Fixed preloading of add on
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0f6876f96f
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285ee79e16
@ -5,12 +5,12 @@
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[ext_resource path="res://MiscCodes/loading_ring.gd" type="Script" id=3]
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[ext_resource path="res://pictures/gui/backgrounds/treesbackground1.png" type="Texture" id=5]
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[sub_resource type="DynamicFontData" id=2]
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[sub_resource type="DynamicFontData" id=1]
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font_path = "res://ring_of_races_font.ttf"
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[sub_resource type="DynamicFont" id=1]
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[sub_resource type="DynamicFont" id=2]
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size = 30
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font_data = SubResource( 2 )
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font_data = SubResource( 1 )
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[node name="Main Menu" type="Node2D"]
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script = ExtResource( 1 )
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@ -36,7 +36,7 @@ margin_left = 484.204
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margin_top = 100.226
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margin_right = 679.204
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margin_bottom = 153.226
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custom_fonts/font = SubResource( 1 )
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custom_fonts/font = SubResource( 2 )
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text = "Play Game"
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__meta__ = {
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"_edit_use_anchors_": false
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36
MiscScenes/VBoxContainer.gd
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36
MiscScenes/VBoxContainer.gd
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@ -0,0 +1,36 @@
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extends VBoxContainer
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# Many thanks to Arkeve! https://github.com/arkeve
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const SlotClass = preload("res://MiscCodes/Slot.gd")
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onready var inventory_slots = $GridContainer
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var holding_item = null
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func _ready():
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for inv_slot in inventory_slots.get_children():
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inv_slot.connect("gui_input", self, "slot_gui_input", [inv_slot])
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func slot_gui_input(event: InputEvent, slot: SlotClass):
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if event is InputEventMouseButton:
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if event.button_index == BUTTON_LEFT && event.pressed:
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if holding_item != null:
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if !slot.item: # Place holding item to slot
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slot.putIntoSlot(holding_item)
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holding_item = null
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else: # Swap holding item with item in slot
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var temp_item = slot.item
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slot.pickFromSlot()
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temp_item.global_position = event.global_position
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slot.putIntoSlot(holding_item)
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holding_item = temp_item
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elif slot.item:
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holding_item = slot.item
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slot.pickFromSlot()
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holding_item.global_position = get_global_mouse_position()
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func _input(event):
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if holding_item:
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holding_item.global_position = get_global_mouse_position()
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func _on_TouchScreenButton_pressed():
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Global.GoToScene("river_intersection_home_2")
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@ -1,70 +1,74 @@
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extends Node
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var path = "user://storage.db"
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var db_name = "RingOfRaces"
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var db = null
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var verbose = true
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func CreateWorldDatabase():
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print("Creating new database")
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var SQLite = load("user://gdsqlite.gdns")
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var player_inventory : Dictionary = Dictionary()
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player_inventory["id"] = {"data_type":"int", "primary_key": true, "not_null": true} #slot id
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player_inventory["item_id"] = {"data_type":"int", "not_null": true} #item id
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player_inventory["item_name"] = {"data_type":"text", "not_null": true} #item name
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player_inventory["amount"] = {"data_type":"int", "not_null": true} #amount
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player_inventory["shortdesc"] = {"data_type":"char(80)", "not_null": true} #short description
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db.create_table("player_inventory", player_inventory)
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var items : Dictionary = Dictionary()
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for i in range(40):
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items["id"] = i
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items["item_id"] = 0
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items["item_name"] = "No Item"
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items["amount"] = 0
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items["shortdesc"] = "No item here"
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# Insert a new row in the table
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db.insert_row("player_inventory", items)
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items.clear()
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func OpenConnection():
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var SQLite = load("user://gdsqlite.gdns")
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self.db = SQLite.new()
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var file = File.new()
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self.db.path = path
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self.db.verbose_mode = verbose
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var create = false
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print(path)
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# This does not seem to work. The file is in the right place, but being recreated everytime. The file is findable in Res:// and C:/ .. But not after the user folder
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if !file.file_exists(path):
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print("File not existing, so creating new db")
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create = true
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self.db.open_db()
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if create:
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CreateWorldDatabase()
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func OpenConnectionIfClosed():
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if self.db == null:
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OpenConnection()
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func GetInventoryItems():
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OpenConnectionIfClosed()
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var ret = []
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ret = db.select_rows("player_inventory", "",["*"])
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return ret
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func SaveInventory(player_inventory_items):
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print("Now on inventory save file")
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if(player_inventory_items == null or len(player_inventory_items) != 40):
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Global.Log("Bad inventory save!", 3)
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return
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OpenConnectionIfClosed()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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extends Node
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const SQLite = preload("res://addons/godot-sqlite/bin/gdsqlite.gdns")
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var path = "user://storage.db"
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var db_name = "RingOfRaces"
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var db = null
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var verbose = true
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var host = null
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# Called when the node enters the scene tree for the first time.
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func _ready():
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host = OS.get_name()
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func CreateWorldDatabase():
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print("Creating new database")
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var SQLite = load("user://gdsqlite.gdns")
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var player_inventory : Dictionary = Dictionary()
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player_inventory["id"] = {"data_type":"int", "primary_key": true, "not_null": true} #slot id
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player_inventory["item_id"] = {"data_type":"int", "not_null": true} #item id
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player_inventory["item_name"] = {"data_type":"text", "not_null": true} #item name
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player_inventory["amount"] = {"data_type":"int", "not_null": true} #amount
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player_inventory["shortdesc"] = {"data_type":"char(80)", "not_null": true} #short description
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db.create_table("player_inventory", player_inventory)
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var items : Dictionary = Dictionary()
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for i in range(40):
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items["id"] = i
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items["item_id"] = 0
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items["item_name"] = "No Item"
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items["amount"] = 0
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items["shortdesc"] = "No item here"
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# Insert a new row in the table
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db.insert_row("player_inventory", items)
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items.clear()
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func OpenConnection():
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if(str(OS.get_name()) == "X11"):
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path = "res://storage.db"
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self.db = SQLite.new()
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var file = File.new()
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self.db.path = path
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self.db.verbose_mode = verbose
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var create = false
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print(path)
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# This does not seem to work. The file is in the right place, but being recreated everytime. The file is findable in Res:// and C:/ .. But not after the user folder
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if !file.file_exists(path):
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print("File not existing, so creating new db")
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create = true
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self.db.open_db()
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if create:
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CreateWorldDatabase()
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func OpenConnectionIfClosed():
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if self.db == null:
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OpenConnection()
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func GetInventoryItems():
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OpenConnectionIfClosed()
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var ret = []
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ret = db.select_rows("player_inventory", "",["*"])
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return ret
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func SaveInventory(player_inventory_items):
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print("Now on inventory save file")
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if(player_inventory_items == null or len(player_inventory_items) != 40):
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Global.Log("Bad inventory save!", 3)
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return
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OpenConnectionIfClosed()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -2,8 +2,6 @@
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[ext_resource path="res://pictures/tileset_images/TilesetGodotVloer.png" type="Texture" id=1]
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[sub_resource type="ConcavePolygonShape2D" id=1]
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segments = PoolVector2Array( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 )
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BIN
storage.db
Normal file
BIN
storage.db
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