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Some refactoring.
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@ -82,29 +82,75 @@ public class EnergyManager {
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/**********
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/**********
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Particle creation for elemental skills.
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Particle creation for elemental skills.
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**********/
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**********/
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private int getCastingAvatarEntityIdForElemBall(int invokeEntityId) {
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private Optional<EntityAvatar> getCastingAvatarEntityForElemBall(int invokeEntityId) {
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// To determine the avatar that has cast the skill that caused the energy particle to be generated,
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// To determine the avatar that has cast the skill that caused the energy particle to be generated,
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// we have to look at the entity that has invoked the ability. This can either be that avatar directly,
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// we have to look at the entity that has invoked the ability. This can either be that avatar directly,
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// or it can be an `EntityClientGadget`, owned (some way up the owner hierarchy) by the avatar
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// or it can be an `EntityClientGadget`, owned (some way up the owner hierarchy) by the avatar
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// that cast the skill.
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// that cast the skill.
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int res = 0;
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// Try to get the invoking entity from the scene.
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// Try to get the invoking entity from the scene.
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GameEntity entity = player.getScene().getEntityById(invokeEntityId);
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GameEntity entity = player.getScene().getEntityById(invokeEntityId);
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// If this entity is null, or not an `EntityClientGadget`, we assume that we are directly
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// Determine the ID of the entity that originally cast this skill. If the scene entity is null,
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// looking at the casting avatar (the null case will happen if the avatar was switched out
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// or not an `EntityClientGadget`, we assume that we are directly looking at the casting avatar
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// between casting the skill and the particle being generated).
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// (the null case will happen if the avatar was switched out between casting the skill and the
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if (!(entity instanceof EntityClientGadget)) {
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// particle being generated). If the scene entity is an `EntityClientGadget`, we need to find the
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res = invokeEntityId;
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// ID of the original owner of that gadget.
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}
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int avatarEntityId =
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// If the entity is a `EntityClientGadget`, we need to find the ID of the original
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(!(entity instanceof EntityClientGadget))
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// owner of that gadget.
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? invokeEntityId
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else {
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: ((EntityClientGadget)entity).getOriginalOwnerEntityId();
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res = ((EntityClientGadget)entity).getOriginalOwnerEntityId();
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// Finally, find the avatar entity in the player's team.
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return player.getTeamManager().getActiveTeam()
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.stream()
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.filter(character -> character.getId() == avatarEntityId)
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.findFirst();
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}
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}
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return res;
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private int getBallCountForAvatar(int avatarId) {
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// We default to two particles.
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int count = 2;
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// If we don't have any data for this avatar, stop.
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if (!skillParticleGenerationData.containsKey(avatarId)) {
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Grasscutter.getLogger().warn("No particle generation data for avatarId {} found.", avatarId);
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}
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// If we do have data, roll for how many particles we should generate.
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else {
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int roll = ThreadLocalRandom.current().nextInt(0, 100);
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int percentageStack = 0;
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for (SkillParticleGenerationInfo info : skillParticleGenerationData.get(avatarId)) {
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int chance = info.getChance();
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percentageStack += chance;
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if (roll < percentageStack) {
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count = info.getValue();
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break;
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}
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}
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}
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// Done.
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return count;
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}
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private int getBallIdForElement(ElementType element) {
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// If we have no element, we default to an elementless particle.
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if (element == null) {
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return 2024;
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}
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// Otherwise, we determin the particle's ID based on the element.
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return switch (element) {
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case Fire -> 2017;
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case Water -> 2018;
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case Grass -> 2019;
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case Electric -> 2020;
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case Wind -> 2021;
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case Ice -> 2022;
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case Rock -> 2023;
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default -> 2024;
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};
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}
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}
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public void handleGenerateElemBall(AbilityInvokeEntry invoke) throws InvalidProtocolBufferException {
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public void handleGenerateElemBall(AbilityInvokeEntry invoke) throws InvalidProtocolBufferException {
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@ -118,73 +164,41 @@ public class EnergyManager {
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return;
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return;
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}
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}
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// Determine the element of the energy particle that we have to generate.
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// Default to an elementless particle.
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// In case we can't, we default to an elementless particle.
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// The element is the element of the avatar that has cast the ability.
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// We can get that from the avatar's skill depot.
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int itemId = 2024;
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int itemId = 2024;
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// Generate 2 particles by default
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// Generate 2 particles by default.
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int amount = 2;
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int amount = 2;
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// Try to fetch the avatar from the player's party and determine their element.
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// Try to get the casting avatar from the player's party.
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// ToDo: Does this work in co-op?
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Optional<EntityAvatar> avatarEntity = getCastingAvatarEntityForElemBall(invoke.getEntityId());
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int avatarEntityId = getCastingAvatarEntityIdForElemBall(invoke.getEntityId());
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Optional<EntityAvatar> avatarEntity = player.getTeamManager().getActiveTeam()
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.stream()
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.filter(character -> character.getId() == avatarEntityId)
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.findFirst();
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// Bug: invokes twice sometimes, Ayato, Keqing
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// Bug: invokes twice sometimes, Ayato, Keqing
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// ToDo: deal with press, hold difference. deal with charge(Beidou, Yunjin)
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// ToDo: deal with press, hold difference. deal with charge(Beidou, Yunjin)
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if (avatarEntity.isPresent()) {
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if (avatarEntity.isPresent()) {
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Grasscutter.getLogger().info("Found entity: {}", avatarEntity.get());
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Avatar avatar = avatarEntity.get().getAvatar();
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Avatar avatar = avatarEntity.get().getAvatar();
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if (avatar != null) {
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if (avatar != null) {
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int avatarId = avatar.getAvatarId();
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int avatarId = avatar.getAvatarId();
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AvatarSkillDepotData skillDepotData = avatar.getSkillDepot();
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AvatarSkillDepotData skillDepotData = avatar.getSkillDepot();
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if (!skillParticleGenerationData.containsKey(avatarId)) {
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Grasscutter.getLogger().warn("No particle generation data for avatarId {} found.", avatarId);
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}
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else {
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int roll = ThreadLocalRandom.current().nextInt(0, 100);
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int percentageStack = 0;
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for (SkillParticleGenerationInfo info : skillParticleGenerationData.get(avatarId)) {
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int chance = info.getChance();
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percentageStack += chance;
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if (roll < percentageStack) {
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amount = info.getValue();
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break;
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}
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}
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}
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// Determine how many particles we need to create for this avatar.
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amount = this.getBallCountForAvatar(avatarId);
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// Determine the avatar's element, and based on that the ID of the
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// particles we have to generate.
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if (skillDepotData != null) {
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if (skillDepotData != null) {
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ElementType element = skillDepotData.getElementType();
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ElementType element = skillDepotData.getElementType();
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itemId = getBallIdForElement(element);
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// If we found the element, we use it to deterine the ID of the
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// energy particle that we have to generate.
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if (element != null) {
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itemId = switch (element) {
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case Fire -> 2017;
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case Water -> 2018;
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case Grass -> 2019;
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case Electric -> 2020;
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case Wind -> 2021;
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case Ice -> 2022;
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case Rock -> 2023;
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default -> 2024;
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};
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}
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}
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}
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}
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}
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}
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}
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// Generate the particle/orb.
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// Generate the particles.
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for (int i = 0; i < amount; i++)
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for (int i = 0; i < amount; i++) {
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generateElemBall(itemId, new Position(action.getPos()), 1);
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generateElemBall(itemId, new Position(action.getPos()), 1);
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}
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}
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}
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/**********
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/**********
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Pickup of elemental particles and orbs.
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Pickup of elemental particles and orbs.
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