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gml_Object_obj_dunes_26_controller_Step_0

(view raw script w/o annotations or w/e)
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switch (scene)
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{
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    case 0:
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        cutscene_instance_position(1031, "x", ">", 2000);
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        break;
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    case 1:
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        cutscene_initialize();
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        break;
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    case 2:
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        cutscene_audio_fade(obj_radio.current_song, 0, 500, 0.25, false);
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    case 3:
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        cutscene_sfx_play(233, 1);
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        break;
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    case 4:
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        cutscene_wait(2);
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        break;
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    case 5:
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        cutscene_sfx_play(384, 1);
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        break;
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    case 6:
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        cutscene_instance_create(2100, __view_get(e__VW.YView, 0), 1716);
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        break;
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    case 7:
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        cutscene_wait(2);
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        break;
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    case 8:
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        cutscene_instance_create(2100, 245, 1718);
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        break;
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    case 9:
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        cutscene_npc_action_sprite(1718, 1037, 0.25, true, 0, 383, 2);
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        if (cutscene_sfx_play_at_frame(1718, 8, 424))
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            scr_screenshake
scr_screenshake

function scr_screenshake(arg0, arg1) { if (instance_exists(obj_screenshake_player)) exit; with (instance_create(__view_get(e__VW.Object, 0).x, __view_get(e__VW.Object, 0).y, obj_screenshake_player)) {alarm[0] intensity = arg1; } } enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }
(10, 3);
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        break;
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    case 10:
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        cutscene_wait(2);
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        break;
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    case 11:
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        cutscene_music_start(175);
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        break;
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    case 12:
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        cutscene_npc_reset_sprite(1718, "left");
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        break;
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    case 13:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1718;
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            if (global.route != 3)
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            {
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                message[0] = "* Halt!";
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                message[1] = "* I, El Bailador, have tasked#  myself with confrontation!";
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                message[2] = "* The air is much too quiet!#  Much too dreary!";
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                message[3] = "* You make no noise when you#  move!";
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                message[4] = "* You lack RHYTHM! FEELING!#  FERVOR!";
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                message[5] = "* If I did not know any better,#  I might have mistaken you for#  a Sentinel of Silence!";
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                message[6] = "* No no... this will not do!";
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                message[7] = "* You must prove to me that you#  have what it takes!";
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                message[8] = "* What it takes to live a life#  of richness!";
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                message[9] = "* I challenge you... to DANCE!";
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                if (message_current == 6)
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                    obj_dunes_26_bailador.npc_direction = "down";
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                else if (message_current == 9)
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                    obj_dunes_26_bailador.npc_direction = "left";
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            }
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            else
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            {
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                message[0] = "* Halt!";
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                message[1] = "* I, El Bailador, have tasked#  myself with confrontation!";
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                message[2] = "* The air is much too quiet!#  Much too dreary!";
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                message[3] = "* You make no noise when you#  move!";
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                message[4] = "* And your eyes - they tell a#  woeful tale!";
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                message[5] = "* No no... this will not do!";
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                message[6] = "* We must liven up this dismal#  atmosphere!";
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                message[7] = "* It is time... to DANCE!";
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                if (message_current == 5)
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                    obj_dunes_26_bailador.npc_direction = "down";
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                else if (message_current == 7)
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                    obj_dunes_26_bailador.npc_direction = "left";
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            }
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        }
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        break;
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    case 14:
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        cutscene_sfx_play(384, 1);
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        break;
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    case 15:
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        obj_shadow_master.reverse = false;
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        cutscene_instance_create(obj_pl.x, __view_get(e__VW.YView, 0), 1716);
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        break;
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    case 16:
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        cutscene_wait(1);
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        break;
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    case 17:
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        cutscene_sfx_play(380, 1);
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        break;
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    case 18:
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        cutscene_instance_create(obj_dunes_26_bailador.x, obj_dunes_26_bailador.y + 12, 1720);
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        break;
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    case 19:
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        cutscene_instance_create(obj_pl.x, obj_dunes_26_bailador.y + 12, 1720);
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        break;
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    case 20:
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        cutscene_wait(3);
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        break;
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    case 21:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1718;
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            message[0] = "* To truly find oneself,#  they must ignite a#  passion within!";
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            message[1] = "* Let us duel!";
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        }
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        break;
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    case 22:
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        cutscene_audio_fade(cutscene_music, 0, 500, 0.25, false, true);
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        break;
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    case 23:
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        cutscene_battle_initiate("el bailador", true, false);
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        cutscene_advance(23.5);
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        break;
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    case 24:
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        cutscene_wait(1);
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        global.cutscene = true;
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        break;
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    case 25:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1718;
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            if (global.dunes_flag[52] == 0)
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            {
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                message[0] = "* Huff... huff...";
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                message[1] = "* You have proven your passion,#  little one!";
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                message[2] = "* I apologize if the dance was#  strenuous on your health!";
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                message[3] = "* Sometimes having fun means a#  few doctor's visits!";
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                message[4] = "* However, it seems that you do#  not love dance as much as I.";
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                message[5] = "* Perhaps you find happiness#  through other means?";
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                message[6] = "* I have never considered that#  for quiet monsters such as#  you.";
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                message[7] = "* Ah, well, I at least hope#  your day has been brightened!";
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                message[8] = "* I wish you a fulfilling#  journey!";
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                message[9] = "* Farewell!";
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            }
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            else
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            {
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                message[0] = "* ...";
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                message[1] = "* Ahem.";
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                message[2] = "* This is rather awkward...";
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                message[3] = "* ...";
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                message[4] = "* I am inclined to make my exit.";
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                message[5] = "* Farewell.";
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            }
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        }
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        break;
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    case 26:
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        cutscene_npc_action_sprite(1718, 1039, 0.25, true, 0, 383, 2);
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        break;
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    case 27:
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        instance_destroy(obj_dunes_26_bailador);
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    case 28:
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        cutscene_wait(1);
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        break;
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    case 29:
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        instance_destroy(obj_dunes_26_spotlight);
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        cutscene_sfx_play(384, 1);
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        break;
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    case 30:
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        global.dunes_flag[26] = 2;
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        instance_destroy();
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        cutscene_end();
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        break;
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}
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enum e__VW
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{
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    XView,
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    YView,
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    WView,
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    HView,
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    Angle,
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    HBorder,
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    VBorder,
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    HSpeed,
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    VSpeed,
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    Object,
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    Visible,
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    XPort,
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    YPort,
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    WPort,
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    HPort,
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    Camera,
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    SurfaceID
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}