regardless of enemyhp"!?!
Quote Originally Posted by infern000 View Post
is there any reason the shatters objects are checked against local 15 and not 14 like the others?
It should be 14 and not 15. I was the one that added the shatters objects but I added then to the ignore list by mistake then cut and pasted them to the skip check list and never changed the local count. I never noticed because I rarely do the shatters and when I do, I don't use auto aim.
Quote Originally Posted by Cryogen235 View Post
It should be 14 and not 15. I was the one that added the shatters objects but I added then to the ignore list by mistake then cut and pasted them to the skip check list and never changed the local count. I never noticed because I rarely do the shatters and when I do, I don't use auto aim.
Thanks for letting me know I made the switch
Works like a Charm!
hey maat i changed the file but when i press the "i" button flash player shuts down immediately
Quote Originally Posted by Hurcan View Post
hey maat i changed the file but when i press the "i" button flash player shuts down immediately
I will fix this in a few minutes. I fixed the formatting and messed something up. I'll let you know when it's updTed.
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