371 lines
14 KiB
Plaintext
371 lines
14 KiB
Plaintext
[gd_resource type="TileSet" load_steps=7 format=3 uid="uid://bi3tupdxmgcim"]
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[ext_resource type="Texture2D" uid="uid://d3y4rna66nylu" path="res://TileSets/Tiles Set GameJam.png" id="1_kka1l"]
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[sub_resource type="TileMapPattern" id="TileMapPattern_xl1q3"]
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tile_data = PackedInt32Array(0, 393217, 1, 65536, 131073, 2, 131072, 1, 196610, 1, 458753, 1, 131073, 458753, 65537, 2, 1, 2, 65538, 65537, 2, 131074, 1, 131074)
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[sub_resource type="TileMapPattern" id="TileMapPattern_vdc73"]
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tile_data = PackedInt32Array(65536, 196609, 0, 131072, 131073, 0, 196608, 196609, 0, 1, 196609, 0, 65537, 131073, 0, 131073, 196609, 0, 196609, 131073, 0, 2, 131073, 0, 65538, 196609, 0, 131074, 131073, 0, 196610, 196609, 0, 3, 196609, 0, 65539, 131073, 0, 131075, 196609, 0, 196611, 131073, 0)
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[sub_resource type="TileMapPattern" id="TileMapPattern_pir2t"]
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tile_data = PackedInt32Array(0, 131073, 196611, 65536, 131073, 3, 1, 131073, 131075, 65537, 131073, 65539)
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_w88vo"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_4qill"]
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resource_name = "<null>"
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texture = ExtResource("1_kka1l")
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texture_region_size = Vector2i(64, 64)
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0:0/0 = 0
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0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:0/0/physics_layer_0/angular_velocity = 0.0
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1:0/0 = 0
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1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:0/0/physics_layer_0/angular_velocity = 0.0
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2:0/0 = 0
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2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:0/0/physics_layer_0/angular_velocity = 0.0
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3:0/0 = 0
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3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:0/0/physics_layer_0/angular_velocity = 0.0
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4:0/next_alternative_id = 2
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4:0/0 = 0
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4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:0/0/physics_layer_0/angular_velocity = 0.0
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4:0/1 = 1
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4:0/1/transpose = true
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4:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:0/1/physics_layer_0/angular_velocity = 0.0
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5:0/next_alternative_id = 5
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5:0/0 = 0
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5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:0/0/physics_layer_0/angular_velocity = 0.0
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5:0/1 = 1
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5:0/1/transpose = true
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5:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:0/1/physics_layer_0/angular_velocity = 0.0
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5:0/2 = 2
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5:0/2/flip_h = true
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5:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:0/2/physics_layer_0/angular_velocity = 0.0
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5:0/3 = 3
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5:0/3/flip_v = true
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5:0/3/transpose = true
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5:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:0/3/physics_layer_0/angular_velocity = 0.0
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6:0/next_alternative_id = 4
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6:0/0 = 0
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6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:0/0/physics_layer_0/angular_velocity = 0.0
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6:0/1 = 1
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6:0/1/flip_h = true
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6:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:0/1/physics_layer_0/angular_velocity = 0.0
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6:0/2 = 2
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6:0/2/transpose = true
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6:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:0/2/physics_layer_0/angular_velocity = 0.0
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6:0/3 = 3
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6:0/3/flip_v = true
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6:0/3/transpose = true
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6:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:0/3/physics_layer_0/angular_velocity = 0.0
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7:0/0 = 0
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7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:0/0/physics_layer_0/angular_velocity = 0.0
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0:1/0 = 0
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0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:1/0/physics_layer_0/angular_velocity = 0.0
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1:1/0 = 0
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1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:1/0/physics_layer_0/angular_velocity = 0.0
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2:1/0 = 0
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2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:1/0/physics_layer_0/angular_velocity = 0.0
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3:1/0 = 0
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3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:1/0/physics_layer_0/angular_velocity = 0.0
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4:1/0 = 0
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4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:1/0/physics_layer_0/angular_velocity = 0.0
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5:1/0 = 0
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5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:1/0/physics_layer_0/angular_velocity = 0.0
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6:1/next_alternative_id = 4
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6:1/0 = 0
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6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:1/0/physics_layer_0/angular_velocity = 0.0
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6:1/1 = 1
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6:1/1/flip_v = true
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6:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:1/1/physics_layer_0/angular_velocity = 0.0
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6:1/2 = 2
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6:1/2/flip_h = true
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6:1/2/flip_v = true
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6:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:1/2/physics_layer_0/angular_velocity = 0.0
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6:1/3 = 3
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6:1/3/flip_h = true
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6:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:1/3/physics_layer_0/angular_velocity = 0.0
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7:1/next_alternative_id = 4
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7:1/0 = 0
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7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:1/0/physics_layer_0/angular_velocity = 0.0
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7:1/1 = 1
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7:1/1/flip_v = true
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7:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:1/1/physics_layer_0/angular_velocity = 0.0
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7:1/2 = 2
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7:1/2/flip_v = true
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7:1/2/transpose = true
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7:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:1/2/physics_layer_0/angular_velocity = 0.0
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7:1/3 = 3
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7:1/3/flip_h = true
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7:1/3/flip_v = true
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7:1/3/transpose = true
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7:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:1/3/physics_layer_0/angular_velocity = 0.0
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0:2/next_alternative_id = 4
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0:2/0 = 0
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0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:2/0/physics_layer_0/angular_velocity = 0.0
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0:2/1 = 1
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0:2/1/flip_h = true
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0:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:2/1/physics_layer_0/angular_velocity = 0.0
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0:2/2 = 2
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0:2/2/flip_v = true
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0:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:2/2/physics_layer_0/angular_velocity = 0.0
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0:2/3 = 3
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0:2/3/flip_h = true
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0:2/3/flip_v = true
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0:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:2/3/physics_layer_0/angular_velocity = 0.0
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1:2/0 = 0
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1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:2/0/physics_layer_0/angular_velocity = 0.0
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2:2/0 = 0
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2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:2/0/physics_layer_0/angular_velocity = 0.0
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3:2/next_alternative_id = 2
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3:2/0 = 0
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3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:2/0/physics_layer_0/angular_velocity = 0.0
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3:2/1 = 1
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3:2/1/flip_h = true
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3:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:2/1/physics_layer_0/angular_velocity = 0.0
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4:2/next_alternative_id = 3
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4:2/0 = 0
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4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:2/0/physics_layer_0/angular_velocity = 0.0
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4:2/1 = 1
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4:2/1/transpose = true
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4:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:2/1/physics_layer_0/angular_velocity = 0.0
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4:2/2 = 2
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4:2/2/flip_h = true
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4:2/2/transpose = true
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4:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:2/2/physics_layer_0/angular_velocity = 0.0
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5:2/next_alternative_id = 2
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5:2/0 = 0
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5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:2/0/physics_layer_0/angular_velocity = 0.0
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5:2/1 = 1
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5:2/1/flip_h = true
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5:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:2/1/physics_layer_0/angular_velocity = 0.0
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6:2/0 = 0
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6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:2/0/physics_layer_0/angular_velocity = 0.0
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7:2/0 = 0
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7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:2/0/physics_layer_0/angular_velocity = 0.0
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0:3/next_alternative_id = 4
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0:3/0 = 0
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0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:3/0/physics_layer_0/angular_velocity = 0.0
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0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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0:3/1 = 1
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0:3/1/flip_h = true
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0:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:3/1/physics_layer_0/angular_velocity = 0.0
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0:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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0:3/2 = 2
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0:3/2/flip_h = true
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0:3/2/flip_v = true
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0:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:3/2/physics_layer_0/angular_velocity = 0.0
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0:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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0:3/3 = 3
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0:3/3/flip_v = true
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0:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:3/3/physics_layer_0/angular_velocity = 0.0
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0:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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1:3/next_alternative_id = 4
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1:3/0 = 0
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1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:3/0/physics_layer_0/angular_velocity = 0.0
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1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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1:3/1 = 1
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1:3/1/transpose = true
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1:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:3/1/physics_layer_0/angular_velocity = 0.0
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1:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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1:3/2 = 2
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1:3/2/flip_h = true
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1:3/2/transpose = true
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1:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:3/2/physics_layer_0/angular_velocity = 0.0
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1:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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1:3/3 = 3
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1:3/3/flip_v = true
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1:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:3/3/physics_layer_0/angular_velocity = 0.0
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1:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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2:3/next_alternative_id = 4
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2:3/0 = 0
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2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/0/physics_layer_0/angular_velocity = 0.0
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2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(9.5, -9, 32, -9, 32, -32, 10, -32)
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2:3/1 = 1
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2:3/1/flip_h = true
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2:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/1/physics_layer_0/angular_velocity = 0.0
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2:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8.5, -8, -32, -32, -32, -32, -9)
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2:3/2 = 2
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2:3/2/flip_h = true
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2:3/2/flip_v = true
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2:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/2/physics_layer_0/angular_velocity = 0.0
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2:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 9, -32, 32, -9.5, 32, -9, 9)
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2:3/3 = 3
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2:3/3/flip_v = true
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2:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/3/physics_layer_0/angular_velocity = 0.0
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2:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(9, 9, 9.5, 32, 32, 32, 32, 9.5)
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3:3/next_alternative_id = 4
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3:3/0 = 0
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3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/0/physics_layer_0/angular_velocity = 0.0
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3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, -9, 32, -9.5, 32, -32)
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3:3/1 = 1
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3:3/1/flip_v = true
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3:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/1/physics_layer_0/angular_velocity = 0.0
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3:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 9, -32, 32, 32, 32, 32, 9.5)
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3:3/2 = 2
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3:3/2/transpose = true
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3:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/2/physics_layer_0/angular_velocity = 0.0
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3:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, -9, 32, -8.5, -32)
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3:3/3 = 3
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3:3/3/flip_h = true
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3:3/3/transpose = true
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3:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/3/physics_layer_0/angular_velocity = 0.0
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3:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(10, -32, 9.5, 32, 32, 32, 32, -32)
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4:3/next_alternative_id = 4
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4:3/0 = 0
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4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/0/physics_layer_0/angular_velocity = 0.0
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4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(32, -9.5, -8, -9.5, -8.5, 32, -32, 32, -32, -32, 32, -32)
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4:3/1 = 1
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4:3/1/flip_h = true
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4:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/1/physics_layer_0/angular_velocity = 0.0
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4:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, -9, 8.5, -9, 8, 32, 32, 32, 32, -32)
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4:3/2 = 2
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4:3/2/flip_h = true
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4:3/2/flip_v = true
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4:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/2/physics_layer_0/angular_velocity = 0.0
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4:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 8, -32, 32, 32, 32, 32, -32, 9, -32, 9, 8)
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4:3/3 = 3
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4:3/3/flip_v = true
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4:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/3/physics_layer_0/angular_velocity = 0.0
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4:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, 10, -9, 9, -8.5, -32)
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5:3/next_alternative_id = 4
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5:3/0 = 0
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5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:3/0/physics_layer_0/angular_velocity = 0.0
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5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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5:3/1 = 1
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5:3/1/flip_v = true
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5:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:3/1/physics_layer_0/angular_velocity = 0.0
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5:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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5:3/2 = 2
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5:3/2/flip_h = true
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5:3/2/flip_v = true
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5:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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|
5:3/2/physics_layer_0/angular_velocity = 0.0
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5:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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|
5:3/3 = 3
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|
5:3/3/flip_h = true
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|
5:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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|
5:3/3/physics_layer_0/angular_velocity = 0.0
|
|
5:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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|
6:3/next_alternative_id = 4
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|
6:3/0 = 0
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|
6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
6:3/0/physics_layer_0/angular_velocity = 0.0
|
|
6:3/1 = 1
|
|
6:3/1/flip_v = true
|
|
6:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
6:3/1/physics_layer_0/angular_velocity = 0.0
|
|
6:3/2 = 2
|
|
6:3/2/transpose = true
|
|
6:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
6:3/2/physics_layer_0/angular_velocity = 0.0
|
|
6:3/3 = 3
|
|
6:3/3/flip_h = true
|
|
6:3/3/transpose = true
|
|
6:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
6:3/3/physics_layer_0/angular_velocity = 0.0
|
|
7:3/0 = 0
|
|
7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
7:3/0/physics_layer_0/angular_velocity = 0.0
|
|
0:4/next_alternative_id = 4
|
|
0:4/0 = 0
|
|
0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
0:4/0/physics_layer_0/angular_velocity = 0.0
|
|
0:4/1 = 1
|
|
0:4/1/flip_h = true
|
|
0:4/1/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
0:4/1/physics_layer_0/angular_velocity = 0.0
|
|
0:4/2 = 2
|
|
0:4/2/flip_h = true
|
|
0:4/2/flip_v = true
|
|
0:4/2/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
0:4/2/physics_layer_0/angular_velocity = 0.0
|
|
0:4/3 = 3
|
|
0:4/3/flip_v = true
|
|
0:4/3/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
0:4/3/physics_layer_0/angular_velocity = 0.0
|
|
1:4/0 = 0
|
|
1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
1:4/0/physics_layer_0/angular_velocity = 0.0
|
|
2:4/0 = 0
|
|
2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
2:4/0/physics_layer_0/angular_velocity = 0.0
|
|
3:4/0 = 0
|
|
3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
3:4/0/physics_layer_0/angular_velocity = 0.0
|
|
|
|
[resource]
|
|
tile_size = Vector2i(64, 64)
|
|
physics_layer_0/collision_layer = 1
|
|
physics_layer_0/physics_material = SubResource("PhysicsMaterial_w88vo")
|
|
navigation_layer_0/layers = 1
|
|
sources/1 = SubResource("TileSetAtlasSource_4qill")
|
|
pattern_0 = SubResource("TileMapPattern_xl1q3")
|
|
pattern_1 = SubResource("TileMapPattern_vdc73")
|
|
pattern_2 = SubResource("TileMapPattern_pir2t")
|