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** It depends of weapon caliber and barrel construction - bull-barrel Olympic rifles firing .22LR ammo can fire hundreds of rounds before the barrel heats up (they need temperature to be kept as constant as possible to maintain accuracy). There's a saying for range shooters which goes like this: '' "you need to fire enough rounds to be able to hit safely a jelly bean by the end of the day." ''
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* {{Brink}} has the 'ordinary guns need reloading, wall-mounted machineguns overheat' variant.
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** The power armor machine guns also overheat after continuous firing and can be seen glowing in thermal vision.
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** Do note that your mileage may vary since cooling time of anything will depend on the difference in tempurature between object and ambient on top of the material itself among other things.

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** When a firearm overheats due to over use, it does not stop it´s function. It just makes it incredibly unsafe, the barrel warps and degrades faster, thus making the gun inaccurate, and in some cases, the gun simply won't stop firing because the red-hot chamber ignites the propellent in the bullets [known as "cook-off"]. Still, it will fire regardless. Kalashnikov type rifles can even be used while ON FIRE!

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** When a firearm overheats due to over use, overuse, it does not stop it´s its function. It just makes it incredibly unsafe, the barrel warps and degrades faster, thus making the gun inaccurate, and in some cases, the gun simply won't stop firing because the red-hot chamber ignites the propellent in the bullets [known as "cook-off"]. Still, it will fire regardless. Kalashnikov type rifles can even be used while ON FIRE!


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* As an example of cooling time, this troper took his .303 bolt-action rifle to the range and let fly, finishing with a barrel that was too hot to comfortably touch. When he got home '''an hour later''', it was still palpably warm.
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* GrandChase does this with Mari's GunSlinger job. The "heat gauge" fills up each round fired and will start to drain out if you stop shooting. If the gauge fills up all they full, the gun doesn't fire at all for a short time, leaving you with an attack that does nothing. However, it does not disable your [[SpecailMove MP Attacks]] at all, but only one of those uses the gun anyhow.

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* GrandChase does this with Mari's GunSlinger job. The "heat gauge" fills up each round fired and will start to drain out if you stop shooting. If the gauge fills up all they full, the gun doesn't fire at all for a short time, leaving you with an attack that does nothing. However, it does not disable your [[SpecailMove [[SpecialAttack MP Attacks]] at all, but only one of those uses the gun anyhow.
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* GrandChase does this with Mari's GunSlinger job. The "heat gauge" fills up each round fired and will start to drain out if you stop shooting. If the gauge fills up all they full, the gun doesn't fire at all for a short time, leaving you with an attack that does nothing. However, it does not disable your [[SpecailMove MP Attacks]] at all, but only one of those uses the gun anyhow.
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A particularly bizarre version can occur in games that feature mounted and handheld versions of the same machine gun, which may be governed by totally seperate rules; for example, one may require reloading while the other does not but is able to overheat. Real mounted weapons often have rather obvious and bulky extra cooling hardware installed, though this is rarely reflected in-game.

This can be partly considered an example of TruthInTelevision, as the dissipation of waste heat from various forms of technology is a major design consideration that is often overlooked; however, in videogames the effect is typically enormously exaggerated in terms of speed and under-exaggerated in terms of severity; overheating a machine gun will typically cause it to steam as if it has a water jacket, without the risk of rounds spontaneously igniting or permanent barrel damage that come with overheating a real gun. Typically, the quick-change barrels of modern machine guns are not represented, there being no way to deal with an overheated barrel but wait for it to cool back down (which happens surprisingly fast).

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A particularly bizarre version can occur in games that feature mounted and handheld versions of the same machine gun, which may be governed by totally seperate separate rules; for example, one may require reloading while the other does not but is able to overheat. Real mounted weapons often have rather obvious and bulky extra cooling hardware installed, though this is rarely reflected in-game.

This can be partly considered an example of TruthInTelevision, as the dissipation of waste heat from various forms of technology is a major design consideration that is often overlooked; however, in videogames video games the effect is typically enormously exaggerated in terms of speed and under-exaggerated in terms of severity; overheating a machine gun will typically cause it to steam as if it has a water jacket, without the risk of rounds spontaneously igniting or permanent barrel damage that come with overheating a real gun. Typically, the quick-change barrels of modern machine guns are not represented, there being no way to deal with an overheated barrel but wait for it to cool back down (which happens surprisingly fast).



* ''MassEffect 2'' went for a system that works like a typical shooter with limited shots before reloading. They attempt to reduce the degree of RetCon by explaining it as ejecting the heat sink of your gun and inserting a new one. Which, naturally, should prevent you from [[OneBulletClips reloading single shots into a gun that fires multiple shots per heatsink]]... but doesn't. And while it would make sense to be able to wait for the heat sinks to cool and use them again instead of throwing them all away and trying to scavenge new ones, that's not an option. Of course, all this only applies to ''you''. [[TheComputerIsACheatingBastard Computer-controlled]] characters still have BottomlessMagazines.

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* ''MassEffect 2'' ''MassEffect2'' went for a system that works like a typical shooter with limited shots before reloading. They attempt to reduce the degree of RetCon {{retcon}} by explaining it as ejecting the heat sink of your gun and inserting a new one. Which, naturally, should prevent you from [[OneBulletClips reloading single shots into a gun that fires multiple shots per heatsink]]... but doesn't. And while it would make sense to be able to wait for the heat sinks to cool and use them again instead of throwing them all away and trying to scavenge new ones, that's not an option. Of course, all this only applies to ''you''. [[TheComputerIsACheatingBastard Computer-controlled]] characters still have BottomlessMagazines.



*** Including retroactively. The survivors of a shipwreck 10 years ago (before the first game) still drop thermal clips when found in ''MassEffect 2''.

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*** Including retroactively. The survivors of a shipwreck 10 years ago (before the first game) still drop thermal clips when found in ''MassEffect 2''.''MassEffect2''.



* In the ''[[BattlefieldSeries Battlefield]]'' series, there are mounted and man-portable machine guns. The previous has infinite ammo and the latter has limited ammo to force an occasional reload. They have effectively infinite reloads since the support class has the ability to supply ammunition.

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* In the ''[[BattlefieldSeries Battlefield]]'' ''{{Battlefield|Series}}'' series, there are mounted and man-portable machine guns. The previous has infinite ammo and the latter has limited ammo to force an occasional reload. They have effectively infinite reloads since the support class has the ability to supply ammunition.



* This is how Dwarven Technologist Janos' {{Mana}} Meter is explained in ''{{Mage Knight}}: Apocalypse''. He starts with zero heat, gains heat whenever he uses a skill, and when heat reaches 100, he must wait or use a 'coolant' potion.

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* This is how Dwarven Technologist Janos' {{Mana}} Meter is explained in ''{{Mage Knight}}: ''MageKnight: Apocalypse''. He starts with zero heat, gains heat whenever he uses a skill, and when heat reaches 100, he must wait or use a 'coolant' potion.



* Rapid firing firearms (such as machine guns) do get hot when used; various cooling methods have been devised to assist cooling (conductive fins, liquid jackets, etc…) or otherwise deal with heating (such as barrels that can quickly be swapped without dismantling the gun itself in the process.)

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* Rapid firing firearms (such as machine guns) do get hot when used; various cooling methods have been devised to assist cooling (conductive fins, liquid jackets, etc…) or otherwise deal with heating (such as barrels that can quickly be swapped without dismantling the gun itself in the process.)process).



** When a firearm overheats due to over use, it does not stop it´s function. It just makes it incredibly unsafe, the barrel warps and degrades faster, thus making the gun inaccurate, and in some cases, the gun simply won´t stop firing because the red-hot chamber ignites the propellent in the bullets [known as "cook-off"]. Still, it will fire regardless. Kalashnikov type rifles can even be used while ON FIRE!

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** When a firearm overheats due to over use, it does not stop it´s function. It just makes it incredibly unsafe, the barrel warps and degrades faster, thus making the gun inaccurate, and in some cases, the gun simply won´t won't stop firing because the red-hot chamber ignites the propellent in the bullets [known as "cook-off"]. Still, it will fire regardless. Kalashnikov type rifles can even be used while ON FIRE!






<<|TruthInTelevision|>>

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<<|TruthInTelevision|>>
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** Alternatively, the companies that developed the heat sinks could have designed them so that they're rendered useless after they've been used once, [[FridgeBrilliance hence ensuring that customers come back for more]], much like how printer cartridges aren't refillable and need to be replaced. As for why his allies & enemies are exempt from the rule, I guess the only explanation is GameplayAndStorySegregation.
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* The first ''SoldnerX'' game discourages constant fire by having your weapons overheat after prolonged firing.
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** Subverted with the Plasma Repeater which still has to cool but can be vented,which is...just like reloading.
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A particularly bizarre version can occur in games that feature mounted and handheld versions of the same machine gun, which may be governed by totally seperate rules; for example, one may require reloading while the other does not but is able to overheat.

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A particularly bizarre version can occur in games that feature mounted and handheld versions of the same machine gun, which may be governed by totally seperate rules; for example, one may require reloading while the other does not but is able to overheat.
overheat. Real mounted weapons often have rather obvious and bulky extra cooling hardware installed, though this is rarely reflected in-game.



* Rapid firing firearms (such as machine guns) do get hot when used; various cooling methods have been devised to assist cooling [conductive fins, liquid jackets, etc] or otherwise deal with heating [such as barrels that can quickly be swapped without dismantling the gun itself in the process].

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* Rapid firing firearms (such as machine guns) do get hot when used; various cooling methods have been devised to assist cooling [conductive (conductive fins, liquid jackets, etc] etc…) or otherwise deal with heating [such (such as barrels that can quickly be swapped without dismantling the gun itself in the process].process.)
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** Mounted machine guns function this way in ''Reach''. When mounted, they overheat, but when torn free, they can be fired nonstop until their ammo runs out.
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** Subverted with the Plasma Repeater which still has to cool but can be vented,which is...just like reloading.
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* ''{{Warhawk}}s'' have unlimited machine gun ammo. But their guns will overheat and temporarily jam after only a few seconds of continuous fire.

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* ''{{Warhawk}}s'' have unlimited machine gun ammo. But their guns will overheat and temporarily jam after only a few seconds of continuous fire.
fire.
* TheSuffering 2 featured sections with vehicle mounted guns that would overheat. These weren't used for regular fights, only when the game was throwing wave after wave of enemies at you.
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* Similarly, in ''{{FreedroidRPG}}'', Tux heats up from casting spells (actually computer programs) and will blow up if he gets too hot.
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Gatling Guns often fall victim to this trope, despite the fact that they are specifically designed to avoid overheating, that being the reason why they have multiple rotating barrels.
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* ''{{Warhawk}}s'' have unlimited machine gun ammo. But their guns will overheat and temporarily jam after only a few seconds of continuous fire.
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**To be fair, they are supposed to harness energy equivalent to that of a star.
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** When a firearm overheats due to over use, it does not stop it´s function. It just makes it incredibly unsafe, the barrel warps and degrades faster, thus making the gun inaccurate, and in some cases, the gun simply won´t stop firing because the red-hot chamber ignites the propellent in the bullets [known as "cook-off"]. Still, it will fire regardless. Kalashnikov type rifles can even be used while ON FIRE!
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** The man-portable machine guns still overheat when too trigger happy.
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This can be partly considered an example of TruthInTelevision, as the dissipation of waste heat from various forms of technology is a major design consideration that is often overlooked; however, in videogames the effect is typically enormously exaggerated in terms of speed and under-exaggerated in terms of severity; overheating a machine gun will typically cause it to steam as if it has a water jacket, without the risk of rounds spontaneously igniting or permanent barrel damage that come with overheating a real gun. Typically, the quick-change barrels of modern machine guns are not represented, there being no way to deal with an overheated barrel but wait for it to cool back down.

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This can be partly considered an example of TruthInTelevision, as the dissipation of waste heat from various forms of technology is a major design consideration that is often overlooked; however, in videogames the effect is typically enormously exaggerated in terms of speed and under-exaggerated in terms of severity; overheating a machine gun will typically cause it to steam as if it has a water jacket, without the risk of rounds spontaneously igniting or permanent barrel damage that come with overheating a real gun. Typically, the quick-change barrels of modern machine guns are not represented, there being no way to deal with an overheated barrel but wait for it to cool back down.
down (which happens surprisingly fast).
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* Happens with Covenant weapons in {{Halo}} that don't have to be reloaded. Those weapons also need to be replaced after they run out of ammo.
** Same thing in the fan game HaloZero.

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* Happens with Covenant weapons in {{Halo}} ''{{Halo}}'' that don't have to be reloaded. Those weapons also need to be replaced after they run out of ammo.
** Same thing in the fan game HaloZero.''HaloZero''.



* Many of the guns in ''Star Wars: Battlefront'' follow this trope. Your backup pistol has unlimited ammo, but overheats quite quickly (and has less power than any other weapon in the game, so using it is ill-advised); vehicle-based weapons all have some sort of heat meter, and the Clone Commander's chaingun in ''Battlefront II'' uses the overheating mechanic to avoid becoming a GameBreaker.

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* Many of the guns in ''Star Wars: Battlefront'' ''StarWars: [[StarWarsBattlefront Battlefront]]'' follow this trope. Your backup pistol has unlimited ammo, but overheats quite quickly (and has less power than any other weapon in the game, so using it is ill-advised); vehicle-based weapons all have some sort of heat meter, and the Clone Commander's chaingun in ''Battlefront II'' uses the overheating mechanic to avoid becoming a GameBreaker.



* In the BattlefieldSeries there are mounted and man-portable machine guns. The previous has infinite ammo and the latter has limited ammo to force an occasional reload. They have effectively infinite reloads since the support class has the ability to supply ammunition.

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* In the BattlefieldSeries ''[[BattlefieldSeries Battlefield]]'' series, there are mounted and man-portable machine guns. The previous has infinite ammo and the latter has limited ammo to force an occasional reload. They have effectively infinite reloads since the support class has the ability to supply ammunition.



* In the third SlyCooper game, you drive a machine-gun-mounted gondola in a few missions. Using the machine gun too much will stop you from using it.

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* In the third SlyCooper ''SlyCooper'' game, you drive a machine-gun-mounted gondola in a few missions. Using the machine gun too much will stop you from using it.



* This is how Dwarven Technologist Janos' {{Mana}} Meter is explained in {{Mage Knight}}: Apocalypse. He starts with zero heat, gains heat whenever he uses a skill, and when heat reaches 100, he must wait or use a 'coolant' potion.

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* This is how Dwarven Technologist Janos' {{Mana}} Meter is explained in {{Mage ''{{Mage Knight}}: Apocalypse.Apocalypse''. He starts with zero heat, gains heat whenever he uses a skill, and when heat reaches 100, he must wait or use a 'coolant' potion.



* Happens in ''ResidentEvil5'' when you continuously firing the humvee machine gun for too long.
* Your entire mech can have this problem in Armored Core 3. It was quite the ScrappyMechanic.

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* Happens in ''ResidentEvil5'' when you continuously firing the humvee Humvee machine gun for too long.
* Your entire mech can have this problem in Armored Core 3.''ArmoredCore 3''. It was quite the ScrappyMechanic.




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* A core mechanic of the Amiga game ''Walker''. Your HumongousMecha is armed with twin guns that overheat if you fire them for too long, then they shut down until cool enough again. You don't really want this to happen when a wave of enemies is bearing down on you.
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*** To elaborate, the mounted gun takes twenty seconds of continuous fire to overheat. Twenty seconds seems short, but it's a rather long time in fast paced video games. Its real weakness is the limited firing arc and the position of the gun.
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*** Including retroactively. The survivors of a shipwreck 10 years ago (before the first game) still drop thermal clips when found in ''MassEffect 2''.
** The built-in cooling system is anything but redundant. The Codex claims thermal clips are "better" because the soldier doesn't need to wait for the gun to cool, without accounting for the fact that no amount of waiting will help when he's out of clips... Unless the systems are combined: One or two spare heatsinks in an external cooling unit would keep the soldier stocked with ammo forever and with no waits when overheated. Which incidentally is ''exactly how all the non-player characters operate weapons'', right down to never dropping more than one heatsink when dead (the ones in their guns [[UnusableEnemyEquipment are lost]]). Guess Shepard missed the memo while dead or something and everyone else is having too much fun watching him desperately scavenge clips off corpses to tell him.

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** This is also a major limiter for hand-held laser weaponry... modern lithium batteries, capacitors, optics and indeed laser devices themselves are quite capable of delivering enough punch to be dangerous but at such a slow fire rate as to be useful only for research. Fire them fast enough to cause enough damage to compete with projectiles and you'll need a portable water cooling and chilling system far more bulky than any heavy machine gun. For now...

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Again, not examples. Yes, you get a cool effect in Metroid Prime if you fire for long enough. However, this has no effect on gameplay (or anything else for that matter) and thus doesn't deserve to be listed.


* Machine guns in ''{{Crysis}}'' can overheat, and the ice-shard firing MOAC gun also works this way.
* In ''{{Metroid}} Zero Mission'', the emergency pistol that Samus wields during the StealthBasedMission takes time to recharge to full power after each shot. If rapid-fired, its projectiles have reduced range and barely stun enemies at all.
** Whereas in Metroid Prime, the Power Beam can overheat and begin giving heat hazes, but will still fire as if there is nothing wrong.

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* Machine guns in ''{{Crysis}}'' can overheat, and the ice-shard firing MOAC gun also works this way.
* In ''{{Metroid}} Zero Mission'', the emergency pistol that Samus wields during the StealthBasedMission takes time to recharge to full power after each shot. If rapid-fired, its projectiles have reduced range and barely stun enemies at all.
** Whereas in Metroid Prime, the Power Beam can overheat and begin giving heat hazes, but will still fire as if there is nothing wrong.
way.
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How is this an example?


* One character in Onechanbara: Bikini Samurai Squad and Onechanbara: Bikini Zombie Slayers has a pair of guns with infinite ammo, but you have to reload clips when they run out.
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* ''Battletech''. Many weapons caused heating, requiring mechs to have heat sinks to neutralize it. If a mech overheated, their weapons may malfunction, the whole mech could shut down, or the onboard ammunition could ''explode''.

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* ''Battletech''. Many In ''{{Battletech}}'', heat is an important balancing factor. [=BattleMechs=] are environmentally sealed, powered by fusion engines and artificial muscles that aren't exactly 100% efficient, and often bristling with energy, ballistic, and/or missile weapons; virtually everything they do starting with simple movement will cause heat to build up, which needs to be funneled out of the 'Mech via dedicated 'heat sinks'. Build up heat faster than those can handle, and your 'Mech will slow down and the accuracy of its weapons caused heating, requiring mechs to fire will suffer until they have heat sinks to neutralize it. If a mech overheated, their weapons caught up again. At sufficiently high levels it may malfunction, the whole mech could even automatically shut down, or the onboard ammunition could ''explode''. down and/or see explosive ammo start to cook off.

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Okay, that's nice.


* In ''{{Gears of War}}'', the mounted and man-portable machine guns will overheat and require you to "vent" it by using the Reload button.
** The venting mechanism brought untold annoyance to this troper during his first play through of Gears of War 2. Mainly due to the fact that the game doesn't tell you that you can vent the guns and it's not AllThereInTheManual. This made the one flying chase sequence boss fight REALLY hard.

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* In ''{{Gears of War}}'', the mounted and man-portable machine guns will overheat and require you to "vent" it by using the Reload button.
**
button. [[GuideDangIt The venting mechanism brought untold annoyance to this troper during his first play through of Gears of War 2. Mainly due to the fact that the game doesn't tell bother telling you that you can vent the guns and it's not AllThereInTheManual. This made the one flying chase sequence boss fight REALLY hard.do this.]]

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