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TF2Maps/custom/fartsy/particles/tornado_effects_05.pcf

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<!-- dmx encoding binary 2 format pcf 1 -->
DmElementparticleSystemDefinitionsnameDmeParticleSystemDefinitionview model effectbatch particle systemsSort particlestime to sleep when not drawnmaximum draw distancecontrol point to disable rendering if it is the cameraminimum rendered framesminimum sim tick ratemaximum sim tick ratemaximum time stepgroup idsequence_number 1sequence_numberrotation_speedrotationcolorradiuscull_replacement_definitioncull_control_pointcull_costcull_radiusbounding_box_maxbounding_box_minmaterialinitial_particlesmax_particlespreventNameBasedLookupconstraintsforceschildrenemittersinitializersoperatorsrenderersDmeParticleOperatorobject local space axis 0/1twist axisamount of forceoperator fade oscillateoperator end fadeoutoperator start fadeoutoperator end fadeinoperator start fadeinfunctionNameuse parent particles for emission scalingscale emission to used control pointsemission_durationemission_rateemission_start_timealpha_random_exponentalpha_maxalpha_minsequence_maxsequence_minrotation_random_exponentrotation_offset_maxrotation_offset_minrotation_initialFlip Percentagerandomly distribution growth timerandomly distribute to highest supplied Control Pointcreate in modelspeed_in_local_coordinate_system_maxspeed_in_local_coordinate_system_minspeed_random_exponentspeed_maxspeed_mincontrol_point_numberbias in local systemdistance_bias_absolute_valuedistance_biasdistance_maxdistance_minlifetime_random_exponentlifetime_maxlifetime_minradius_minradius_maxradius_random_exponentemitter lifetime start time (seconds)emitter lifetime end time (seconds)input fieldinput minimuminput maximumoutput fieldoutput minimumoutput maximumoutput is scalar of initial random rangeonly active within specified input rangetint update movement thresholdtint clamp maxtint clamp mintint control pointtint_perccolor2color1end_fade_out_timestart_fade_out_timeend_fade_in_timestart_fade_in_timeend_alphastart_alphaproportional 0/1fade in time exponentfade in time maxfade in time minscale_biasease_in_and_outradius_end_scaleradius_start_scaleend_timestart_timespin_rate_minspin_stop_timespin_rate_degreesmax constraint passesdraggravitylock rotationdistance fade rangeend_fadeout_exponentend_fadeout_maxend_fadeout_minstart_fadeout_exponentstart_fadeout_maxstart_fadeout_minuse animation rate as FPSsecond sequence animation rateorientation control pointorientation_typeanimation_fit_lifetimeanimation rateVisibility Radius Scale maximumVisibility Radius Scale minimumVisibility Alpha Scale maximumVisibility Alpha Scale minimumVisibility input maximumVisibility input minimumVisibility Proxy RadiusVisibility Proxy Input Control Point Numbercollision modeamount of bounceamount of slideradius scalebrush onlycollision groupcontrol point offset for fast collisionscontrol point movement distance tolerancekill particle on collisiontrace accuracy tolerancefalloff powercontrol point numberoscillation fieldoscillation rate minoscillation rate maxoscillation frequency minoscillation frequency maxstart time minstart time maxend time minend time maxstart/end proportionaloscillation multiplieroscillation start phaseRotation AxisRotation RateControl PointUse Local Spaceoffset proportional to radius 0/1offset in local space 0/1offset maxoffset minDmeParticleChilddelaychildFirst Control Point NumberFirst Control Point ParentFirst Control Point LocationSecond Control Point NumberSecond Control Point ParentSecond Control Point LocationThird Control Point NumberThird Control Point ParentThird Control Point LocationFourth Control Point NumberFourth Control Point ParentFourth Control Point LocationSet positions in world spaceControl Point to offset positions frommin lengthmax lengthlength fade in timemax forcemin forceApply Velocity in Local Space (0/1)Invert Abs ValueAbsolute ValueSpatial Coordinate OffsetTime Coordinate OffsetSpatial Noise Coordinate ScaleTime Noise Coordinate ScaleControl Point Number
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"! particle\pebble1\particle_pebble_1.vmt
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particle\particle_cloud.vmt
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-,+*)<00>;<3B>(
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<00><00><00><00><00><00><00><00><00><00>"<00>! #particle\smoke1\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously.- A,+*43 B210 /Alpha Random.-,+*7<02>6<02>5<00>? /Color Random.-,+*c]]]<5D>bhhh<68>a`_^<08><><EFBFBD><EFBFBD>]B/Sequence Random.-,+*98/Sequence Two Random.-,+*98
/Rotation Random.-,+*=<;<00>C:<00>?/Rotation Yaw Flip Random.-,+*>?/Position Within Sphere Random.-,+*L AKCJ
<00>?<00>?I
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A@? /Lifetime Random.-,+*O?N<00>?M<00>? /Radius RandomR<00>?QCPHB*+,-./Remap Initial Scalar\[Z?YXW AVUT<00><>S<00><>*+,-. /Alpha Fade and Decay.-,+*i<00>?hgf?e?d<00>?
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zDx<03><><EFBFBD>=w/Movement Lock to Control Point.-,+*G<00><00>?<3F><00>?<00>?~<00>?}<00>?|<00>?{z
/Movement Rotate Particle Around Axis.-,+*<00>
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<00><00><00><00><00><00><00><00><00><00>"<00>! <00>effects\fas_dust_a.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-,+*)<00>;<3B>(
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A@? /Lifetime Random.-,+*O@ANPAM<00>? /Radius RandomR<00>?Q<00><>DPzD*+,-. /Position Modify Offset Random.-,+*G<00>
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/Alpha Fade In Random.-,+*m<03><><EFBFBD>=l<03><><EFBFBD>=k<00>?j /Radius Scale.-,+*sr<00>?q<00>?p@on? /Rotation Spin Roll.-,+*vu<00>?t /Movement Basic.-,+*y
<00> Ex<03><><EFBFBD>=w/Movement Lock to Control Point.-,+*G<00><00>?<3F><00>?<00>?~<00>?}<00>?|<00>?{z
/Movement Rotate Particle Around Axis.-,+*<00>
<00>?<3F><00>A<EFBFBD><00>3/Color Light from Control Point.-,+*<00><00>
<00>;E<00><00>---<2D><><00>
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<00><00><>E<EFBFBD><00><>E<EFBFBD><00>A<EFBFBD>4B<34><00>
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<00><00><>E<EFBFBD><00><>E<EFBFBD><00>A<EFBFBD>4B<34><00>
<00><00><00><><00>
<00><00>B<EFBFBD>HC<48><00>A<EFBFBD>4B<34><00><00><00><00>/render_animated_sprites.-,+*<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><>L=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>"%$#"!<00><00><00><00><00><00> vgui/white
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /Pull towards control point.-,+*)<00> E<><00><00><01><00><00>@ /emit_instantaneously.-,+*4<00>@<40><02><><EFBFBD><EFBFBD><EFBFBD><00><02><><EFBFBD><EFBFBD><EFBFBD><02><><EFBFBD><EFBFBD><EFBFBD>/Position Within Sphere Random.-,+*LKJ
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<00><00><00><00><00><00><00><00><00><00>"<00>! <00><00>Peffects\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /Pull towards control point.-,+*)<00><>D<EFBFBD><00> /twist around axis.-,+*)<00>;<3B>(
<00>?' /emit_continuously.-<00>@,+*43pA210 /Alpha Random.-,+*7<02>6<02>5<00>?/Sequence Random.-,+*98/Sequence Two Random.-,+*98
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<00><>E<00>*+,-./render_animated_sprites.-,+*<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>/render_sprite_trail.-,+*<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>=<3D><00><00>;E<>zD<00><01><00> A"%<00>$<00><00><00><00><00><00><00># <00><00><00><00><00><00><00><00><00><00><00>"<00>! <00>Zparticle\smoke1\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<00>?' /emit_continuously.-<00>@,+*43pA210 /Alpha Random.-,+*7<02>6<02>5<00>? /Color Random.-,+*cWWW<57>bY[\<5C>a`_^<08><><EFBFBD><EFBFBD>]B/Sequence Random.-,+*98/Sequence Two Random.-,+*98
/Rotation Random.-,+*=< <20>; A:<00>?/Rotation Yaw Flip Random.-,+*>?/Position Within Sphere Random.-,+*L<00>;DK@<40>DJ
<00>?<00>?I
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A@? /Lifetime Random.-,+*O@@N<00>@M<00>? /Radius RandomR<00>?Q<00>CPzD*+,-./Remap Initial Scalar\[Z@?YXW AVUT<00><>S<00><>*+,-./Velocity Noise.-,+*<00><00><00>?<3F>
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/Alpha Fade In Random.-,+*m<00>>l<00>>k<00>?j /Radius Scale.-,+*sr<00>?q<00>?p@on? /Rotation Spin Roll.-,+*vut /Movement Basic.-,+*y
<00><>Dx<03><><EFBFBD>=w/Movement Lock to Control Point.-,+*G<00><00>?<3F><00>?<00>?~<00>?}<00>?|<00>?{z3/Color Light from Control Point.-,+*<00><00>
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<00><00><00><><00>
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<00><00><00><><00>
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<00><00><00><><00>
<00><00>B<EFBFBD>HC<48><00>A<EFBFBD>4B<34><00><00><00><00>/render_animated_sprites.-,+*<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>><3E><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><01><00>0A"%<00>$<00><00><00><00><00><00># <00><00><00><00><00><00><00><00><00>"<00>! <00>particle\particle_debris_02.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'(
<00>?)<00>;<3B>*+,-. /emit_continuously0123<00>@4*+,-<00>@. /Alpha Random5<00>?6<02>7<02>*+,-. /Color Random]B^<08><><EFBFBD><EFBFBD>_`abYUT<55>cYUT<55>*+,-./Sequence Random89*+,-./Sequence Two Random89*+,-.
/Rotation Random:<00>?;<00>C<=*+,-./Rotation Yaw Flip Random>?*+,-./Position Within Sphere Random?@AB
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*+,-. /Movement Basicwx<03><><EFBFBD>=y
zD*+,-./Movement Lock to Control Pointz{|<00>?}<00>?~<00>?<00>?<3F><00>?<3F><00>?G*+,-./render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>*+,-.<00><00>@A"%$ #
 
  "! <02>particle\pebble1\particle_pebble_1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'(
<00>?)<00>;<3B>*+,-. /emit_continuously0123<00>A4*+,-. /Alpha Random5<00>?6<02>7<02>*+,-. /Color Random]B^<08><><EFBFBD><EFBFBD>_`ab&&&<26>c<1B>*+,-./Sequence Random89*+,-./Sequence Two Random89*+,-.
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<00><>G*+,-. /Alpha Fade and Decayd<00>?e?f?ghi<00>?*+,-.
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*+,-. /Movement Basicwx<03><><EFBFBD>=y
<00> E*+,-./Movement Lock to Control Pointz{|<00>?}<00>?~<00>?<00>?<3F><00>?<3F><00>?G*+,-.
/Movement Rotate Particle Around Axis<00><00><00><00>@<40>
<00>?*+,-./render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><>L=<3D><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>*+,-."%)$!"#$%&'(#
 "! @effects\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /emit_continuously.-,+*43<00>A210 /Alpha Random.-,+*7<02>6<02>5<00>? /Color Random.-,+*c<08><><EFBFBD><EFBFBD>b<08><><EFBFBD><EFBFBD>a`_^<08><><EFBFBD><EFBFBD>]B/Sequence Random.-,+*98/Sequence Two Random.-,+*98
/Rotation Random.-,+*=<<00>B;<00>B:<00>?/Position Within Sphere Random.-,+*L@EK<00>DJ
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<00>C<00>C<00>CA@? /Lifetime Random.-,+*OPAN<00>AM<00>? /Radius RandomR<00>?Q<00>DP<00><>D*+,-./Rotation Yaw Flip Random.-,+*>? /Position Modify Offset Random.-,+*G<00>
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<20>xw/Movement Lock to Control Point.-,+*G<00><00>?<3F><00>?<00>?~<00>?}<00>?|<00>?{z3/Color Light from Control Point.-,+*<00><00>
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<00><00><00><><00>
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"! particle\particle_debris_02.vmt
<20> <20> <20>
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()*+,-./01"'! &particle\particle_debris_02.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'(
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<00><>D*+,-./Movement Lock to Control Pointz{|<00>?}<00>?~<00>?<00>?<3F><00>?<3F><00>?G*+,-./render_animated_sprites<00><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00><00><03><><EFBFBD>><3E><00>?<3F><00>?<3F><00>?<3F><00><00>?<3F><00><00>?<3F><02><><EFBFBD><EFBFBD>*+,-.<00><00>PA"%$opq#mn"l!<T ;vgui/white
<20> <20> <20>
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particle\particle_ring_wave_7.vmt
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A A A<00>?<08><><EFBFBD><EFBFBD>   
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hd2\effects\water\cumulus_02.vmt
<20> <20> <20>
A A A<00>?<08><><EFBFBD><EFBFBD>   
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vwxyz{|}~"u! stparticle\smoke1\dust_motes_alpha.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /Pull towards control point<00><00>)*+,-. /twist around axis'(
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/Alpha Fade In Randomjk<00>?l?m?*+,-. /Radius Scalen?op@q<00>?r@s*+,-. /Rotation Spin Rolltuv*+,-. /Movement Basicwxy
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<00><00><00><00><00><00><00><00><00><00>"<00>! <00><00>particle\smoke1\dust_motes_alpha.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis.-,+*)z<>(
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/Rotation Random.-,+*=<;<00>C:<00>?/Rotation Yaw Flip Random.-,+*>?/Position Within Sphere Random.-,+*LHBKCJ
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<00>Cx<03><><EFBFBD>=w/Movement Lock to Control Point.-,+*G<00><00>?<3F><00>?<00>?~<00>?}<00>?|<00>?{z/render_animated_sprites.-,+*<00><02><><EFBFBD><EFBFBD><EFBFBD><00>?<3F><00><00>?<3F><00><00>?<3F><00>?<3F><00>?<3F><03><><EFBFBD>><3E><00><00><02><><EFBFBD><EFBFBD><EFBFBD><00>"%$#"!<00><00><00><00><00><00><00> vgui/white
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA<00>A<00><00><01><00><00>@"%<00>$<00><00><00><00><00><00><00># <00><00><00><00><00><00><00><00><00><00><00>"<00>! <00><02>effects\smoke1.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
 <02><><EFBFBD><EFBFBD>P<>GA /twist around axis'(
<00>?)<00><>*+,-. /emit_continuously.-,+*43@210 /Alpha Random.-,+*76d5<00>?/Sequence Random.-,+*98/Sequence Two Random.-,+*98
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/Alpha Fade In Random.-,+*m<00>>l?k<00>?j /Radius Scale.-,+*sr<00>?q?p<00>@on<03>Ga> /Movement Basic.-,+*y
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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zDG*+,-. /Color Random.-,+*c<08><><EFBFBD><EFBFBD>b<08><><EFBFBD><EFBFBD>a`_^<08><><EFBFBD><EFBFBD>]B/Remap Initial Scalar.-,+*S<00><>T<00><>UVW<00>@XYZ<00>?[\/Rotation Yaw Flip Random.-,+*>? /Alpha Fade and Decayd<00>?e?f?ghi<00>?*+,-.
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<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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  "! particle\particle_debris_02.vmt
<20> <20> <20>
A A A<00>?<00>@<08><><EFBFBD><EFBFBD> <03><><EFBFBD>=  
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