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	<id>https://www.lumasworkshop.com/w/index.php?action=history&amp;feed=atom&amp;title=Collision_Values</id>
	<title>Collision Values - Revision history</title>
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	<updated>2026-06-04T04:45:16Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>MTLenz: Created page with &quot;Category:Lists Collision values are values that are assigned to a face that changes that face&#039;s behavior when the player interacts with it. They can be customized to have different effects when collided with, and also play a variety of sound effects.  = Super Mario Galaxy 1 =  == Floor Codes == {| class=&quot;wikitable&quot; |- ! Name ! Description |- | align=center | Normal |  |- | align=center | Death |  |- | align=center | Slip |  |- | align=center | NoSlip |  |- | align=ce...&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.lumasworkshop.com/w/index.php?title=Collision_Values&amp;diff=35&amp;oldid=prev"/>
		<updated>2024-01-23T21:31:50Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&lt;a href=&quot;/wiki/Category:Lists&quot; title=&quot;Category:Lists&quot;&gt;Category:Lists&lt;/a&gt; Collision values are values that are assigned to a face that changes that face&amp;#039;s behavior when the player interacts with it. They can be customized to have different effects when collided with, and also play a variety of sound effects.  = Super Mario Galaxy 1 =  == Floor Codes == {| class=&amp;quot;wikitable&amp;quot; |- ! Name ! Description |- | align=center | Normal |  |- | align=center | Death |  |- | align=center | Slip |  |- | align=center | NoSlip |  |- | align=ce...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Lists]]&lt;br /&gt;
Collision values are values that are assigned to a face that changes that face&amp;#039;s behavior when the player interacts with it. They can be customized to have different effects when collided with, and also play a variety of sound effects.&lt;br /&gt;
&lt;br /&gt;
= Super Mario Galaxy 1 =&lt;br /&gt;
&lt;br /&gt;
== Floor Codes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Normal&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Death&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Slip&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | NoSlip&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | DamageNormal&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Ice&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | JumpLow&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | JumpMiddle&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | JumpHigh&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Slider&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | DamageFire&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | JumpNormal&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | FireDance&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Sand&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Glass&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | DamageElectric&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | PullBack&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Sink&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | SinkPoison&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Slide&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | WaterBottomH&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | WaterBottomM&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | WaterBottomL&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Wet&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Needle&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | SinkDeath&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Snow&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | RailMove&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | AreaMove&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Press&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | NoStampSand&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | SinkDeathMud&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Brake&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | GlassIce&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | JumpParasol&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sound Codes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Normal&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | null&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Soil&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Lawn&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | DamageNormal&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Stone&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Marble&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | WoodThick&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | WoodThin&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Metal&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Snow&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Ice&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Shallow&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Sand&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Beach&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Carpet&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Mud&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Honey&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Super Mario Galaxy 2 =&lt;br /&gt;
&lt;br /&gt;
== Floor Codes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! ID&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Normal&lt;br /&gt;
| align=center | 0&lt;br /&gt;
| The normal floor code.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Death&lt;br /&gt;
| align=center | 1&lt;br /&gt;
| Kills the player on contact&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Slip&lt;br /&gt;
| align=center | 2&lt;br /&gt;
| Encourages slipping&lt;br /&gt;
|-&lt;br /&gt;
| align=center | NoSlip&lt;br /&gt;
| align=center | 3&lt;br /&gt;
| Disables slipping&lt;br /&gt;
|-&lt;br /&gt;
| align=center | DamageNormal&lt;br /&gt;
| align=center | 4&lt;br /&gt;
| Causes the player to recieve knockback damage&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Ice&lt;br /&gt;
| align=center | 5&lt;br /&gt;
| Shake the Wii Remote to start skating&lt;br /&gt;
|-&lt;br /&gt;
| align=center | JumpLow&lt;br /&gt;
| align=center | 6&lt;br /&gt;
| Bounces the player&lt;br /&gt;
|-&lt;br /&gt;
| align=center | JumpMiddle&lt;br /&gt;
| align=center | 7&lt;br /&gt;
| Bounces the player further&lt;br /&gt;
|-&lt;br /&gt;
| align=center | JumpHigh&lt;br /&gt;
| align=center | 8&lt;br /&gt;
| Bounces the player super far&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Slider&lt;br /&gt;
| align=center | 9&lt;br /&gt;
| Forcefully makes the player slide when standing on the surface. In order to prevent softlocking, the surface should not be flat.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | DamageFire&lt;br /&gt;
| align=center | 10&lt;br /&gt;
| Causes the player to get burned by fire. Use this for Lava. Also applies to Walls.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | JumpNormal&lt;br /&gt;
| align=center | 11&lt;br /&gt;
| Jumps the same height as JumpLow&lt;br /&gt;
|-&lt;br /&gt;
| align=center | FireDance&lt;br /&gt;
| align=center | 12&lt;br /&gt;
| Any Dry Bones that exist will not wander onto this collision code unless they are chasing the player.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Sand&lt;br /&gt;
| align=center | 13&lt;br /&gt;
| Sand collision. Includes footprints, and the ability to get stuck in the sand.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Glass&lt;br /&gt;
| align=center | 14&lt;br /&gt;
| Disables the player&amp;#039;s shadow, and enable a reflection model to be displayed.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | DamageElectric&lt;br /&gt;
| align=center | 15&lt;br /&gt;
| Electrocutes the player.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | PullBack&lt;br /&gt;
| align=center | 16&lt;br /&gt;
| Activates the recovery bubble when the player touches &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Sink&lt;br /&gt;
| align=center | 17&lt;br /&gt;
| Slow quicksand that causes the player to sink when standing in it. The player can still move around and jump to escape death.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | SinkPoison&lt;br /&gt;
| align=center | 18&lt;br /&gt;
| Just like Sink, but damages the player over time.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Slide&lt;br /&gt;
| align=center | 19&lt;br /&gt;
| Forcefully maintains the player&amp;#039;s momentum. Use this on the top of fences to prevent players from standing on it.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | WaterBottomH&lt;br /&gt;
| align=center | 20&lt;br /&gt;
| Emits water surface effects at the chest level of the player.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | WaterBottomM&lt;br /&gt;
| align=center | 21&lt;br /&gt;
| Emits water surface effects at the waist level of the player.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | WaterBottomL&lt;br /&gt;
| align=center | 22&lt;br /&gt;
| Emits water surface effects at the knee level of the player.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Wet&lt;br /&gt;
| align=center | 23&lt;br /&gt;
| Emits water surface effects at the player&amp;#039;s feet. Does not passively emit particles, unlike the other WaterBottom codes. Use for wet surfaces.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Needle&lt;br /&gt;
| align=center | 24&lt;br /&gt;
| Causes the player to get damaged by spikes, causing the player to jump high and run around a bit. Similar to Lava, this also applies to walls.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | SinkDeath&lt;br /&gt;
| align=center | 25&lt;br /&gt;
| Fast quicksand that the player cannot escape. The player cannot move. Only spam (A) to stall death.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Snow&lt;br /&gt;
| align=center | 26&lt;br /&gt;
| Enables footprints when walking around. Also snow particles when moving around.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | RailMove&lt;br /&gt;
| align=center | 27&lt;br /&gt;
| This is a special floor code that only certain planets can use. It allows a rail to push the player along a path. Touching this floor code with &lt;br /&gt;
|-&lt;br /&gt;
| align=center | AreaMove&lt;br /&gt;
| align=center | 28&lt;br /&gt;
| Standing on this floor code will activate AreaMoveSphere, which pushes the player away from the center of the area.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Press&lt;br /&gt;
| align=center | 29&lt;br /&gt;
| Allows the player to get crushed to death.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | NoStampSand&lt;br /&gt;
| align=center | 30&lt;br /&gt;
| Sand without footprints.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | SinkDeathMud&lt;br /&gt;
| align=center | 31&lt;br /&gt;
| Deadly poison. Functionally similar to SinkDeath, but with particles designed for poison death mud.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Brake&lt;br /&gt;
| align=center | 32&lt;br /&gt;
| Mud Surface. It prevents the player from jumping normally and makes the player move slower. Yoshi is unaffected walking on this code.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | GlassIce&lt;br /&gt;
| align=center | 33&lt;br /&gt;
| Disables the player&amp;#039;s shadow, and enables the reflection model. You can skate on this surface.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | JumpParasol&lt;br /&gt;
| align=center | 34&lt;br /&gt;
| Same as JumpLow.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Oil&lt;br /&gt;
| align=center | 35&lt;br /&gt;
| Slippery like Ice, but you cannot skate on it.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | NoDig&lt;br /&gt;
| align=center | 36&lt;br /&gt;
| Prevents the Spin Drill from drilling through this surface.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Lawn&lt;br /&gt;
| align=center | 37&lt;br /&gt;
| Spinning brings up some grass particles. Otherwise acts normally&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Cloud&lt;br /&gt;
| align=center | 38&lt;br /&gt;
| Normal collision, just with special cloud particle effects.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | PressAndNoSlip&lt;br /&gt;
| align=center | 39&lt;br /&gt;
| Press, but prevents slipping like NoSlip&lt;br /&gt;
|-&lt;br /&gt;
| align=center | ForceDash&lt;br /&gt;
| align=center | 40&lt;br /&gt;
| When stepping on this, all ForceDashCube&amp;#039;s will be activated, giving the Rock Mushroom the speed of the area.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | DarkMatter&lt;br /&gt;
| align=center | 41&lt;br /&gt;
| Instantly kills the player with a gruesome disintegration animation.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Dust&lt;br /&gt;
| align=center | 42&lt;br /&gt;
| Emits dust particles when walking.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | SnowAndNoSlip&lt;br /&gt;
| align=center | 43&lt;br /&gt;
| Snow, but prevents slipping like NoSlip.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sound Codes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! ID&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=center | null&lt;br /&gt;
| align=center | 0&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Soil&lt;br /&gt;
| align=center | 1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Lawn&lt;br /&gt;
| align=center | 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Stone&lt;br /&gt;
| align=center | 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Marble&lt;br /&gt;
| align=center | 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | WoodThick&lt;br /&gt;
| align=center | 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | WoodThin&lt;br /&gt;
| align=center | 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Metal&lt;br /&gt;
| align=center | 7&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Snow&lt;br /&gt;
| align=center | 8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Ice&lt;br /&gt;
| align=center | 9&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Shallow&lt;br /&gt;
| align=center | 10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Sand&lt;br /&gt;
| align=center | 11&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Beach&lt;br /&gt;
| align=center | 12&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Carpet&lt;br /&gt;
| align=center | 13&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Mud&lt;br /&gt;
| align=center | 14&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Honey&lt;br /&gt;
| align=center | 15&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | MetalHeavy&lt;br /&gt;
| align=center | 16&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Marble_Snow&lt;br /&gt;
| align=center | 17&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Marble_Soil&lt;br /&gt;
| align=center | 18&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Metal_Soil&lt;br /&gt;
| align=center | 19&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Cloud&lt;br /&gt;
| align=center | 20&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Marble_Beach&lt;br /&gt;
| align=center | 21&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Marble_Sand&lt;br /&gt;
| align=center | 22&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Both =&lt;br /&gt;
The wall and camera code tables are the same in both games.&lt;br /&gt;
&lt;br /&gt;
== Wall Codes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! ID&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Normal&lt;br /&gt;
| align=center | 0&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | NotWallJump&lt;br /&gt;
| align=center | 1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | NotWallSlip&lt;br /&gt;
| align=center | 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | NotGrab&lt;br /&gt;
| align=center | 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | GhostThroughCode&lt;br /&gt;
| align=center | 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | NotSlideStep&lt;br /&gt;
| align=center | 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Rebound&lt;br /&gt;
| align=center | 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | Fur&lt;br /&gt;
| align=center | 7&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| align=center | NoAction&lt;br /&gt;
| align=center | 8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Camera Codes ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! ID&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| align=center | NoThrough&lt;br /&gt;
| align=center | 0&lt;br /&gt;
| Does not allow the camera to clip through the face.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | Through&lt;br /&gt;
| align=center | 1&lt;br /&gt;
| Allows the camera to clip through the face.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MTLenz</name></author>
	</entry>
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