Add missing translation
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40
legacyver/legacypacket/camera_aim_assist.go
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40
legacyver/legacypacket/camera_aim_assist.go
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package legacypacket
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import (
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"github.com/akmalfairuz/legacy-version/legacyver/proto"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/sandertv/gophertunnel/minecraft/protocol"
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"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
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)
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// CameraAimAssist is sent by the server to the client to set up aim assist for the client's camera.
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type CameraAimAssist struct {
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// Preset is the ID of the preset that has previously been defined in the CameraAimAssistPresets packet.
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Preset string
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// Angle is the maximum angle around the playes's cursor that the aim assist should check for a target,
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// if TargetMode is set to protocol.AimAssistTargetModeAngle.
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Angle mgl32.Vec2
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// Distance is the maximum distance from the player's cursor should check for a target, if TargetMode is
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// set to protocol.AimAssistTargetModeDistance.
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Distance float32
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// TargetMode is the mode that the camera should use for detecting targets. This is currently one of
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// protocol.AimAssistTargetModeAngle or protocol.AimAssistTargetModeDistance.
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TargetMode byte
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// Action is the action that should be performed with the aim assist. This is one of the constants above.
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Action byte
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}
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// ID ...
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func (*CameraAimAssist) ID() uint32 {
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return packet.IDCameraAimAssist
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}
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func (pk *CameraAimAssist) Marshal(io protocol.IO) {
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if proto.IsProtoGTE(io, proto.ID766) {
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io.String(&pk.Preset)
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}
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io.Vec2(&pk.Angle)
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io.Float32(&pk.Distance)
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io.Uint8(&pk.TargetMode)
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io.Uint8(&pk.Action)
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}
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23
legacyver/legacypacket/camera_presets.go
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23
legacyver/legacypacket/camera_presets.go
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@@ -0,0 +1,23 @@
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package legacypacket
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import (
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"github.com/akmalfairuz/legacy-version/legacyver/proto"
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"github.com/sandertv/gophertunnel/minecraft/protocol"
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"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
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)
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// CameraPresets gives the client a list of custom camera presets.
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type CameraPresets struct {
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// Presets is a list of camera presets that can be used by other cameras. The order of this list is important because
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// the index of presets is used as a pointer in the CameraInstruction packet.
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Presets []proto.CameraPreset
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}
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// ID ...
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func (*CameraPresets) ID() uint32 {
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return packet.IDCameraPresets
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}
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func (pk *CameraPresets) Marshal(io protocol.IO) {
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protocol.Slice(io, &pk.Presets)
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}
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@@ -7,102 +7,6 @@ import (
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"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
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)
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const PlayerAuthInputBitsetSize = 65
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const (
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InputFlagAscend = iota
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InputFlagDescend
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InputFlagNorthJump
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InputFlagJumpDown
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InputFlagSprintDown
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InputFlagChangeHeight
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InputFlagJumping
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InputFlagAutoJumpingInWater
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InputFlagSneaking
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InputFlagSneakDown
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InputFlagUp
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InputFlagDown
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InputFlagLeft
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InputFlagRight
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InputFlagUpLeft
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InputFlagUpRight
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InputFlagWantUp
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InputFlagWantDown
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InputFlagWantDownSlow
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InputFlagWantUpSlow
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InputFlagSprinting
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InputFlagAscendBlock
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InputFlagDescendBlock
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InputFlagSneakToggleDown
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InputFlagPersistSneak
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InputFlagStartSprinting
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InputFlagStopSprinting
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InputFlagStartSneaking
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InputFlagStopSneaking
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InputFlagStartSwimming
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InputFlagStopSwimming
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InputFlagStartJumping
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InputFlagStartGliding
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InputFlagStopGliding
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InputFlagPerformItemInteraction
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InputFlagPerformBlockActions
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InputFlagPerformItemStackRequest
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InputFlagHandledTeleport
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InputFlagEmoting
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InputFlagMissedSwing
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InputFlagStartCrawling
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InputFlagStopCrawling
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InputFlagStartFlying
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InputFlagStopFlying
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InputFlagClientAckServerData
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InputFlagClientPredictedVehicle
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InputFlagPaddlingLeft
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InputFlagPaddlingRight
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InputFlagBlockBreakingDelayEnabled
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InputFlagHorizontalCollision
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InputFlagVerticalCollision
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InputFlagDownLeft
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InputFlagDownRight
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InputFlagStartUsingItem
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InputFlagCameraRelativeMovementEnabled
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InputFlagRotControlledByMoveDirection
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InputFlagStartSpinAttack
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InputFlagStopSpinAttack
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InputFlagIsHotbarTouchOnly
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InputFlagJumpReleasedRaw
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InputFlagJumpPressedRaw
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InputFlagJumpCurrentRaw
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InputFlagSneakReleasedRaw
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InputFlagSneakPressedRaw
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InputFlagSneakCurrentRaw
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)
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const (
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InputModeMouse = iota + 1
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InputModeTouch
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InputModeGamePad
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InputModeMotionController
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)
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const (
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PlayModeNormal = iota
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PlayModeTeaser
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PlayModeScreen
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PlayModeViewer
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PlayModeReality
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PlayModePlacement
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PlayModeLivingRoom
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PlayModeExitLevel
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PlayModeExitLevelLivingRoom
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PlayModeNumModes
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)
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const (
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InteractionModelTouch = iota
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InteractionModelCrosshair
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InteractionModelClassic
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)
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// PlayerAuthInput is sent by the client to allow for server authoritative movement. It is used to synchronise
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// the player input with the position server-side.
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// The client sends this packet when the ServerAuthoritativeMovementMode field in the StartGame packet is set
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@@ -172,7 +76,7 @@ func (pk *PlayerAuthInput) Marshal(io protocol.IO) {
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io.Vec2(&pk.MoveVector)
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io.Float32(&pk.HeadYaw)
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if proto.IsProtoGTE(io, proto.ID766) {
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io.Bitset(&pk.InputData, PlayerAuthInputBitsetSize)
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io.Bitset(&pk.InputData, packet.PlayerAuthInputBitsetSize)
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} else {
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io.Bitset(&pk.InputData, 64)
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}
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@@ -184,19 +88,19 @@ func (pk *PlayerAuthInput) Marshal(io protocol.IO) {
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io.Varuint64(&pk.Tick)
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io.Vec3(&pk.Delta)
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if pk.InputData.Load(InputFlagPerformItemInteraction) {
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if pk.InputData.Load(packet.InputFlagPerformItemInteraction) {
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io.PlayerInventoryAction(&pk.ItemInteractionData)
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}
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if pk.InputData.Load(InputFlagPerformItemStackRequest) {
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if pk.InputData.Load(packet.InputFlagPerformItemStackRequest) {
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protocol.Single(io, &pk.ItemStackRequest)
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}
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if pk.InputData.Load(InputFlagPerformBlockActions) {
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if pk.InputData.Load(packet.InputFlagPerformBlockActions) {
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protocol.SliceVarint32Length(io, &pk.BlockActions)
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}
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if pk.InputData.Load(InputFlagClientPredictedVehicle) {
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if pk.InputData.Load(packet.InputFlagClientPredictedVehicle) {
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io.Vec2(&pk.VehicleRotation)
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io.Varint64(&pk.ClientPredictedVehicle)
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}
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