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hello and welcome I'm your KMI and here is my awesome 7-hour free tutorial video All About Learning Unity dots and making an awesome RTS the final game has lots of units lots of buildings and zombies it has resources fog of War ragd dolls destruction zombie hordes and tons more in order to build all this we're going to learn all about Unity dots this is Unity super performing tool stack it can make your code run literally 200x faster that is really insane with this massive speed up you can make more complex more ambitious more interesting games or it simply helps your games hit 60 FPS much more easily or helps keep battery consumption low on mobile so this kind of Extreme Performance has a ton of really awesome benefits we're going to learn all about thatt starting from the absolute Basics starting from literally what exactly is dots what is an entity a component in the system then we're going to learn what is the job system what is the verse compiler and what exactly is the syntax to build all of this we're going to learn about dots physics how to handle authoring and runtime data learn how to do all kinds of queries and tons more so we're going to start coming from scratch and learn each of these dots Concepts one by one slowly bit by bit over the course of about 880 lectures now I worked super hard to make this course have a really nice smooth learning curve based on the comments from students I did achieve that but with that said dots is still very much an advanced topic this is not for beginners if you are a beginner then just stick with game objects and don't worry about dots for now just keep learning the basics and getting n Foundation before learning about dots for beginners you can check out my free catch and chos course on making a game from start to finish all with normal game objects and then a second one on making it multiplayer alternatively you can check out my free shop course if you understand everything in that course for both the beginner and the intermediate sections if so then you're ready to learn about dots or if you've gone through my turn-based strategy course if you manage to go through that one through that entire thing then yep you do have the skills needed to start learning about dots so if you are a beginner then don't worry about dots but if you're not if you're past the beginner stage if you're in the intermediate or advanced level if so then yep I highly recommend you learn about this really awesome tool set like I said the benefits are immense you can run code over 200 times faster compared to normal game objects this allows you to make more complex more ambitious more interesting games so this is definitely a very very powerful tool set that you should know how to use now in this video over here this one this free 7our video this contains the first 7 hours of the course the full course is about 17 hours long so if you want to get the whole thing then check the link description that one contains the full course alongside bonuses like obviously having no ads then the videos are split into separate lectures it also grants you access to my private Discord and my private weekly live streams but over here in this fre video this still has a ton of knowledge I made sure to include as much dots knowledge as possible over here in the first few hours specifically to make this fre video really valuable so even if you can't afford the full course you can still learn how to use dots completely for free with this video I think dots is an absolutely awesome piece of tech I really love what Unity built with it and I really want everyone to be able to learn this awesome Tech it's going to be really interesting to see the games that come up in the next few years as people learn more and more how to work with this so I'm really hoping that this free video helps a ton of people learn how to use this awesome Tech if you want to get the full 17-hour course without any ads to interrupt you and with all the bonuses if so then check the link descript description but if you can't afford then that's fine I hope you learn a ton from this awesome free video and one final request if you find this free video helpful if so then hit the like button and subscribe to the channel it's a small thing but really does help all right so with the intro out of the way let's begin making an awesome RTS and learning all about thoughts so let's start the course in the next lecture hello and welcome I'm your Cod monkey welcome to my Unity dos scor here we're going to learn all about dots which is Unity super Performance Tool stack it requires us to learn a different way it requires to learn about that oriented programming as opposed to object oriented so that requires a different way of thinking and by learning this we're actually going to get some massive performance benefits those will allow us to make games with tons of complexity so you can bring whatever Vision you have to life and despite being a big change changing from o to dood that change is actually not as intimidating as it sounds we're going to start from the absolute basics of dots and slowly step byep increasing complexity so by doing that the UN learning curve will actually be quite smooth and by the end you will have gained an insanely powerful tool that you can use in making whatever games you want to make now like I mentioned in the course page this is not a beginner level course so I'm assuming you're already at the intermediate level I assume you know what is a game object what is a transform I assume you know your way around Unity I assume you know what are generics events and single tends and just basic C knowledge so I assume you are intermediate but when it comes to the topic of dots I will teach everything starting from the absolute scratch since one of the primary goals of dots is to enable massive performance with tons of objects moving around because that naturally one excellent genre for learning about the Ste stack is making an RTS game which is what we're going to do this involves lots of units and lots of logic being applied to lots of objects at once doing an RTS game using Game objects that requires quite a lot of trickery to make it performant whereas over here by using dots as long as we do it properly we're pretty much going to get awesome performance by default in the final game we're going to have tons of units finding tons of zombies we're going to have multiple buildings unit spawning resource Gathering massive zombie hordes we're going to learn how to create flow field pathf finding how to do fog of War how to create a mini map set up zombie building spawner handle shooting melee attacks different unit types and so on we're going to learn how to do dots animation learn about the various fors of dots like how the baking system works and what exactly have structural changes as well as how to combine dots and game objects in various ways so all this all this will be built step by step there is no code written off screen all the lectures also have the downloadable project files so if you get lost at any point you can just download the exact same project files that I'm using and continue from there and as usual I'm always available in the comment section to answer any questions you have so now let's see the final game that we're going to build in this entire course let's see that in the next lecture hello and welcome I'm your Cod Mony here let's look at the finnal game we're going to build throughout this entire course all right so we start off with a super simple main menu this means we're going to handle all about scene loading in dots so let's go ahead and just play and Yep this is our game so we have a bunch of units we have some resources we have an II we've got buttons we've got a mini map we've got special skills so we've got all kinds of things this is an RTS game so naturally we can click to to select and move a whole bunch of units so I can click to draw a selection area and move them around and there you go there are some zombies so as the entities get close enough to a zombie they start attacking they start shooting then the zombies also have some really nice satisfying regnal so as soon as they die they fall down they also have the health bar over there on top of the unit itself so they walk around they deal all kinds of damage then over here we can also see the fog of war in action so we can see there's a persistent dark fog of War so that one has been unexplored whereas if we do explore it and we go back yep now there it becomes xort then the game has a nice hord system so every once in a while we get a hoorde so we can move around and of course we can also spawn some buildings so let's place down a tower this one takes some resources so we can place down a bunch of towers they also have rules so they cannot be placed way too close to one another so they need to be a little bit farther apart so place down a bunch of towers let's prepare for the hord that is coming let's clear off all those zombies and yep here we have the first zombie hard coming this one is pretty simple and another nice mechanic is our special skills so here we have the air strike which is triggered once we kill enough zombies so I can click and there you go and after a while a bunch of helicopters come in they drop a bunch of bombs and there you go everything drops down so if it's a really nice special skill then on the buildings that we can build naturally we can build a Barracks so that is one from where we spawn our units then we can spawn a whole bunch of Harvesters so this one over here this one in L gray this one is actually an iron Harvester except of course we need to be able to afford the cost so we need some gold up there we can see our resources and there's another horde let's actually theend from it so up here here we have a gold node so I can place a gold Harvester place it next to the gold node and there you go the building starts doing construction so it spawns from the bottom and starts going up so it has a nice construction state so it goes and once it gets fully built yep the building also has a view radius so it can see the area around it and there's some nice visual drones to gather around and gather some resources so we can start Gathering that we can start placing down a whole bunch more buildings so let's place down some more gold Harvesters place them all then over there let's defend from this horde the towers themselves they also defend but they also can be destroyed then over here on the barracks naturally we can spawn some units so we can spawn either soldiers or Scouts the scouts deal less damage but they W quite a bit faster so we can spawn either of those and select a bunch of them and prepare for the next sword that is coming in so let's spawn a whole bunch of them we can re Lick in order to give it a different Rally Point so the units are spawning and they're going to come over here let's SP another nice hair strike and boom there you go everything blows up so if we keep finding a bunch of zombies as the hordes keep coming in also naturally the game does have pathf finding so we cannot walk through these walls so the units have to go around it so this using some nice flow field path mining then the buildings also have some nice satisfying destruction so they've got the health as they are destroyed yep there you go they blow up in nice pieces then the ultimate goal of the game is to Simply destroy all the zombies so we need to explore the entire map destroy all the zombies and then we win so there's only a few more zombies so just take them out and as soon as the counter reaches zero y there you go you win and we have controll the entire map all right awesome so Yep this is the game that we're going to build in this entire course we're going to build this all of these mechanics all of this everything step by step starting complete from scratch so we're going to learn how to make all of these awesome RTS mechanics and we're going to learn all the awesome dot stuff that makes all of this game work so now let's see a quick overview of all the steps we're going to take in this entire course so let's see that in the next lecture hello and welcome I'm your cod mck in this lecture we're going to see a quick overview of the entire course so the lectures and all the things we're going to learn and build step by step until the final polish game okay so we're going to start off with a lecture mostly focus on the theory behind dots so what exactly is it what are all the components to it like ECS job system and burst and just basically get a nice overview of the whole tool set before we start using it then we're going to start the section for creating and setting up our project first create the project and install all the packages then we're going to set up our un layout after that set up our Visual Studio then import the first batch of visual SS that we're going to use after that set up the post processing and lighting and with that done we will have our complete setup and in order for you to follow everything exactly the same as I have in this course this is the part where I will tell you to download the project files use so this way use the exact same project as me with everything using the exact same versions that way there is no confusion then we start actually building our game so first learning about dots sub scene baking what is it and how do we convert game objects into entities next we're going to create our first super simple component component and sore some data so we're going to do that and set up our unit structure again all while using normal game objects and the baking system with that done we're then going to create our very first system it's going to be the unit mover system which like name implies we move our unit meaning that at this point we will have seen the basics of entities components and systems then we take that movement system and we're going to refactor it to use dots physics instead of moving the object transform this is super easy to do thanks to the dots Bing system we're going to work with normal physics compon components and everything just works then since this is an RTS game we're going to need the mouse R position so we're going to complete that this is also a super important lecture because it will teach us that not every system needs to be dots we can and we will have normal monab behavior scripts and Dot scripts both them working together then with the mouse position we're going to use that logic to tell the unit to move to the mouse and then here is another super important lecture we're going to refactor our movement code to turn it into a super fast job using the job system we're going to see the actual numbers behind normal mainthread code and super fast Burst enabled multi-thread code the difference is literally 100x next we're going to handle unit selection first just setting up the component to select just one unit and then we're going to be selecting multiple units this means we're going to set up our UI and do some math to be able to draw a selection area and select multiple units this is another great example of interacting with the dot swirl from a normal monab behavior script next we're going to handle selecting a single unit by clicking on it this is another fun lecture because it requires us to learn about dots physics and how to do a dots recast then we're going to generate some move positions for a unit to go to that way they don't all go to the exact same spot this is basically where we can draw our own unit formations next we're going to have a very important lecture learning how to do events in dots this actually really tricky because normally events require objects and delegates so finding a data oriented approach for events is a really interesting challenge then we're finally going to create some zombies to play with create the enemies and Def find what is the concept of a faction after that we're going to build our fine Target system so this system coupled with the concept of factions will work for both zombies and friendly units it won't work for both for finding units of the opposing faction and this also requires us to work with dots physics to find nearby potential targets then we're going to implement the concept of Health create a component to Source some data and systems to handle death then create a visual bullet that we're going to fire set up the component and system to make it move towards the Target in damage next is another really important lecture where we're going to learn all about entity spawning this has some interesting implications with regards to the concept of structural changes after that we're going to polish some things in our shoot logic then set up a simple component and system for spawning zombies then we're going to make them randomly walk around this requires us to learn how to use the random class that is burst compatible which works in quite a different way than you might be used to next setting up a visual health bar this also requires an interesting setup to make sure that the bar is r rendered using the dots renderer and is scaled correctly then we're going to polish up the shooting with some nice lights so this one is a great example of how we can use dots companion game objects after that we're going to implement melee attacks so our zombies will be able to approach our soldiers and damage them then we're going to implement a move override logic this will let us have full control of our units even while they are trying to attack an enemy next is a simple lecture learning about required for update this is how we can define a required component before a system updates so this helps us solve issues with single ton is not existing afterwards we're going to do some refactoring to make our fine Target system always fine the closest Target this is a simple change this lecture is actually a great example of how refactoring is a perfectly normal part of the process first we make Define Target system and then we add some more logic onto it then continuing with targets we're going to implement the logic to lose a Target make it so that if the target is too far it just gets reset then create a simple component to override a Target this allows the player to Target a specific unit regardless of any others being closer and for another Target logic we're going to set the target when hit so when a zombie gets attacked it will Target the unit that attacked it after that is another nice refactoring lecture this one is all about performance all about refactoring normal systems and making them into super fast bursted jobs like I said this is how you should do it first get it working with a simple system for each then refactor it all into a super fast job this lecture is very very important this this kind of refactoring is a core part of dots next we're going to see an important section this one is all about how to create a custom animation system right now dots does not have any animation support so we need to build the system ourselves from scratch this is going to be a fun challenge first we're just going to see an overview of how we're going to implement it and then we're going to start building off the basics preparing everything so we can build upon it next we're going to learn about dots blob assets this is the main way that you can store large amounts of data in an easy to read structure we're going to use blob assets to basically store all of our animation data then we're going to build upon it to store multiple animation data this requires being a little bit tricky with how we set up the blob ENT after that we're going to learn how to change animations on the Fly for example go from Idol to won animation then with that done we're going to implement some events so we can play our animations when they should we're going to implement the idle and won animations and after that we're going to work on the attack animations this is also going to be a tricky one because some animation should be interrupted and some should not after that we're going to do the same thing we've done several times it's time to refactor a normal system into a super fast vers job then with the custom animation system fully working we're going to fix one sneaky issue that always happens it has to do with subscenes and how there are some errors that only show up if the subc is closed so by solving this issue it actually requires us to learn how to make a custom baking system after that for a simple lecture we're going to implement a scout unit this is a unit that is meant to be faster and deal less damage so the really meant for exploration this is going to be an important lecture to learn how our game can support multiple unit types next we're going to create the zombie building spawner zombies are going to spawn from this building with certain rules and they're going to keep spawning until that building is destroyed then we're going to make a friendly building the defensive Tower this one will Target nearby zombies and automatically attack them this lecture is really a great example of the power of dots we're going to build this Tower really quickly thanks to reusing a ton of previously made components and systems next we're going to create a proper scrip ball object to keep track of all of our building types after that we're going to work on a really interesting building the barracks this is where we're going to spawn our units meaning we need to keep track of some kind of unit spawn que which means we're going to learn about dots Dynamic buffers this is how we can store multiple pieces of data in just one dots component then we're going to build a UI for our Barracks add some nice buttons to queue up some units at that point we're going to have multiple buildings working so it's time to work on a building placement manager so we can place down multiple buildings first we're going to handle the logic for the placement and then we're going to build the UI to match we're going to add some buttons so we can select what building we want and then click to place it then we're going to create another building this one is going to be the special HQ building if the zombies destroy this building then it's game over next we're finally going to create a simple camera manager this one won't be made using Sy machine 3.0 it's going to be a nice camera controller where we can move rotate and zoom the camera then another refactoring lecture this one is going to be on fixing some memory leaks after that is another handful of very important lectures that make up the grid system and the path finding section first we're going to see a quick overview of the grid system how we're going to make it work with dots which again that's important then we're going to start implementing that design again making sure it's all data oriented after that we're going to build a nice visual debug this will't be very helpful as we've build the path finding speaking of that we're then going to see an overview of the pathf finding that we're going to implement in this course it's going to be the flow field path finding which has some nice benefits when compared to ASR pathf finding especially when it comes to having tons of units so this is the algorithm that we're going to go in after that we're going to start implementing the pathf finding system write the entire algorithm and make it all work next we're going to make use of our debug visual to make sure it's all working make sure that all the arrows point in the right direction to reach the Target and then of course path finding needs some wall so we're going to add those we're going to do it in such a way that we can easily place them in the editor and they are automatically identified as well as by the algorithm next Once e path is calculated we're going to make our units follow it so first just a quick overview of all the components we're going to build to help us do that and then we start implementing the flow field follower like them implies this one makes a unit follow a certain flow field it just looks at the vector on the grid position under it and follows it until destination after that we're going to apply that logic to multiple units being able to give orders to tell each unit where to go to then another very important lecture this one is all about how exactly do we handle path finding for multiple units to multiple targets if the path cannot be saved this is going to be a tricky one we're going to end up solving this issue by storing multiple flow Fields after that we're going to optimize our path finding in some simple ways we're going to do some rast to basically ensure that we only use path finding when we absolutely need to next we're going to go through all of our code and make sure that all movement is using pathf finding then make sure the underlying flow field gets updated based on obstacles spawning and being destroyed and then another awesome refactoring lecture we're going to take all of our pathline code and refactor it into super fast bursted jobs after that we're going to implement some nice fun RTS mechanics starting off with a mini map units and buildings have icons that show up on the mini map which we can easily see next is another fun mechanic implementing a fog of War this is a pretty interesting one our units have a visibility radius and enemies are only visible inside of it then as units move it also has two pieces of fog of War there's the immediate one and the persistent one so as units explore the map some parts of it become permanently revealed once again the zombies are only visible in the active fog of war after that for some more RTS mechanics we're going to implement the concept of resources and make some buildings Harvest them they need to be placed near resource nodes to start Gathering resources next we're going to put those resources to good use by implementing some cost to our buildings and our units after that we're going to make sure that our buildings have a construction stage they won't take some time to construct instead of just spawning fully constructed right away then we're going to implement a pretty nice horde mechanic this is pretty simple every certain amount of time we're just going to have a massive amount of zombies spawn somewhere in the world and simply attack the HQ next for a really fun lecture we're going to implement some rag dolls this is another tricky one because dots does not support skin mesh renders so we're going to need to be clever to handle this as the enemies die they spawn a r doll and faulted ground in a very satisfying manner then we're going to make a simple main menu doing so requires us to learn how to properly handle multiple scenes and dots this is another interesting question since dots doesn't really have the concept of scenes all systems exist at all times after that we're going to take all of our game elements and make a nice playable map it will have walls resource nodes zombie buildings hordes and a bunch more and then another fun lecture another nice performance refactoring session we're going to use the profiler to figure out how to optimize a bunch of our systems and finally we have the polished lecture this one includes a ton of tiny things things like adding a h dii indicator adding a counter for zombies and zombie buildings adding some screen shakes some building particles some destruction pieces a nice air strike mechanic and a bunch more after all that yep our game will be fully complete and really awesome so as you can see we're going to go step by step from a complet empty project until the final polish game we're going to start from the absolute basis of dots learning how to convert a game object into an entity with the baking system then how to make a simple component and the system to run it learning how to use burst and the job system for massive performance how to use dots physics and a bunch more so little by little we're going to learn more and more about dots in a nice smoth learning curve while also building our really nice RTS mechanics so Yep this is everything that we're going to learn in this course in total 17 hours split across 75 lectures again remember to take your time it really does not matter how long it takes you to go through this course all that matters is that you're learning so take it slow and just just make sure you're understanding everything all right so with all that said let's get started hello and welcome I'm your Cod monkey in this lecture we're going to start with the absolute Basics learning exactly what is dots and what does it do okay so before we begin building the game and writing some code let's first cover the absolute basics of dots just so we're all on the same page now dots or Unity dots that stands for the data oriented technology stack this is a set of Technologies a Unity built which are based on some very specific rules like being data oriented and by following those rules it can provide you an insane amount of performance this was a very ambitious tool set they started working on it back in 2017 and only very recently became production ready the benefits it can provide are definitely imense but they do require a different way of thinking so my goal over here in this course is to teach you that different way of thinking so you can properly use this insanely powerful tool like them implies this is a technology sack meaning it's not just one thing it is actually composed of three separate Technologies the three main ones are the anti component system the job system and and the verse compiler and out of those the enti component system by itself is composed of three things you have entities you have components and you have systems now entities are basically just an identifier entities by themselves have no data no logic nothing at all they're really just a number and nothing else then on those entities you can attach components and components this is what actually stores the data like for example some kind of movement speed and finally you have systems and systems this is what runs Logic on entities that have certain components like for example if you have some kind of unit mover system which looks for entities that have both a local transform and a move speed component the system will cycle through all entities that match those components that have the same components that mention the entity query and then it use the data from those components like the speed inside move speed and the position inside transform it used those to do some kind of transformation on that data so for example in this case maybe grabs some kind of float movement speed from this component and use it to modify the position on the local transform component so this is the core of VCS you've got entities which are just identifiers components which actually holds data and then systems which run Logic on that data another very important part of ECS is actually memory management although you don't need to do this yourself it's all handled in the background but it explains why it's so fast so the reason why ECS is so insanely fast is because in the background Unity is making sure that all the memory is all tightly packed all the components like this is one component type this is another one this another one instead of being split all over across memory instead of that it is all nicely tightly packed all that that is right next to each other which makes it insanely f fast for the CPU to access compared to for example game objects since it follows an objectoriented design you have tons of pointers to different positions in memory so everything is very scattered which makes for very slow CPU access you have for example a game object over here which accesses a position memory for some kind of move speed and it's over here so the CPU has to jump here then has to run some kind of functions that is on a different component so it jumps over here then it accesses some kind of other game object reference so it jumps over here then over here and here and so on so this process of jumping all over the place in memory this one is quite timec consuming it is quite inefficient whereas over here with ECS all the components have their memory packed tightly together so when a system goes to do some Logic on some components the system is literally just jumping from component to component so just one to the other one that is so much faster than jumping randomly around memory also note the specific separation between the components that just hold data and the systems which just run Logic on that data ECS is all about a data oriented design as opposed to objectoriented programming that you're probably familiar with in object-oriented programming you define some kind of object and that object has both data and logic this is what lead some lots of pointers pointing to different positions in memory whereas in ECS with a DAT oriented design with this you have a separation between those two which again leads to faster more tightly packed memory so entities are just identifiers components just on data and systems just run Logic on some data that's it this also means that your code can actually be more modular for example if you have this kind of system let's say say this is a unit mover system this system will move any entity that has a local transform and a move speed component importantly it does not matter what that entity represents it doesn't matter if this represents a single unit or a tank or a building or a bullet if the entity has these two components if so then the system is going to run the same logic on it the system does not care what exactly the entity represents it just runs the exact same logic on all entities that have all the components that match the query we're going to see this in the course how for example we're going to create a fine Target system that system will work for both the player finding targets of the zombies and work for the zombies finding targets of the player so that makes the anti component system the second main part of Dos is the job system this one is all about writing insanely fast multi-thread code meaning run code on multiple threads multiple cores all at once as you might know CPUs nowadays have lots of cores however a lot of game code usually only runs on One Core just one thread so all the other cores they're just wasting time doing absolutely nothing based on that as you can imagine you can gain an insane amount of performance essentially for free by just using those other cores now the reason why a lot of game code uses only one core is because writing multi-thread code is usually extremely difficult you can easily get a ton of errors that are extremely difficult to debug the job system helps solve that by adding a ton of safety nets and a bunch of limitations which in itself makes it much easier to write multi-thread code you simply Define some jobs and cue them up then Unity handles all the complex logic of dependencies and figuring out which thread should work on what job so job system helps you take advantage of the the CPU and all it scores as much as possible you can take the exact same code and literally run it in double or sometimes a 100 times faster because instead of running it all sequentially on just one thread you're going to split it across multiple threads and the third main part dots is the burst compiler now this one is almost a piece of magic it is a special compiler that Unity built which is all about performance just by enabling it you can literally get 100x performance improvements in some scenarios it is truly an insane piece of tech however in order to get those massive speed UPS it has a bunch of limitations the main one has to do with how your code needs to be data oriented as opposed to objectoriented it needs that in order to receive those benefits these limitations are something we're going to learn about in detail in future lectures specifically the difference between value types and reference types so you can't just make every code verst compatible by default but if you keep in mind those limitations then the results you can get by just adding a simple attribute to your code is really quite insane when you combine burst with the job system your code will not only run super fast but run super fast on all cores all at once then when combined with the anti component system which again is all about that oriented design when you use all three you get some really insane results this right here this is an actual example that we're going to build in a future lecture you can absolutely have some normal code that takes 9 milliseconds to execute running that just on a single thread just on the main thread then you can use that code and convert it to use a job and that same code all of a sudden runs at 0.29 milliseconds and then you take that same job and you just apply the verse compatible attribute and with that that exact same code is running on 0.035 milliseconds so you go all the way from 9 milliseconds to 0.35 that is a 260x faster performance Improvement you get all that just by using jobs and the burst compiler now this sounds crazy making the exact same code 260 times faster that does sound insane but that is absolutely real that is how powerful dots can be and it is why you should definitely learn how to use this Tech now these are the three main components of dots but dots also is composed of a bunch more packages for example you've got un physics this is an extremely performant physics system that was built specifically for ECS then you've got collections package this one includes a bunch of data oriented collection meaning things like lists and arrays but that were made to be data oriented instead of object oriented meaning they work with jobs and burst then you've got the mathematics Library this is another package that was built specifically for use with burst so it handles all kind of math operations all of them extremely performant then entities Graphics this is how you can render entities it's also super performant and works with both urp and hrp and net code for entities this is their networking Library meant for for multiplayer games using dots for some super high fast-paced multiplayer all of this together is what is known as dots or the data oriented technology stack and one very crucial thing about dots is how each of these main parts each of these can work by themselves you don't have to use them all for example you can just use the job system and the burst compiler you can just use those two without using entities at all or you can just use entities without using jobs or burst basically these three tools these are distinct separate tools by themselves although of course when combined that's when you get some truly insane results and another extremely crucial thing about dots is always remember that dots is just a tool and it's a tool that can be combined alongside game objects so you can and you should mix and match both game objects and dots you don't have to go full 100% one or the other you can use the right tool to solve the right problem for example in this course we are going to be making an RTS game RTS games are all about tons of units and lots of complex logic so in this case for this game we are indeed going to be making this game let's say about 80% using dots and about 20% using G objects we're mostly going to be using Game objects for the UI and some general manager scripts however you could absolutely do the opposite if you were making some kind of action adventure game you could definitely use game objects for about 80% of your gameplay and use dots just for the 20% that is really performant heavy one of the main benefits of dots is indeed performance so you can build your games using mostly game objects do it just like you're used to just like you're used to building any games and then when you use a profiler and find some hotspots in your game you can use dots just to solve those particular hotspots and again when it comes to dots you can either use entities plus job system plus burst or you can perhaps solve those hotpots by just using the job system and burst without using entities so you can get a ton of benefits by just refactoring some piece of code without having to completely re architecture your entire game so always keep this in mind they can work together dots and game objects dots is really powerful because of that it does not require you to give up all your knowledge of game objects dots is just not a tool in your toolbox it is not a replacement for game objects it is a tool that is extremely good at what it does and as with any tool it is up to you as developer to figure out when and where to use that tool now in terms of learning all about Dots here in this course I will teach you everything needed to build this game I will introduce Concepts like entities systems and jobs I will introduce those as we need them to build the game this is a very practical step-by-step course so instead of learning everything all at once learning just the theory on all the concepts instead of that we are going to learn them as we use them but if you want to get an overview of the entire tools there's two excellent sources that I recommend the first one is unity's official ebook this is an excellent free ebook that has 50 pages it is really detailed it talks a lot about dots specifically this is a highle overview on the theory behind dots how it works all the various components why it's important how exactly it makes the code faster and so on so this very much a high level overview as opposed to a technical guide with very specific implementation details and for a mix of both high level and Technical you can go watch my tutorial on dots in there I focus on teaching how to start using all the technical parts that make up dots so that video is a great very condensed way of learning the entirety of dots like I said in this course I will teach you everything all the components of dots step by step as we need them so you don't necessarily have to go through these two resources personally if I was you I would go through both those just because personally I like first learning a h level overview and then learning the more practical aspects but either way works you can either make a quick pause to go through these resources or just continue following the course either way works up to you okay so now that we know know exactly what is dots and what does it do now it's time to start actually using it so let's begin creating our project and installing packages in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to begin setting up our project and installing all the packages okay so let's begin setting up everything now if you want to follow the course as you go along normally you are supposed to follow along exactly as I do things however for these first few lectures where we are setting up everything it is actually simpler if you just watch these lectures and then later on download the project files that way there are no issues with mismatch versions or anything like that so just watch all the lectures in this section and then download the project files that one contains the entire project then you just unzip that file edit on Unity Hub open it and you'll have everything exactly the same as I have like I said this avoids any issues with version mismatches either Unity version or individual package versions so if you want to follow along definitely wait a bit and then download that but over here in this video and in these following lectures I will show you the whole setup that I did in order to create that project so first of all here I am in unity Hub going to go ahead and create a brand new project for the editor version I'm going to choose Unity 6 then for the template dots can actually work with either urp or hrp let's go with urp because it runs on everything then for the project name let's give some name like do RTS course then select the location the organization in this case we don't need to connect un cloud and that's really it okay so let's create all right so here is our empty un project now let's go ahead and first of all get rid of the urp readme file since we don't really need need those so let's go ahead and just remove okay now let's go ahead and install all the packages that we're going to need so let's go up into window open up the package manager and here let's go inside the UN registry and let's see so the first one is we want to install the entities package so let's scroll down yep there it is the entities package this is the main dots package that contains ECS the entty component system and over here we can also look at dependencies so we can see this one already install a bunch of these ones it will automatically install burst that's the burst compiler it will also automatically install collections this one contains a bunch of native collections like native arrays native lists and so on and it will also install the mathematics Library this is the one that is burst capable which is super fast okay so let's go ahead and install the entities package okay all of those are installed next since we're going to render our entities we also need to install over here the entities Graphics if we don't have this package then we can actually render entities we can't see those visuals so if we want to do that which we do then let's go ahead and install this one okay that one's done as well and since in our game we're going to be using dos physics let's scroll down and find over here the unity physics this is unity's physics system that is built on top of ECS so let's also go ahead and install this one okay that's it and finally let's just go all the way up here and let's also install the 2D Sprite package this basically helps us being able to edit a bunch of Sprites as we import them so we can then use them in the UI and so on so let's go ahead and just install this okay that's it so here if we look in the project here in the project all of these packages are installed so it's really the default ones plus the ones that we we just installed again like I said part of the reason why I told you to wait and then download the exact project files is so you get exactly these same package versions that way there's no confusion about any differences if you download the project you will have exactly this setup okay so that's it all our packages are installed let's close it now let's actually follow the setup that Unity recommends in terms of ID I'm going to be using visual studio Community that's a free version I'm going to talk about that setup in a future lecture now technically you can use whatever ID you want but it has to support Source generation if you look over here inside documentation for the entities package over here we do see a section for ID support and over here it says how this uses the rosling source generators so because this it needs to be using an ID that is compatible with Source generator so in my case like I said I'm going to be using visual studio the community version but if you want you can also use R and that should work as well now interestingly there's no mention over here of Visual Studio code so I don't know if that one is specifically not support maybe it is maybe this one refers to both the visual studio proper and visual studio code but I'm not sure like I said I'm going to be using Visual Studio community so the next important setting is what it says here on domain reload setting for that here in unity let's go into edit then let's scroll down into project settings then on left side here let's go into the editor Tab and now we can scroll down until we find it here it is the enter play mode settings and over here when entering play mode by default it is on this one reload domain and scene and what the docs recommend is do not reload domain or scene so that's it now like it says here this actually has one very important implication basically by disabling the domain reloading any static field or any static events any static that you have will not be reset between runs meaning if you have some kind of static field for an end for some kind of player score and the player's playing the game and they got a score of 50 then you stop playing and you start playing again if you do that when you start playing it will remain with that 50 whereas if you have domain reload enabled it would automatically reset that and when you replay it would once again reset to zero so basically if you're used to using lots of Statics and assuming they reset every time you stop playing that will no longer happen with domain reload disabled so always keep that in mind okay so with that our super basic setup is done our project is pretty much ready to use dots now let's go on to the next lecture and set up our un layout hello and welcome I'm your Cod Mony in this lecture we're going to set up our un layout okay so here we are in our project let's just customize our layout it's very important that you set up your layout in a proper way so that you have easy access to all the things you need and you know where exactly everything is now you can set up the editor in any way you want but it will probably be easier to follow this course if you using the exact same layout as me and like I said since this course is meant for intermediate or Advanced users I am assuming that you know the absolute Basics so I'm assuming you already know what exactly is the inspector window what is the project window the hierarchy window and so on I'm assuming you know what is a game object what is a component transform and so on so I'm assuming you already know all of those absolute Basics now in terms of layout I've been using Unity for over 10 years now I started making my first unity game in 2012 so let's see the unity layout that I've developed over the years versus the Spector over here on the right side this way we always have a nice view of the select object and whatever scripts it has then for the hierarchy I like to grab it and place it down here on the left side we're going to make sure that our scene is always nice and organized so we don't really need the hierarchy to take out tons of space then with the project files over here right next to it with the console also over here on the next tab usually I find that when making the game I want to look at the project window but then when playing I mostly just look at the console soing them in the exact same place but on different tabs that makes perfect sense to me then over here in Center we have the scene View and and with the game tab either over here on the exact same next tab or over onto the side so depending on whether I want to see both them at once I swap it out one or the other okay so the basics this is the rough layout that I normally use now for a couple more options so over here on the project files on the top right corner over here you see these little three dots over here I like to set it as one column layout basically this showcase all the project files all of that in this nice compact list Tre view now if you need to browse lots of visuals in your project files then you can swap back into the other one but for most of the time this compact view works great also since we're here just in case you don't know there's this nice little button over here with an i this basically shows the visibility of the packages so over here we can see we have all these packages installed and if we click on that basically that folder shows up as empty packages still exist they're really just hidden so just small thing in case you want to browse the packages untick this but in most cases probably leave it ticked leave everything nice and collapsed okay that's for the project window then over here for the console for this one let's also go into the three dots for some more options the main one I like changing here is is over here the log entry set it as just one line basically this makes the console nice and compact which personally I prefer you can see a bunch more logs without taking up quite a lot of space then of course if you want to read the whole log you can just click on it and view the whole stack race then if you want you got some more options so show the time stamp or not using monos space font or not you can choose whatever you want I'm going to go with these settings also extremely important is over here these three buttons this is for the tab messages that appear in the console so the left one over here this is info messages basically the regular messages we're going to use this quite a lot next we've got the warnings and then we have errors basically if you un toggle any of these then the messages over here will not show up in the console this is something that a lot of people find quite tricky so if you ever come across an issue where for some reason nothing is showing up in the console definitely make sure you check these buttons always make sure they are all T so you can see exactly every single message then over here on the left side for the clear I like to clear on play just so everything resets then for collapse this one basically collapses messages that are exactly the same into one entry and then just shows a number now personally I don't like this I want to see every single message as it comes even if it is duplicated I've also seen this lead to a lot of confusion for some people they think their code is just firing one message when it's actually firing hundreds So to avoid any confusion leave this un toggled then for pause yep we do want this tck we want the game to automatically pause if some error occurs if you want tole this you might get an error but the game might keep playing which might in turn lead to a bunch more errors so always leave this toggled and that's really it over here for the console then let's go over here onto the game view on the center first over here on the this tab for the free aspect let's swap from free aspect into full HD this is the standard aspect ratio technically this will really only matter when we start working on the UI and positioning elements but either way I like to put it on 16 by9 just as always and then for another very important option over here let's enable vsync basically this will limit the frame rate depending on your monitor's refresh rate this really good to make sure that your graphics card doesn't go crazy trying to render a complete empty scene at like a th000 frames per second this way it won't be limited my case it w limit it to 144 FPS and also if your game view is looking pixelated then make sure you check out this letter if you move it like this then this looks really pixelated so always make sure this one is all the way over to the left okay that's the game View and next to it we have the scene view now for this pretty much on default should be good now over here these two are extremely important definitely make sure you know exactly what these two mean these basically place the handles that you see like for example the move handle if I select something there you go that move handle if it is like this it is placed on pivot but if it is on Center then it's placed on the center of the object usually this is is very confusing so if you ever see your Handles in weird places make sure this one is on pivot that is probably what you want to do then for this one either on local or Global rotation sometimes lobal can be useful if you want to rotate or move something while ignoring the rotation of that particular object but in most cases probably leave it on local then over here let's show the Grid on the y- axis there's no need for snapping and over here all of these also look good so let's leave it on shaded drum mode weit to the disabled sound doesn't really matter for now let's leave all the various effects enabled by default just without the always refresh let's hide hidden objects then for the layers show all of them for the camera everything on defaults and for the gizmos again everything on default okay so here is the layout that I'm going to be using throughout this course like I said it won be easier to follow the course if you're using the exact same layout as me so ideally you should be using this but again all the windows are customizable you can place them anywhere you want so if there is something you absolutely prefer on a different place then go ahead you can drag the windows and place them anywhere you want and once you have a layout that you're happy with go ahead on the top right corner and you can go ahead and save the layout so in this I'm going to save it as the dots RTS course and if you ever get lost you can go ahead you can reload default layout or go back into that one and everything reloads okay great so our layout is all perfectly set up now the next important thing is setting up visual studio so let's continue that in the next lecture hello and welcome I'm your Cod Mony in this lecture we're going to set up our visual studio all right so with the unity layout all set up let's make sure Visual Studio is also set up correctly now over here I'm using visual studio Community 22 this is the free version you can download it directly from their website now you don't have to use the exact same ID that I'm using here technically you can use something else like it says here on the manual you can use whatever ID you want as long as it supports Source generation that's really important since dots does use quite a lot of source generation specifically over here they mentioned Visual Studio 22 plus or rather 21 plus so you can use whatever you want in my case I'm going to be using visual studio 22 Community now let's see my setup for visual studio now I've also included the file with my visual studio settings along with the project files on this lecture so just like with the project files you don't necessarily need to follow everything I'm doing in this lecture step by step you can just download those settings and import them okay so before we actually get into setting up visual studio first actually over here on Unity let's go into window open up the package manager and over here let's just make sure that package is installed so up over here the visual studio editor make sure this package is installed and again your case if you're using jet brains Rider then I'll go ahead and install this package next inside of unity let's go into edit and preferences then over here on the left side let's go into external tools and here make sure you select your external script editor in my case I'm using visual studio 22 then for these extra options if you want to play around reading the source code like for example the source code for dots and so on if you want that then you can go ahead and take these boxes but in our case for this simple game we don't really need to do that so let's just leave them like this and everything is working perfectly so now if I go up here into assets and open up the E project y there you go it does open up visual studio okay great now over here for some more settings again like I mentioned exported all the settings to a file that you can download so here in my visual studio I have a nice extension that adds a bit more colors to my code which makes it easier to read and write and for that extension let's go up here into extension manage extensions then I'm going to search for something called viora y there you go this one like it says here the main thing is that add some brainbow braces so a bunch of colors so everything is easier to see then highlight some keywords and so on so it's a really great thing I believe if you download the settings file it will also automatically install this one but if it doesn't then just go ahead and do this search for PS4 and install it then with that installed let's go into the settings so into tools and let's go into options over here let's scroll down until we find vs4 yep just like this and here are all the settings now I think these are really mostly all the defaults I don't remember if I changed anything but again I'm going to export all the settings I think the main thing that I changed was really just the rainbow braces I think I changed some of these Colors Let's just create an empty script just to see these colors in action so let's just go and let's just right click and create a brand new mon Behavior script let's just call it testing and over here just write a bunch of testing code just to see the colors okay here's some dummy code and yep we can see we do have a bunch of colors so the if is going like that the four like that the ins like that the comment like that the function like that so that's really it now these are really just visuals it's not a requirement so you don't absolutely need this extension but personally I do find quite useful I find it helps make the code a little bit more readable so next for some text formatting rules let's go again into tools into options and then up here let's go into the text editor and again I believe here everything is pretty much default these are the settings again you can just download them or if you want to follow along just pause the video and compare directly with your own I think the only thing that I changed was in one of these so these are the C the scroll bars the tabs the Advan and the code style I think the main change that I did was actually over here on new lines by default C usually has new lines on all these personally I don't like it personally I like to place them the currently braces the opening directly on the same line instead of the new line but again just a personal preference if you like it on new line then you can definitely go ahead and do that okay so like I said I've exported all these settings you can go ahead and download that file directly under this lecture then for importing go up here into tools and then into Import and Export settings then over here click on next then over here let's select import and click on next then if you want go ahead make a backup of your current settings if not then by importing you will override it so I definitely recommend you do this just in case you have your vision Studio set up in some different way if you want to then write some code outside of this course you probably want to get back to your usual settings so make sure you save these then over here on this window click on browse find the file that you downloaded from this lecture so the dots RTS course. vs settings and just go ahead and open that one then click on next and import so with that you should have your vision Studio set up Exel like mine and the other thing is vs for so let's go into tools options then down here scroll down into vs4 then export import click on import settings and again same thing find the file that you download so the Dos RTS course VSS for.xml and just go ahead and import this all right so yep with that you should have your vision Studio set up Exel like mine again again this will avoid any confusion with things being slightly different on your end versus in the video This way everything should match perfectly so y everything is working let's just go back over here inside of unity and let's get rid of our testing script we don't need this okay great so visual sudu is perfectly set up now let's import some visual assets and let's do that in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to import the visual assets that we're going to use in the first part of this course okay so here we have our project set up let's import some some nice visual Assets Now the assets that we're going to use those are the ones made by cinty Studios they are an excellent team that makes some really gorgeous low poly assets personally I'm a huge fan of their style I've used in many of my tutorials and in my own game dinky Guardians they have allowed me to use part of their packs in this game and distribute them to you the license for the assets included in this course is you can use them for non-commercial use only so if you want to use them in your own commercial projects you can pick up the entire packs from their store the assets that I selected are from a bunch of their simple series it's a very blocking poly style which personally I felt that it look really great for this game I think it looks really great for an RTS game a lot of assets are from this simple military pack then for a bunch of the buildings I picked them up from the simple space pack and of course for the zombies they came from this simple zombies pack now I really like their style and like I said if you want to use these Assets in your own commercial projects then go ahead and pick up these packs from the cinti store there's links right under this lecture for all the packs and if you like this style then you can pick up the simple bundle this one contains a ton of their assets in this nice style and also by the way the packs that I mentioned those contain a lot more assets than just the ones we're going to use in this course okay so now let's go ahead and download the asset pack for this lecture although again like I said in this section I'm showing all the setup everything that I'm doing but you should really just wait until the end of this section to download the pre-prepared project files so I download the assets and I get this nice ENT package file just double click or drag it onto the project window and up here it is with the asset list these are the assets that we're going to use in the first part of the course later on we're going to import some more assets so over here just make sure you select all of them select all and go ahead and import and if here it is right away we have all of our Assets in our project so we can see a bunch of textures we can see a bunch of meshes and materials and all kinds of things with this we can right away set up a basic scene so first let's actually clean this up a little bit so instead of calling it simple scene let's call the game scene yep then let's right click on the hierarchy let's create a 3D object let's create a plane name this our ground over here on transform let's put it on 0000 0 so right on the origin and for the scale let's make it quite bit bigger let's put it on 40 so 40 on all of them then let's also go ahead and use a ground material so here inside the materials folder we have the ground desert so let's just go ahead and apply this one okay great next for the camera so let's put the game view right side by side for the camera we want a top down view so let's select the camera object and let's position it on 0 29 and minus 25 and for the rotation let's put just 45° over here on the X okay so we have kind of like an overhead view then for the FI The View let's go ahead put it on 40 just like this now let's drag some visuals just for testing so let's go ahead and just drag these meshes so there you go there's a soldier and there's a zombie let's make sure to assign the material so inside the materials folder there's the characters so for the soldier let's assign this material so let's expand that one and assign that material y there it is and for the zombie let's also sign this material all right that should do it so here we have both of our units and they are visible directly over here on the camera okay great so we have our staring assets important so everything is looking nice now let's just handle some more visual things we we want to set up lighting post processing and ssao so let's do that in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to set up post processing and lighting to make our scene look really nice okay so here we have some assets and we have our camera set up now let's make it look nice we already have the project set up to use urp so adding post processing is actually pretty simple it's already somewhat enabled by default here this scene that was created automatically already has a global volume and by default it already has a volume profile attached so let's use this as a starting point but let's also just rename it so instead of sample scene profile let's just give it a proper name so the game scene profile okay so now here let's set up the effects although of course keep in mind this really just a visual thing so if you prefer a different visual then feel free to use whatever effects you want now personally I don't really enjoy tone mapping I think it makes it little quite a bit washed out so personally I don't really like it so I tend to remove it then for Bloom we can go ahead and leave it like this so with a threshold of one intensity of 0 25 then for motion blur that is also something I don't like so let's go ahead and remove and for yet I think this one always looks good let's make it just a little bit more intense so maybe some like point4 okay great so that's it for post processing like I said this is just a vision thing so if you want a different look definitely go ahead and use it next thing it's let's set up the lighting so let's go for the main light so on the hierar key let's select the directional light and for this one in terms of temperature it looks pretty good then over here for the intensity let's make it a little bit less intense so 1.5 just like this everything else on defaults next let's hand the global lighting so for that let's go into window then down here let's go into rendering and open up the lighting window okay so here it is let's go onto the environment Tab and on this one over here for the environment lighting for the source instead of Skybox let's go with color and then over here for the ambient color let's make it sort of a grayish white so let's put it maybe some like this so maybe about 220 on all of them yep there you go just like this so that's looking pretty good in terms of lighting and visuals next let's add some nice screen space and inclusion so that one is going to be added on the renderer so let's select the default one and by default it actually comes with a mobile render and a PC render we're making a PC game and this setup for the PC so let's go ahead and use this render this is the one that is actually active and importantly it's over here on the renderer not on the render pipeline asset no for the screen space am inclusion we want it over here on the render and actually already here by default we already have screen space am inclusion let's just make it a little bit more intense since as you can see here the camera is going to be quite far away so for the method I think inter leave gradient look a little bit better then for the intensity let's make it quite a bit more intense so let's say about 10 then for radius let's also make it bigger so 6 follow off distance like this and indirect lighting a bit more like that so as our camera is quite zoomed out I think like this looks quite a bit better we can enable and disable it in order to see the difference so with it disabled and enabled and personally I think it looks quite a bit better with it enabled okay that's great finally let's go onto the render pipeline asset and over here on this one most things are already correct over here let's make sure we have AGR so that Blom works if you want you can go ahead and enable antling MSA either way it shouldn't change too much the important one is down here for the Shadows again since the camera is going to be quite far away we don't want Shadows to dis appear at just 50 units that's way too close so let's put the max distance at some like 150 okay so I think this Vision looks pretty good again like I said most of these visional effects are very much personal preference they don't affect how the code runs in any way also by the way the postcrossing effects like we saw those are actually saved onto a file so if we select the global volume yep here is the game scene profile so if you want you can just duplicate this file then you can have two files with completely different effect settings you can have one that looks Exel like I have here and another one that has whatever effects you want okay that's really it our post-processing effects and everything is all nice and set up so with that let's go on to the next lecture hello and welcome I'm your Cod monkey in this lecture the goal is very simple let's just download the project files and start the project from there this way you have the exact same setup as me with the exact same version numbers everything with the exact same settings everything is exactly the same this is going to help avoid quite a lot of confusion and confusion that I usually see in comments in my courses or tutorials people installing different versions of packages different versions of unity using the built-in render instead of urp and so on so by downloading the exact same project files it will avoid any of those issues so just go ahead and download the exact same project files that I have here on the page for this lecture just scroll down and download the file it is going to be a zip file you can download it and then unpack it somewhere again this contains the entire project so after you unpack it go ahead over here onto un hub click on the little arrow and add project from dis then find the folder and just add it and yep here it is now if you don't have this specific Unity version then you'll see a button over here to download it again use the exact same version as me just to avoid any confusion after you go through this entire course after you learn all of this after words for your own projects you can then use whatever Unity version you want all the knowledge that you'll learn here will apply to pretty much any Unity version so download that add the project and just open it now by the way the first time that you open the project it can take a while basically it's going to download all the packages onto your local machine and after you download everything then you should have this exact same scene here and by the way for the visual studio settings I also added those as downloadable directly on this lecture so if you haven't done that yet then go ahead and do it download these two files and then import them just like covered in the visual studio lecture okay great so you should have this exact same scene open up on your PC with that we can now continue and just before we finish this lecture let's just clean up this scene let's just remove these visual meshes these were just temporary so let's get rid them save the project and that's it all right so our project is complely set up it's time to finally start working with dots so let's do that in the next lecture hello and welcome I'm your Cod mon in this lecture we're going to start learning the basics of dots learn about subscenes and the various dots Windows we're going to create an empty game object and learn about the baking workflow that converts game objects into dots entities okay so here we have our empty project with all the packages installed everything ready to work with dots now the first thing we do is create what is called a subscene so over here on the hierarchy let's right click and let let's go up here create a brand new empty subscene let's call it something like entities subscene and yep there it is so basically this is how you can mix game objects and entities objects outside of this subscene like all of these game objects over here all of these are regular game objects they will not be converted into entities they have nothing to do with dots or ECS or anything like that whereas objects that we place inside of the subscene those will automatically be converted into entities so let's actually see that in action let's right click directly on top of the subs so that whatever we create ends up inside of it and over here let's create a brand new game object and let's just make it a simple 3D cube and if there ises we have a cube directly inside of the subscene and over here we do see it over here on the scene view we do see our game object cube in the game view the camera is indeed rendering that Cube and over here on the inspector we do see the regular components so we have a mesh filter with mesh assigned to it we have the mesh renderer the Box col and so on all of these are normal game object components and of course if we head on play yep everything everything still runs everything is still the same there's our Cube again just like a game object we created using the exact same method and everything looks exactly the same however if we select the cube and over here and look on the inspector if we go down here we see this little thing said the entity baking preview baking is essentially a DOT storm it is the process by which game objects and their game object components are converted into entities and their entity components so it's kind of like making a cake you take some raw dough you bake it and you end up with a cake so dots is kind of like that here we have the normal game object with normal game object components those components are then baked and during the baking process we then end up with an entity that has all of these dots components so down here we are just seeing all the types of the components that we're going to see and by clicking we can actually see some more data in those components and we can also see all this data all at once so on the inspector on the top right corner we have this little circle here here we can basically modify the mode of our inspector so authoring this is what we're seeing right now so it shows us all the authoring game object components so all the normal ones that you're used to seeing but then if we click on it and we swap it into runtime mode yep now here we can see all the empty components and all of their data for example you can see how instead of having a regular transform component instead of that we have a local transform this is a DOT component also by the way if you don't see it that is probably because you went over here on the authoring and you remov this boxer if you do that and now we go back into runtime yep now it does not have the local transform component basically do is pretty smart this baking process is pretty intelligent it will only bake components as they are needed and basically without any physics just an Mt game object this one does not need the local transform component so it does not get it added whereas if we leave that on so let's go here into authoring and let's add the box and Lether back in if we go back there yep now we do see the local transform component and again during the baking process all the data is automatically converted so if we go back into authoring and let's put this on position five three and two and now if we go inside the runtime component y there you go now it does have the exact same position again the process of baking the goal of it is to take the game object components and all of their data and convert them into their equivalent dots components also note how the components do not match one by one so for example over here on the authoring components on the normal game object components we've got transform mesh filter mesh render and box Le so we have four game object components whereas if we go inside runtime to see dots components we can see we have quite a lot more of those this is actually a very important Concept in dots it's how your authoring data can be different from your runtime data later on when we create our own custom authoring components we will be able to have for example one game object component turned into multiple dots components this can be really useful to simplify some things on the authoring side doing that so that it's really easy to build things but then convert into some specific components to make it super fast on the runtime side so this is the baking process this is a really important part to know about dots it's how game object components are directly converted into dots components this system is what makes dots actually surprisingly easy to use for the most part you can actually keep using regular game object components and then everything gets converted into dots components so on that note talking about that conversion let's learn a little bit about what baking is actually doing basically as it takes all of this game object data as it converts that data into dots data as it does that that process is essentially taking all the game object data and converting it into binary dots data so if you look on the hierarchy here if you look inside the subscene we can see how it has this little checkbox here and actually if we click to select the subscene if we look in the inspector we can see how this subscene is actually just a special game object with a special subscene component so even though on the hierarchy it looks like something really special in reality it's really just a game object but anyway so here we have this little checkbox and this one is basally for opening or closing the subscene so right now it is open meaning we can inspect all the objects inside the subscene we can go here we can move it we can modify any of this data and then we can close it or before we do like just hit on Save we have a little sris saying we have unsaved changes so contrl s just to save it and now if we click on this y there you go the sub scene is now closed and now we can no longer inspect the objects that are inside of the subscene the object still exists we can still see it over here on scene View and on game view so the object still exists inside of the subscene but it is now no longer open for editing so what happened here is that object with those game object components all of that was baked directly into binary data and that is the exact same thing that is being loaded directly in here this is exactly why one of the huge benefits of dots is actually World streaming meaning how you can have for example a huge open world and you can have it split into various parts then you can dynamically load and unload each of those parts that's usually how open world games are usually made and the way that dots has a huge benefit in that aspect is because dots works with binary data and binary data is insanely fast to load so the baking process here converting this game object Cube into actual dots binary data that process essentially means that the game does some really heavy processing right now during edit time but then it is insanely fast to load and unload during runtime so like I said this really excellent for creating huge open worlds you can split a giant world into multiple subscenes and then very easily dynamically load and unload those scenes as the player moves throughout that world so right now with the subscene close right now we cannot edit our objects with its authoring data so here in the hierarchy it does not even show up however dots also has some entity specific windows so let's go here up top into the window menu let's go down here into entities and we can open up the entities hierarchy window so here it is this one is very much like the normal hierarchy except instead of showing game objects it shows entities it also has multiple modes like the inspector and it has a toggle to see various Worlds at the same time now sometimes this window gets a little bit bugged sometimes it doesn't update if that's the case you can just reselect the world everything should update but anyways the main point is that if we look in the game object hierarchy with the subscene being unloaded being closed this way we cannot inspect the object however inside of the enti Hier key over here even though the subscene is closed we can indeed inspect the entities that are inside of that subscene now we still cannot modify it because again it was baked into binary data but if we head on play if we start playing the game again here's the bug here let's switch it into runtime mode and again here's the bug it's not updating so let's select the default world and there you go now it does update and now we can select for example this sub scene and again another strange bug on the inspector let's go back into authoring mode and go into runtime mode and in the inspector let's just go into runtime mode and yep here we do see the dots components so the ENT is alive and since the game is running now we can indeed modify this data and yep everything moves correctly whereas on the main hierarchy over here we still see just the normal game objects whereas if we stop playing and now let's open up this sub scene for editing and yep we can now see the cube and we can now start playing and yep now we do see the cube still selected in there and while the subscene is open we can actually modify it so if we go in the inspector we swap it back into authoring mode and we modify this one and yep modifying this over here on the game object inspector modifying this one does automatically trigger a sort of bake and actually modifies the entity that is currently running now when making the final build of your game you want everything to be running as fast as possible so in that case you want to close the subscenes or if you're working with tons of them you probably only want to open one of them but while building our game we're mostly going to leave it open just so we can easily add things and this en Hier window this is also very useful at some points so let's leave it open let's just put it right next to the hierarchy just like this so we can access both them easily also Note One Thing how when we head on play over here on the enti hierarchy we can see all of these entities were created some of these are default entities that Unity creates automatically to set up the entire game world so some of these are going to be related to rendering others for various systems and so on every system also has a corresponding entity but don't worry about that for now we're going to learn about systems in a little bit now let's see also one very interesting thing so if we go inside the Hier so the normal game object hierarchy and let's right click on the sub scene let's create an object inside the subscene in this case let's create a completely empty game object so if there it is a game object it's completely empty the only thing it has is just the default transform component just because this one we cannot remove so this is a completely empty G object so we can see it over here inside of our subscene but if you go inside the NT key and nope it is not in there even if you refresh this nope it does not show up and same thing if we select this game object and on the inspector if we swap from authoring mode where it does show if we go into runtime mode nope it does not show it says this is an invalid entity this is another very important thing basically the baking process will indeed convert all the game objects inside the subscene into a dots entity it will do that but only if there's anything to actually convert now in this case this game object is completely empty and when something is completely empty the baking system is smart enough to not waste any time converting that object so just be aware if you make something completely empty and it is not a child or a parent of any other object if it has no components nothing if so then something completely empty will not automatically be converted into an entity until you finally add some components which does trigger the baking process as long as you have any kind of bakeable component this game object will indeed be converted into an entity and by default like we saw dots already works with a bunch of the built-in components so if you set up your game objects with some of these basic components if so they will automatically be converted into dots components like we saw over here with the rendering the rendering did convert automatically we can look here in the runtime components we can see it has a chunk where render bounds we can see it has the material mesh info and a bunch more rendering compon components same thing for the physics we can see it as a physics World index a Col Lether and so on let's see how dots physics already works by default so let's first of all get rid of both these let's right click create a new game object and this time let's make it a sphere let's lift it up by a little bit and over there let's go into the authoring component and let's make it a little bit bigger okay there you go we have our sphere right there down here on the baking preview we can already see all the various physics components that will be based so we've got the physics leather and so on now let's add a rigid body again a normal rigid body component so a perfectly standard game object component let's add the origin body and now let's make another object so inside the subscene let's create a new 3D object this time let's make it a plane let's lift it up by a little bit and let's make it slightly tilted just so the sphere falls down a little bit okay that's really it so we created both a sphere and a plane and importantly we create both those using normal game object components the normal game object process so far we didn't do anything that was specific to dots and just with this if now we head on play and way we can see it does work we can see that sphere fell down and it's now rolling along exactly according to physics all right awesome so just like this our dots entities already have physics and everything working so this is really how awesome the baking system is we just work with normal game object components like we're used to and then they are automatically converted into entities with dots components and everything works with dots physics also right now you might have noticed something interesting so if we had on play we can see here in the game view the sphere did fall down and is now rolling down but over here on the the scene view if you look you can see on the scene view the sphere is actually still up here and if I try to move this object you can see the actual dots entity that one kind of teleports up there this is a little bit strange but it's actually very much intentional like I said the baking process happens just once you edit things and then game object get baked into binary data for all the entities and over here on scene view basically we are seeing the edit time pre-bake world and this is actually a setting that we can change so let's stop playing let's go into edit go into preferences then here on the left side let's go into entities and here we have the setting for the scene View mode here we can change do we want to see on the scene view do we want to see the authoring data or the runtime data now for the most part I find it a little bit confusing to see authoring data I think runtime data makes more sense in most cases so I usually set it on this one let's click and now if we h on play and if now we do see both in scene View and game view everything looks exactly the same all right so here we learn how dots baking works this is a really crucial part of dots it's how we can keep working with game objects for building our game but then automatically convert them into super fast entities for our runtime so now that we know how baking works it's time to create our custom component so let's do that in the next lecture hello and welcome I'm your Cod Maki in this lecture we're going to set up our unit and learn how to create a custom dos component along with its authoring component okay so in the previous lecture we already learned how the baking process works so here we have a sphere in a plane we set it up using normal game object components which are then converted into dots components so if I H on on play Then yep all these regular game object components converted into dots components and using do physics everything falls down great now that we've tested that let's get rid of these two objects and let's set up our normal unit object and for this I'm going to build the unit like I normally do meaning normally I like to have a parent game object with all of the logic components and then child game objects for other individual things like for example the visual mesh the visual selected any kind of thing like that those will be child objects but the parent one will be an empty game object with just logic so let's go ahead right click again directly on the subscenes we're trying to make an game object that will eventually be converted into an entity let's construct a brand new empty game object let's name this just a unit and if this is going to be the parent game object this where we're going to place all of the anic components and now inside it let's make another empty game object so inside let's create another empty one call this one the mesh let's make sure that it's on 0 scale LEL 111 okay great now let's add the usual visuals so the mesh filter and the mesh render component and for the mesh let's select over here the soldier aim mesh so y there it is the soldier aim mesh and for the material let's make sure to assign the one over here inside materials characters the soldier material like this and if there this there's our nice mesh visual so we have our soldier unit now I like the structure of having an empty game object and then children for individual Parts personally I find that it really helps me stay organized and becomes quite a bit more versatile as we want to add more things onto the unit like one common example is sometimes you have visual meshes that are not exactly the same size that you want and if you take this approach then you can easily scale you can modify put it on some kind of Offset you can apply that on the child object and leave the parent object on the exact same position with scale of 111 so that's one of the many benefits of this method let's go ahead and reset this to everything on zero and 111 and like I said later on we're going to create more objects more CH objects those are going to be for the selected visual the fog of War shape the mini map icon and so on all of those are going to be Chun objects so so this is how I like to set up my objects when Parent Game objects with all the logic then visuals and other parts in child objects but just to be clear this is not a requirement like we saw we can create just a regular sphere and use everything directly on just one game object so I just want to clarify what is a personal preference versus what is the requirement so anyways here we have our game object set up and it's already correctly being converted into an entity if we hit on play and we see on the entity's hierarchy yep here we have the mesh entity again the parent is not being converted because right now it is is actually empty like I mentioned in the previous lecture a game object will only be converted onto an entity if it needs to meaning needs to have some kind of component that will be baked in order for the entity to actually bake so now is a great time to see how do we create our own custom dots components now this is actually going to be pretty simple so over here on the project files first of all let's create a nice folder to organize all of our scripts so right click on the assets let's create a new folder called scripts and now inside let's right click on the scripts folder go under create and now here we've got tons of menus so let's go go over here inside the entity submenu in this case we want to create a component so let's choose an i component datas script let's name it move speed like this yep that's it let's open it and here it is here we have a component it is super simple as you can see this is all it takes to define a component you just need to implement I component data this is an interface but this has no methods you need to implement it basically just works kind of like a tag to identify this type as being a component by the way this interface itself as you can see exists inside the unity. entities name space so make sure you add the using statement up top and the other very crucial part is this has to be a struct this is extremely important and it's why dots is as fast as it is remember what we learned in the what is Doc lecture how the insane performance benefits we get from dots comes from being basically very clever about memory usage now normally in C code you work with a lot with classes for example mono behaviors those are classes and the main difference between class and structs is how classes are reference types whereas structs are value types or another way that un likes to refer to those two types is as either managed or unmanaged meaning their memory is going to be either managed or unmanaged by the C runtime so classes are managed components or reference types whereas structs are unmanaged components or value types other examples of Val types are the basic types like in float bowl and so on and reference types are classes and pretty much any kind of object so for example arrays are also reference types and strings are also reference types now the difference is for example when we define a class and then we we construct an object of that class when we do that like I said classes are reference types meaning this variable over here this one is not storing the class object directly it is not storing the actual class data Instead This variable really just has a pointer and then that pointer points to a certain position in memory and this memory itself this memory position this is what actually contains the class data whereas if we Define something as a struct we can struct a brandy struct and by doing that that struct that variable is actually holding the actual struct data there are no pointers there are no references to anything the struct data is stored directly here the power of dots is really all about how it handles memory how it packs memory in some super tight chunks and doing so then allows the code to run super fast between all the components within this chunk it is super fast because it is accessing contiguous memory locations meaning one all after the other whereas with game objects those are regular objects so for those the CPU basically has to jump from all kinds of positions in memory in order to find whatever kind of data it needs so it needs to go forwards backwards and so on constantly jumping in memory and this is actually quite costly this leads to a lot of things called Cash misses which is where the CPU basically loads a ton of positions in memory when it requests one position which is how the CPU basically requests a ton of positions in memory and stores it in a super fast cache but then if you need to access some other position that is not loaded within the cache then basally needs to unload that entire cach load the new cach and finally grab that memory so that is how when dealing with ECS when the CPU loads an entire memory chunk into the cache since all of the memory positions are contiguous all of them get access without any cache misses that is how dots is so insanely fast so when working with dots almost everything is going to be based on structs in order to benefit from that memory management now in general changing something from a class onto a struct literally just means swapping out the keyword instead of class we write struct and yep that's it that defines it as a struct and in doing so naturally we change it from reference type onto a value type however that change does have some very important implications the main one being in terms of working as something as a copy versus as a reference so for example if we have a class my class and we construct an instance of that class and then a second one and we make it equal to the first one when doing so both these variables my class A and my Class B both of these are storing the exact same position in memory because again these are classes meaning they are just storing the positions in memory they are not actually storing any data itself and in doing this basically they are both just storing the exact same position memory and the external data they are both pointing to the exact same data now what that means is if we went to go through my Class B and modify some field inside of it it would also modify the value inside my Class B because again both variables both are referencing the exact same underlying data whereas if we do that with structs structs are valid types and not reference types so if we do the same thing so construct a brand new struct and then assign a second one onto that one if we do this instead of having two variables that both point to the exact same object instead of that we have two copies of the underlying data so if we were to modify some field inside myru B it would not automatically modify anything inside of myru a because again both are separate pieces of data they are not pointing to the exact same thing when working with structs and when we assign a struct what we are doing is we are creating a copy we are not storing the same reference to the original data in memory we create a copy of the data so when we modify something inside myru B we are modifying just that copy and we are not touching the original data at all now this is really very crucial to understand you must fully internalize this difference really understand how structs work as copies and not references you need to know this so that you don't get confused when at some point you write some code and have no idea why it isn't changing it is probably because you're working with a copy of the data and not the original data itself for example later on this course when we write some systems we are going to see how if you get some component and you just modify it it won't actually update the value in the component attached to the end because again the component will be a struct and structs receive copies so modifying that copy will not modify the original data but we'll cover that when we get to systems for now I hope you understood the difference between structs and classes the difference between value types and reference types or the difference between managed and unmanaged all of that is extremely important to dots so now we can continue working with our components all we need to define a component is again make it a struct and make it Implement I component data that's it this is now a dots component and now inside this we can place whatever that we want to store inside of this component for example for some kind of move speed component let's just sry float for the move speed value so we literally do just this so public float and call it value that's it also by the way if you're a regular on my channel you might have heard me talk a lot about clean coat principles and the main one is how you should never make everything public usually I tell you to always make it private and then expose it with some kind of field like float get value and over here you would return the value this gives you a lot more control as to how your fields are accessed so that's how I usually recommend you do it however ECS is a very different thing that oriented design is very different from object oriented programming for example components in ECS these are not meant to have any functions at all these are just meant to store data just Fields just data so you are really not supposed to have any kind of functions inside of your component technically you can do it the compiler won't stop you but you really should not put any functions inside of your components the general idea of ECS is you have entities which are really just IDs then you have components and those should only store data and nothing else and then you have systems which are the things that actually do some work do some Logic on that data so since that components are really just meant to be simple data containers if so then makes sense for them to just have their data directly exposed so making it public this makes sense in dots World in ECS world when working with normal game objects I definitely encourage you to keep those same clean code principles in mind when working with Mod behaviors always minimize access as much as possible but over here in the world of Dos in the world of ECS go ahead and expose your Fields by making them directly public okay so here we have defined our component the component is called move speed and inside we just have a value field of a float so let's just go ahead and save this and wait for Unity to compile however now if we inspect our entity if over here we click on the unit and look at the runtime component and nope it still does not exist The Entity does not exist because again it's completely empty so this entity would not have any component naturally it did not magically get our newly created component added so the question is how do we add a component onto an entity so one way is through code we can just call a function to add a component onto an entity we're going to do that later on many times but once again we can really just use the baking process so like we already saw for the default components how those get used as normal game object components and then that get converted get baked into dots components that is all the baking logic and we can also Implement baking Logic for our own custom components that way we can keep building our objects using normal game object components and then have them be baked into dots components so way we do that is with a mono Behavior component so on these scripts let's right click go ahead and create let's create a new mono Behavior script and now for the name a nice convention is to name it just like the components so move speed and then simply append the word authoring onto it so move speed authoring so yep just like this here is the normal monob behavior component the standard thing that I'm sure you're very used to now here we can add whatever fields we want to have in our mon Behavior component in this case since in our move speed component in this one we expose some kind of value let's do the exact same thing so over here on this one let's also expose a public float value however again let me mention this is not a requirement like we saw in the previous lecture you can have one authoring component that gets baked into multiple different dots components so your components do not have to have the exact same field it all depends on what you're trying to do in this case we do want to easily Define the move speed value in the authoring component and use the exact same thing in the dots component sa here on the mon behavioral let's find find the same public float value okay let's go ahead and save this wait for un to compile then let's select our unit and in the inspector let's put it back into authoring mode and let's just drag our move speed authoring component so just the same as any authoring component however just like this we still don't have any baking we can see down here the empti baking preview that one is still empty we have created a dots component and we have created a mono Behavior authoring component but those two are still completely separate things there is no connection the way we Define that connection or rather the way that we Define the baking logic is with a baking class so here inside of our mon Behavior inside let's define a nested class let's make a public class now we can name it whatever we want I like to name it just Baker and then the very important part is let's extend and let's extend the baker class and this one right here the one inside the unity. enti namespace so make sure you add that one on top and this one takes in generics and the generic type should be what type we want to bake which in this case we want to bake this type the move speed authoring so let's go ahead and put it like this so yep here we have a baker class which extends this Baker class now the important thing is over here on the type that you use inside the baker generic it is the authoring class it is not the dots component it is not this one it is the authoring component okay great and also like I said for the name you can call it whatever you want you can use whatever word you want here it doesn't really matter it does not have to be called Baker but I think that makes quite a bit of sense and also technically it does not have to be an N class we can put it down here and everything works the same but again I think it makes sense since it is related directly to this component it makes sense to place it directly in here so with this we have defined our Baker and we can see we have an error basically we need to implement this bake method so let's do that and actually we can use Visual Studio to help us we can place the cursor on top of the error then use the quick action to implement the abstract class and if there you go it writes the code automatically if you're not using visual studio or you don't have these kind of quick actions you can just manually write this function so we've got a public override void we're going to override the bake function and this one is going to take in a parameter of the exact same type as our authoring component okay so now we need to implement this function now this function this one is going to run during the baking process and in this function we do have an access to our authoring object meaning this is where you can grab this component which in itself has all the data that we want to expose and we can convert this into our regular dots component and in order to add our dots component we use the add component function and this one takes in an entity parameter so the way we get our baked entity is with another function so let's call get entity this one one takes in a parameter for our transform usage Flags now this is a really nice optimization thing it has to do with whether we want the baked entity to have a transform component or not like we saw a while ago if we were to remove the Box component then the baked entity would not have a local transform component that's an optimization thing so here for the transform usage Flags we have a bunch of options for example if our entity never moves and does not have any kind of concept of a worm position like for example let's say if it's an inventory container if so then we can just select none and it will not have any dots transform components or if the entity does have a worm position but will never move like for example static visual objects placed in the world for that one we can use renderable in doing so it will have a matrix component in order to be able to render but will not have a local transform since again it will never move so if you want maximum performance definitely choose the most restrictive usage Flags you have here but in most cases you probably want your object to be able to move so in this case let's go ahead and choose Dynamic this means this entity which in this case is going to be our unit this one will have all the transform components which means it can have a worm position it can move rotate scale and so on so y this function will now return our baked entity and now using that entity we can then add some components and specifically in this case we want to add our move speed components over here just new move speed and let's add this component yeah that's it we are adding it but we also want to assign the value in there so instead of adding it like this instead of constructing using the parameterless Constructor instead let's just open in C the curly braces and then in here we can set the value so this is the value inside of move speed we can grab the value from the authoring component so let's go inside the authoring component and grab the same value okay so yep that's really it so basically this function is going to run during the bake process in doing so it will create an entity that has the dots transform components and then it will add a component onto that entity and the component we're going to add is our custom move speed component and that component will be initialized with the value field on exactly the same as we have in our authoring value field so that's it let's save just wait for it to compile and now here in the editor let's make sure the inspector is on authoring mode and over here let's set the value speed again on the authoring component so the mono Behavior component let's set it to some number like let's say 56 and yep now let's go swap the inspector into runtime mode and sometimes this bug happens so this en does exist but for some reason this bug happens if it happens very simple just deselect and reselect the unit and Y there you go now it does show and if we scroll down here yep we do see it does have our custom do moveth speed component and yep the value does match exactly the one that we set in the mono Behavior component all right awesome so basally we created a brand new component type called move speed it implements I component data meaning this is a dots component then we also create an authoring component this is a normal mon Behavior component we attach that normal mon Behavior component onto our normal game object then we wrote the bake logic in order to convert the authoring component into a dots component and if the final result is that our B baked entity does have our custom dots component with exactly the data that we want so yep everything worked perfectly now that everything is working let's just do one more thing so right now we have two scripts the move speed and the move speed authoring this works as you can see but in order to not end up with literally hundreds of fils in our project with a ton of duplication in order to not have that we can also just merge both these into just one script to do that let's go ahead and grab our dots components so let me cut this one go onto the authoring component and let's paste it right down here now let's go ahead and save both these files and unity wait for it to compile and let's delete the move speed okay up like this let's make sure everything s works and yep the unit does still have the dots component and on the authoring yep does have the authoring component so this works but now we have just one file and this one file contains both the authoring component the baker logic and the dots component so this makes it quite a bit easier to work with everything is just in one place very easy to work with also let me make just one quick note here in order to make this work then the name of the file here the file name itself this one has to be named just like the monob behavior component if you were to name this file just move speed it will not work in order to use this authoring component as a regular actual mon Behavior component in order to use that and be able to attach to some kind of unit then the file name does need to match whatever class is inside of it so in order to use this method of putting everything in just one file just make sure the file name itself does match the authoring component so y down here we have our dots component then we have the authoring component and inside we have the nested Baker class which bakes our authoring component onto our dots component this is the standard format that I'll be following throughout this course when making components dots component authoring component Baker class and so on Also let's keep our project nice and organized we're going to end up with tons of scripts that's one thing about dots you do end up with quite a lot more files than with object-oriented programming so in order to make sure this does not become very messy let's make things nice and organized so inside the scripts folder let's right click let's create a brand new folder and call it authoring and this is going to be where we place all our authoring components let's just verify again that everything is working let's set on play mode Let's select the unit yep it does have the component with whatever value we want then go into runtime any y it does have the move speed component the dots component okay great all right so by now we have already learned how to create entities by placing game object inside a subscene and letting the baking process do its thing we also learned how to create a custom dots component and how to create the authoring component that bakes game object data into dots data so we've already learned both the E and C in ECS the entities and components now what's left is the s for systems so let's learn about that in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to learn how to write our first system to make our unit move this requires us to learn how to do entty queries we're going to first just move a transform and then later on do it using physics okay so far we have our move speed component it stores a field for the actual value that we're going to move we have implement the baking system and attach the authoring component to the game object so the final entity is going to be baked with our component and with the correct value but so far it's not doing anything if I head on play then obviously nothing happens so going back to how ECS Works entities are just IDs components store data and systems are what the logic on that data so let's make a system to move our unit so here in Project files again let's keep things nice and organized so inside the scripts folder let's make another sub folder this going to be for our systems and now inside the systems folder right click let's go into create let's go down under entities and now let's make this one an i system for the name let's call it unit mover system and let's open by the way personally as a rule I like to append system to the name of my systems you don't have to it's not a requirement I just find it helpful to easily be able to identify what types are systems okay so here we have our default system now once again dots has some very specific requirements so first of all we need to implement I system this interface has a bunch of functions this one also needs to be marked as a struct not a class and importantly this one needs to be marked as partial now if you're not familiar with the partial keyword basically this is how you can define a type in multiple files so you can Define part of the class or the struct in one file and then another file Define another part the way dots works is very much based on Source generation meaning you write some code but then the system autog generates a ton more code in the background to make everything work that's how despite dots actually being so complex it is not that difficult to use it is because a lot of the tricky code is actually autogenerated but here the important thing is these requirements Implement I system make it struct and make it partial also let me make one quick mention ECS actually has two different system types we have our I system but then there's also system base now difference between these two is system base meant for managed systems and I system is meant for unmanaged or put in another way is system is meant for structs and system base is a class now in general you should prefer I system as much as possible basically because it won't be bur compatible and much much faster in this course I actually don't think we're ever going to be using system base just because whenever we want to do something that use lots of manage data we're actually just going to make it using a normal mono Behavior so in general don't really worry too much about system base just know that it exists but for the most part we're going to be using I system okay so here we have our system and as you can see we have our three function by default on create on update and on Destroy so their names are pretty self-explanatory on create is going to run just once when the system is created then on update this one is going to run on every single update pretty much like a regular monob Behavior update and finally on Destroy This one is going to run when the system is destroyed now in terms of life cycle for systems by default systems will automatically be created and destroyed so you don't actually need to worry about manually doing this as soon as we play the game the automatic bootstrapper will handle all that it will automatically create all the systems and handle all that logic so we don't have to manually initialize it in any way we don't need to add it to any entity any object just by existing just by implementing I system it will automatically be registered with the automatic boot Sy and these functions are also optional so for example to keep things simple let's actually delete the oncreate and the on Destroy since we're actually not going to be needing these right now right now all we want is the basic on update also you might notice the burst compile attribute over here going to talk about burst in a little more detail in a future lecture when we work on the job system but basically by adding this attribute over here by doing this we are enabling burst compil directly on this function meaning it's going to use burst which can make it super fast again this becomes very important later on and I'm going to cover it in a few lectures but for now just leave it on just like this now the goal with this system our goal is to move our unit so if we go back to the theory behind dots the reason why it is so fast is because of memory management how it packs memory tightly together for all the components that way makes it super simple to use cycle through thousands of components and the way we're going to run our system logic is with a querying meaning we Define all the components that we want to run that query and then the code will automatically cycle through all the entities that match all of those components here in the code the way we Define a query is pretty simple we just use system api. query this one takes in generics and the generic parameters over here is going to be where we Define all the component types that we want to query for so in this case we want to move our units so to move them we're going to need the transform so the dots transform which is actually called local transform and this one exists inside unity. transforms and just with this we should be able to to move them so this is our query and this function over here this one returns an inumerable meaning the way we cycle through all the entities that match this query is by putting this code inside a 4 each so let's do a 4 each and for the parameter it is going to be of the type of the components that we're grabbing so local transform call it local transform in our query and yeah just like this now any code that we write inside of here all of this is going to run for every single entity that matches this query however it's not actually like this this code will not actually run properly once again it's due to how structs work they are value types meaning they work as copies so if we just use this code and we modified something inside this local transform variable if we did we would only be modifying the local copy and not the original data in memory so the unit wouldn't really move so because of that over here in our query we never write just the component type directly instead we have a helper class that essentially kind of transforms the stru into some kind of reference type so that type is called refr and this one takes in a generic for the actual type that we want to cycle through so you have to put refr W in there in the query and also over here on the iterator Y just like this so ref really just means this going to act as a reference even though again even though the underlying component this one is a struct by using this one we are essentially turning that struct into a reference so as we modify things inside of this variable we're actually going to modify the actual data and then RW that really just stands for read write meaning we can read this component or we can write to it it and the other alternative is we have ref R this one stands for read only meaning with this one we can only read from this we cannot write to it so now you might be asking why would you ever limit yourself to read only if you can read and write and the answer is this will actually become super important later on when we work with the job system meaning when we have code that runs in parallel on multiple threads I will explain more when we get there but the general idea is you can only write to something from a single thread whereas you can read that concurrent ly from multiple threads so for example if we have aund entities and we're running some job that reads thata on all those entities then we can have for example 10 threads all reading data at the exact same time whereas if we are using a refr W for read and write if so in that case then all those entities could only be processed in a single thread because you cannot have multiple threads right to the same data at the same time so in general you should only request the level of access that you absolutely need basically the more ref Ros you have the better the more refos you have the more parallelized your code will be so if you only need to read something definitely make it a refl but if you need to read and write then go ahead and make it ref R dou in this case we are trying to make the unit move meaning we're actually going to need to write a brand new position so because of that let's go ahead and use ref RW okay so yep here we have our nice system with our query and now like I said the code inside of this for each this will run for every single entity in our world that has a local transform component and just quickly let me make one more note on multi-threading right now this code is not multi-thread at all this for each will just run on the main thread no matter how many entities we have so if we have a th000 entities then this for each will run through all of those thousand entities on the main thread one by one making something in I system and writing a 4 in that by itself does not make it multi-thread by default we're only going to make this code multi-threaded when we Implement jobs in a few lectures so I just want to very quickly point that out okay so here we have our 4 in now like I said this will cycle through all the entities that have a local trans component and now inside of here we can do whatever we want to this local transform so as a quick test let's just move everything to the right so let's access the local transform and now inside we have two nice properties we have the value R and the value RW again same thing read only or read WR in this case we want to write to the position so let's grab the RW and we're going to write onto the position so let's modify this field let's put the position equals and they going to move right so let's grab the current position so local transform right now we just want to read so let's grab the value R to grab the current position and now we want to move it on to the right so let's just add a new flow three onto it and by the way FL three this is a special type that is part of the unity. mathematics Library so let's go up here at using unity. mathematics and over here we can define a new FL three this mathematics library is what I mentioned a while ago on how it's super fast and specifically designed for dots and burst so this float three over here this one is basically a vector 3 meaning inside we have floats for x y and z so really just like effector 3 so in order to move it on to the right for this let's construct a brand new float let's put it one on the X to move right zero on the Y and zero on the Zed and yep so we add this onto our position and we save the brand new position so just like this this will move to the right by one unit except as I'm sure you know when moving anything you want the movement to be frame rate independent so over here let's make sure to multiply by time. Delta time however again dots also has a special time. Delta time we should not use the default one this one for the standard Unity engine we want the one that exists in the dots world not the game object world so instead of time. time we go through the system API go through this class access time and finally Delta time so yep just like this okay so here are code is done so we have a 4 in doing a query on everything that has a local transform and this code inside of here is going to run on every single entity that has a local transform component it is going to grab that one and set it to basically the same thing moving right by one unit okay so let's go ahead and save and let's test so hit on play any your PR wait does work there's the unit constantly moving right all right awesome except it's actually not entirely awesome so this is working our unit is moving but it's actually not just our unit as test over here on the hierarchy let's go inside the subscene and let's construct a brand new let's say Cube let's create a cube and let's put it over there okay so we have our unit and we have a cube and now if we hit on play and you have look at that both the unit and the cube both of them are moving right and not only that but actually the child mesh object that one is also moving right that is why the unit seems to be moving at Double the speed as that one so basically everything is moving right now this is actually a key point about dots it's how systems do not care what a certain entity represents the system does not care does not know that this is a unit and this is a cube it does not know any of that if an entity has components that match the query then the system will run Logic on that entity so basically how you define whether something is a unit or a rock or something like that the way you define that is by adding components onto it by the way there's also a systems entities window so if we go up here on the menu let's go into window down into entities and open up the systems window and Y this one over here is going to show all the systems that run all the time so let's go ahead and head on play in order to see these in action so let's head on play and now if we find yep here is our unit mover system and over here under nty count we can see three meaning our system is being applied to three entities so that's the cube that's the parent game object that's the parent entity and the child entity with visual mesh so naturally this isn't what we want we want to just apply the movement onto the unit so over here this should be saying one this systems window is sometimes useful so let's leave it open let's just put it over here next to the console okay great so now let's figure out how to make our movement apply just to The Entity that we want in this case that's actually going to be super simple we can just add another component to our query that only exists on the unit so we can just use the move speed component that we already created this one only exists on the unit and only on the unit parent object so that one should perfectly Target just the unit over here in the code let's add some more components over here into our query and the way we do is very simple just add a comma and then another type this case we want the move speed component again importantly it's a move speed not the move speed authoring nope over here we're working in the dots world so we want the dots component and again we need to Define either refr W or refl in this case we only want to read the speed from it so let's use ref rro just for reading so we add it over here and then also need to add it over here on the first parameters and when we have more than one we need to put this inside parentheses so let's open parentheses over here close them over there then do a comma and add the move speed component also for readability I like to add some new lines so add new line for every single component then new line over here on the end and then on the query components and Y just like this it is nice and readable so we are doing a query with local transform and move speed and importantly is this is an and operation meaning our query over here it is going to be looking for entities that have both of these components they need to have a local transform and a move site component in order to run this code but at the same time it is not an exact match meaning it can have more components than just these two it just needs to have at least both of these also after the query after we open and close the parenthesis afterwards we can add a bunch more options we can type with and we can see all kinds of things for example we can use with none in order to specify this should only run on entities that do not have the falling components we can use with disable this will make it included include enable components that are disabled and so on as you can see we have tons of options we're going to use these a bunch later on to make some more complex queries but for now let's keep it simple we just want these two components local transform and move speed since our unit is the only thing that has both these then this should only run on the unit also one quick note in terms of syntax so you can write code like this this is personally what I prefer to be very explicit with exactly everything single type however if you like if you prefer you can also just use VAR so just type in VAR before that par and then over here do not Define the type just Define the names just like this and Yep this is valid code this is valid syntax this works exactly the same Some people prefer this Unity actually uses VAR a lot in their own documentation now personally I am not a fan of VAR I like my code to be as explicit as possible so there are no questions I want to be very very clear on what type my variables are but again that's really just a personal preference kind of thing so if you do like VAR then you can definitely write your code just like this but I won't be sticking with my preferred method of being more explicit by defining all the types exactly okay so far so good so we have our query and the query is going to run on entities that have both of these components now let's just use the move speed value directly in our logic so instead of moving right by one unit instead of that let's read the value so let's go inside the move speed go inside the value Arrow because we only want to read it and let's grab the value field inside of it so yep just like this let's go ahead and save and back here in unity let's modify the authoring component and make it can move at a speed of maybe five okay now let's hit on play C and Y there it is now our system is only applying to that unit it is not applying to the cube it is not applying to the Chann MH anything now it is only running exactly on the thing that we want so it is only running on the entity that has both a local transform and a move speed component by the way we can also edit this value in real time so over here I can click and drag to modify it and yep it does work and also if we're in the other inspector so let's go in runtime mode so here is all of the components move speed and I can also play with this and yep all the changes work now this is another example of dots data oriented design and action we can very easily modify the data and then by doing that when these systems run Logic on this data it will then have a different behavior all right great so here our unit does move towards the target we've achieved Movement by directly moving the transform but to make the game feel a little bit more interesting we're actually going to want to use physics in order to move this unit so let's add that in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to learn how to move our unit using physics this is going to be quite easy actually thanks to how Unity handles the built-in physics components by default okay so here's what we have so far the unit is constantly moving so it has a component for the move speed it has a system called the unit mover system and it is moving the unit so that's it very simple except right now it is only moving by moving the transform directly we want the unit to be able to interact with other objects so let's make it using physics but before we Implement physics let's just add one tiny thing so over here right now the unit is moving but it looks a bit odd as it's facing forward and moving left so let's make it rotate towards the move Direction so here we are in our unit mover system okay we have the local transform our move speed component okay great so in order to rotate towards that direction first of all let's actually calculate the move Direction Vector so we have a float for a move Direction Vector actually this is a float three which again is pretty much the equivalent of a vector 3 it's just in the special mathematics Library so that one first of all requires the target position so let's actually Define it as opposed to over here we're just moving right or actually just moving towards the move speed so let's define a Flo three for the Target position this target Position will eventually be an actual proper position like for example the mouse position or whatever position we tell this unit to go to but for now again let's just make it move to the right so Target position just go into the local transform onto the value r o just for reading let's grab the position and add a new FL three and just go to the right by 10 units okay so this is our Target position and in Direction some super simple math so just Target minus the current position so that's the local transform do value Ro for reading and let's grab the current position so this calculates our move Direction Vector except again as I'm sure you know when it comes to Vector math over here this Vector will not be normalized so let's make sure to normalize it to set the magnitude to just one when working with the normal Vector 3 usually you can just call do normalize but over here this one does not have that so normalizing a vector in the new mathematics library for that one you assign the vector go inside the math class again this is the one inside unity. mathematics inside of this one there is a normalized function so this one takes in a parameter so we pass in our move Direction and it Returns the move Direction but normalized okay so yep so with this we have our move Direction and then let's just use it over here so instead of recalculating the direction as well let's just set the position and let's do position plus equals let's add on to the position let's move towards the move Direction multiplied by the move speed let's grab the value R for reading and let's grab the move speed value and then finally the time. time okay so yep just like this we should be doing the exact same thing so really just moving right let's just quickly verify in order to actually make it move right let's make sure that the move speed component does have a positive value otherwise if it has a negative speed then naturally it's going to move to the left side so let's select our entity inside our subscene and let's go into our authoring component over here just make sure that some like three okay let's test and if there it is unit moving right okay great now let's add the rotation so adding the rotation when we have move Direction This is actually surprisingly simple on the local transform that we've been using on there we have the position but then we also have a rotation we have a rotation as well as a bunch of functions to rotate by a certain amount in this case we want to set the rotation to something now in this case this rotation field this one is a Quan and again note how it's quion written like this it's on lower case not uppercase this is the mathematics Quan so to get a quan for this move Direction it's actually surprisingly simple we can go inside the Quan class and then we can use the function L rotation this one takes a forward rotation so let's pass in our movement Direction and then an up Vector so here we can just do new flow 3 0 1 0 so this is our move vector or we can actually use a constant and the constant is going to be the math. up and this is actually a function this will return the exact same thing 0 1 Z and yep like this it should work okay so with this let's do a quick test also one thing definitely make sure that you have the chall object definitely make sure this one is EXA like this everything on zero it should be on position 0 0 0 rotation 0 0 0 if you do like this it should point in the right direction but if you apply some kind of rotation here then it won't point exactly so make sure all of these are on zero and let's it on play and Y it does work look at that there's our unit moving right and facing right all right awesome okay so now we have achieved our Movement by just moving the transform but to make the game a little bit more fun we want to use physics we want our characters to be able to interact with other physics objects so let's do exactly that as usual let's set up our unit over here with normal components so let's select the Parent Game object and this one over here let's give the unit to shape so let's give it a regular capsule collider then let's set up the settings we can see over here on the scene view so let's make it a little bit higher so with a height of two for the radius .5 yep that looks good and let's just lift it up a little bit so it doesn't touch the FL let's say 1.1 okay yep so there's our unit collor and again just like this just by attaching a caps collor just this will automatically convert into dots physics we can already see down here yep the unity. physics. physical this one will be add so with this we have a collider and then for actually using physics we also need a rigid body so let's add that one a rigid body and again just by adding it add a bunch of bait components down here then for the ridge body settings over here for the interpolate we want it to be nice and smooth so let's make it interpolate then we don't want this unit to fall down so let's make sure to disable gravity and over here on the constraints our unit should really only move on the X Z axis so let's freeze them on y we don't want them to move up or down and same thing for the rotation since we're going to rotate them manually okay great so that's our setup again using normal game object components and if we put the inspector over there into runtime mode and up here we do see all of the various components now our goal like I said is to move this unit using physics meaning for move it we actually want to modify the velocity and yep we can see it right here this is the component we want to modify the physics velocity this one has a linear for the linear velocity and angular that affects rotation so instead of manually moving transform we want to be able to set this linear field directly inside the physics velocity so back in code here in order to be able to modify the component we just need to add it over here in our query so let's add another one in this case we want to modify it so let's make it a ref RW and call it the physics velocity and yep it is this one again inside unity. physics let's make sure to add this name space so Yep this is the component that we want and let's also add it up here so you've got the refr physics velocity physics velocity okay yep so we added a new component to our query and now down here for the rotation we still handle it normally but for the movement instead of moving the transform directly instead of that let's go inside of this one let's go inside value r w because we want to write to it and we're going to modify that linear field and linear velocity this one is going to be set to our move Direction multiplied by our move speed so move speed let's grab it just for reading and let's grab the value and yep that's it again here make sure to not include time. Delta time here this is really just setting velocity is not actually moving the object then the physics system afterwards they will't apply the time. Delta time or actually the fix Delta time and that is what actually moves the object so make sure you don't included over here and also since our units are going to collide with each other that's actually going to mess things up and actually trigger some rotation later on we're going to implement some proper collision avoidance logic but for now while that is still going to have tons of collisions we don't want it to completely break everything so let's make them not rotate so here let's make sure even though we freeze the rotation even with that it will still rotate if it forces some collisions so let's manually just set the angle velocity into zero so we can just go inside flow 3 and access flow 3.0 okay yep just like this should work so instead of modifying the local transform position instead of that we are just assigning a velocity so let's save and now let's test any if there this unit is still moving exactly as intended except now it is doing so using physics now we can actually verify that so in our scene let's set some objects so inside the nty subscene I'm going to add a bunch of Cubes so let's construct a brand new Cube by the way you don't need to follow this part this is really just for testing just make sure that all of this is working so I'm just going to place a bunch of Cubes place them like this one over here one over here then place a bunch more on top and a bunch more on top and for all of these let's also add a rigid body component just make sure they fall down rigid body just like this okay so with this we have a bunch of Cubes our unit is going to go right and should interact directly with those cubes so let's try and test except nope that didn't actually work the cubes fell down and fell down through the ground and actually that makes this an excellent time to mention how dots physics and game object physics those are completely separate those are two completely different worlds that do not interact with one another these cubes that we just created these are placed inside a subscene meaning these are going to be converted into entities they're going to be using dots physics but the ground this one is still a normal game object outside of the subscene meaning this one is using just normal game object physics so that is why the cubes went through the ground that is because they are working on completely different physics systems it's as if for the cubes the ground does not exist and it's as if for the ground the cubes do not exist because again both physics were like completely disconnected now in order to see this work is actually very simple let's just drag the ground directly inside the sub scene and now they should all be baked into dots physics so now let's test and okay yep they stay there the unit goes and if there you go the unit does move and does interact with those cubes all right awesome okay so here we are using dots physics the unit moves it goes through interacts with those objects and everything works great and again remember how dots physics and game object physics those are two completely separate worlds so let's revert what we did for this testing let's put the ground back outside and let's delete all of our testing cubes yep just like this okay so here we set up our unit mover system which is a query for some components that match exactly what our unit has then it used that to move that unit we saw how to do it by moving a transform directly and then by moving it using physics however right now our unit is moving to a fix point it is constantly moving to the right so let's Implement some Logic for making move towards the mouse position so let's do that in the next lecture all right quick information I just want to ask you how are you getting with dots does the concept of entities components and systems does that make sense what about the baking system are you finding it relatively easy to write code in a data oriented mindset dots is a very new technology and I tried as hard as I can to make the course have a really nice smooth learning curve so I want to hear from you if you are managing to learn everything correctly I found that during my own research once I started understanding the core concept behind dots everything suddenly became much much easier nowadays after all my research after learning a ton now I can very easily picture a new system in my head and already think about all the components and how do I organize them in order to make whatever I want to do so do let me know in the comments your thoughts so far feel free to post any questions you have and I'll do my best to help so pause the video to do that and then let's continue on to the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to learn how to get the mouse wor position so we can tell our unit to move there we're also going to learn about one very important topic which is deciding what system should be using dots and which should be normal Modo behaviors all right so let's get our Mouse R position now how to do this is actually quite simple in technical terms the more interesting part in this case is where do we write this code now when I was first researching and making the prototype for this course I started by making it a normal IE system using dots and it did work I had some logic working on a system I would store the mouse position in a component and read from it from various other systems then I added the selection Logic on top of it and again I got it all working with dots but the whole process was definitely becoming needlessly confusing and very convoluted so that's when I remembered how you don't have to build everything using dots always remember how you don't have to go 100% dots or 100% game objects you should mix them and use the right tool for the right job so the rough general rule that I came up with is actually quite simple for things that are not performance critical or simply don't run all the time or only run on a single object so things like Mouse R position or the unit selection manager or the resource manager inventory and so on for those write them as normal monab behavior scripts and then for things that do require maximum performance or impact lots of objects like for example moving units for that do use dots so that's a rough guideline that we're going to follow throughout this course following that makes things quite a bit simpler and makes it easier to decide when should something be dots or a mono Behavior so with that said let's make our normal Mouse position script we're going to make a normal script so let's go inside the script folder let's actually make another folder for the mono behaviors and let's right click inside of that one make it a normal mod Behavior script and let's call it the mouse World position then as always let's make a normal game object to run it so an empty game object with the exact same name again outside of the subscene this is a normal game object let's attach the script onto it let's reset transform put everything nice and clean and open it okay so now here let's use some super simple mouse worm position logic now there are various ways we can do this we can either use physics or not use physics so let's do the similar approach without physics first let's make a function so make it public so that everything can get this we're going to return a vector 3 and let's call it get position so this will return the mouse WR position now in here let's begin by constructing a ray from the camera so we can access camera. main this is going to be our main camera and from there we can call the function screen point to Ray this one basically takes in a screen position and converts it onto a ray object and for the screen position we can get the mouse screen position by using input. Mouse position also by the way here using input. Mouse position here we are using the input manager instead of the input system now if you're seeing some kind of error in the code here that is probably because you don't have input manager enabled although if you downloaded the exact same project files it should already be set up correctly but if not let me just show you let me just return something just so this one doesn't throw an error so just return that okay let's save so here in the editor you can go into edit then go into project settings then on the left side let's go over here onto the player tab then scroll down inside the other settings tab and if you scroll down down here we should be able to see yep the active input handling and over here you can select use the input manager or the input system or you can select to use both personally I really like using both the input system is really awesome but also quite a bit more complex whereas the input manager is super easy to use so while you can write the same logic using the input system personally I really like the input manager just for its Simplicity and of course always remember you can always refactor your code so this is actually how I normally build all my games I start off with the simplest approach possible and then later on eventually I refactor it so in order to be do that let's make sure both are enabled which again should already be done by default so back to our code here so we have this and this one is going to return a camera ray object let's actually name this mouse camera ray so it's going to be a ray that starts from the mouse position and is pointing directly as the camera is pointing so now with this we just need to know where does this Ray intersect our game plan so for that let's construct a plane like using the plane class to Def find a new plane construct a brand new plane this one takes in a normal and the origin so for normal let's use Vector 3. up we want the plane to be facing upwards and for the origin Vector 3.0 okay that's our plane and now with this we can simply do a ray cast against this plane so let's go inside the plane do a ray cast using our Mouse camera ray then this is going to return whatever distance we hit so let's return out float and just call it distance this one is also going to return a bullion whether it hits something it should always hit something but let's put it inside n then if it hits something then we can simply go inside the mouse cam array and we call call get point this one basically returns a position within along this Ray axis at a certain distance so let's just use our distance and Y this going to be the mouse World position and if it doesn't hit which should never happen it should always hit something because the camera is always going to be pointed slightly downwards but still just make sure this code compounds if not let's return Vector 3.0 okay that's it pretty simple we construct a ray object starting from the camera and using the input Mouse position that's the screen Mouse position then we construct a plane directly on 0000 pointing upwards we do a recast against that plane and we get the position so this should be working let's do a quick test up here and let's do an update just for testing so private void update on update let's just do a debug down log on this get position okay that's it let's test okay so here we are and we can see the log and right around here is around the origin and yep we do see down there the position it is close to 0 0 as I move to the right yep it is increasing on the X and on the Zed and as I move over here lowering on the X not Z so yep everything does look perfect all right great so here we have one method for doing this this is just using math just math no physics nothing like that this is really great and really simple if you have a flat game plane like we're going to have in this game but for example if you wanted to use a non-uniform Terrain mesh with different heights if so then using physics would be a better method the way you do that is actually quite simple it's very similar to this you would go inside physics and do a ray cast this one takes an array as well so we can use the same Mouse camera ray and then we can use this version of the function that just returns a out Ray cast hit for the ray cast hit this one also returns a bing so if it is true that means it is going to hit something and if it h something then we just return the rast hit go inside it and access the point this is going to be the position where it actually hits then if you want you could also add an external layer mask so you could use this version with the layer mask and use that to make sure it only hits the terrain collider and with that then Yep this would be working exactly the same but using physics so dep depending on what game you're making you have two options you can use physics or not use physics now in this case our games actually going to have a flat play area so for that we can just use a simpler just math based method and yep that's it here we have a nice function that returns our Mouse wor position now let's actually use it let's get rid of our testing update over here and now on the unit mover system over here instead of constantly moving to the right over here we want to move towards the mouse position so here let's grab the mouse position and in order to make it easy to access let's actually make the MOs one position a Singleton so back in this class let's make the standard thing for making this a Singleton now since this is an intermediate course I'm assuming you already know what exactly is a Singleton basically it's a super easy way to access a global reference of which there exists only one of them so here we can just make a public static of the Type M position let's call it instance make it a property with a public get and a private set then we just implement the normal awake for our mon behavior and on awake set the instance equals this okay that's really it now we can easily access this instance and through there then we can call this function so let's go back over here onto our unit M script and when getting the target position let's go inside the mouse position access the static instance and call get position and you just like this unit should be going towards the mouse position let's make sure to save both files wait for Unity to compile however after we compile we actually see an interesting error over here on the console this is a burst error it is telling us we cannot use burst inside of this function because inside it we are calling a managed function we are calling our M position. get instance once again when using burst we cannot access any managed data so this is why you have to be careful when not using just structs if you don't you get this issue which means the code will still compile we can head on play and it will work but it will not compile using burst meaning the code will still run just slower now right now in this example we can really just ignore this error since later on we're going to get the target position in a different way but this is a great reminder of the limitations on burst and when working with dots don't get too scared if you see some burst errors because again they don't s compilation they're really just warning to make sure that you know that burst is not working so your code is not running as fast as it could be but in this case should be working fine so let's test click on play and if there it is there's our unit moving and it is indeed moving towards the mouse so I place the mouse wherever and the unit goes perfectly towards the mouse all right awesome so everything is working perfectly but two things first of all the unit is going towards the target all the time now usually in an RTS game you want to be able to actually control it it should really only move towards the mouse position when I click on it and secondly the rotation is way too Snappy it rotates to the Target position 100% instantly we want to make it look good so let's make it smoothly rotate instead of being such an instant thing doing that is actually quite easy so over here in our unit mover system we are setting the rotation and we are setting it directly to the final rotation if we want to add some interpolation we can actually use the slurp function there's a function for it inside the math Library again that is the normal math library inside of this one we have a slurp again do not confuse that with the math F Library it is not that one it is the math Library so here we have slurp and slurp by the way means spherical interp so basically interpolates from one rotation into another one so we can use it to very easily smooth out our rotation this one takes a starting quion an ending Quan and then a time so for the start that is going to be our current rotation so let's go inside the local transform let's read our current rotation then for the Target position that is going to be the one that we are calculating here and finally we have the T for the time in this case we can just use D time multiplied by some rotation speed so system api. time. time multiplied and let's find up here some kind of rotation speed let's put it some like 10f and use it like this so then we assign our rotation into this okay that should do it and this should now make the rotation nice and smooth so let's test okay there's the unit and yep as I move the mouse even if I move really quickly the unit still moves at a relatively nice smooth Pace okay great so now to solve the other problem we only want it to move when we click for that we're going to need two things we need to store the target position instead of setting a new one every single time and we're also going to need to test for a click that is actually going to be an interesting challenge so let's do that in the next lecture hello and welcome I'm your kmy in this lecture we're going to learn how to get the unit to move to the mouse position but only when we click this requires refactoring our component and creating another non do script okay so here we have our unit rotating and moving towards the mouse position but we wanted to only move on Mouse click not all the time so let's solve that and for that we're basically going to need two things so we need to sore the target position instead of setting a new one every time and we also need to test for a mouse click now first for storing the target position as always in dots you store thata in components so let's actually refactor this move speed component to include a bit more data than just move speed let's rename this so we can right click directly on top of the symbol and let's click on rename which will automatically rename everything so let's rename this instead of move speed just call it unit mover so this is our unit mover component so rename that one and let's also rename the authoring component so let's rename it and this one is going to be the unit mover authoring okay so yep everything has a different name and now the unit mover system this one is also using the unit mover let's just rename this one over here so unit mover so yep that field has been renamed unit mover has been renamed and over here we're not using it okay so far so good then back in unity make sure the file itself did change it should be called Unit mover authoring and if we go inside the unit itself yep it should still have it and if we hit on play yep everything should still move okay great by the way here make sure your unit is not on 0 0 move it just a little bit this is important because otherwise you won't get an issue with the math. normalize if the move direction is 0000 then this one ends up with n not a number and that causes all kinds of issues this will no longer be an issue once we add the stopping logic later on the course but for now just make sure the unit is not on 00 Z so now this one let's add some more data and actually let's also rename this one instead of being value this one is going to be the move speed and same thing on the unit mover authoring move speed then here in unity let's select the unit and make sure that it has a move speed so there I go reset to zero let's put it on five and again play again and yep it still works okay great so now here on the unit mover now we can add whatever extra data we want like for example we can add the rotation speed like previously over here we were using a local variable but it makes more sense for that data that value to be defined over here so let's do a public float for the rotation speed and again let's also Define it on the authoring component so we can pass it in so our rotation speed equals go inside the authoring component and grab the rotation speed then on the unit mover system over here on this one instead of using a local variable instead of that let's use the one that we get from the things so we get the Lo rotation and then for the T we've got time down time multiplied by let's go inside the unit mover component let's read from it so let's access the value our oh and we want the rotation speed okay so now our component should have some more data and if there's our component with rotation speed let's put it a bit faster let's say 15 Let's test and yep it is still rotating with the rotation speed okay great so this working now all that's left is to deal with making sure that it only goes towards the mouse position and only onclick now technically over here on the unit mover system on this one we could add that logic so we could test over here if input. get mouse button down so when the player left clicks if so we can say the position equals the ma position so technically we could do this we could write this directly over here directly inside of the unit mover system this would technically work but then it would also become quite messy one of the main goals of dots is for your systems to be focused on doing just one thing so for this system which is called the unit mover system this one should really only be moving the unit it should not care about giving unit orders it should only move regardless of where that order where that Target position came from so let's make sure this is say focus on just that just moving units not on giving orders for that let's make another script that will basically handle the unit selection giving them orders and again we have the same question we had a while ago so do we make that a normal eye system or do we make it a mono Behavior again going back to General guidelines that I mentioned a while ago basically how you should use normal mod behaviors when we have something that only happens rarely or is not performance critical can only use dots when it's something that involves tons of units or requires tons of performance in this this case for the unit selection at most the player is going to be selecting their units let's say 10 times per second so it is not something that is going to run 60 times per second the logic for unit selection is not performance critical so for this one let's make another regular mono Behavior so let's right click on the mono behaviors create a brand new mono Behavior script for this one let's call it the unit selection manager also as a personal rule I decided to name all the mono Behavior scripts name the all manager and then for the do systems name the all system again not a requirement just a nice convention that I find very useful to follow okay so let's make a game object to run the script so a new empty game object give it the exact same name let's make sure to drag the script and reset the transform and open okay so now here let's make a normal update so private void update so the standard update and now here we do want to test for the right Mouse click and again we're going to be using the input manager so input get mouse button down Mouse button with an index of one that is the right Mouse button so again here we're using the input manager again just for its Simplicity just because it is so simple to use but later on we can refactor this to use the input system okay so here we've got a right Mouse button click and when that happens let's grab the mouse RM position so Vector 3 for Mouse RM position and we just go inside our Mouse worm position class access the static instance and call get position okay great so with this we have the mouse wor position now the goal is to tell our unit to move straight towards this point so this is actually an excellent time to learn how we can interact with the do swirl directly from the game object world we already saw the opposite over here on the unit mover system so this is an i system this is a DOT system but on this one we already manage to interact with a regular game object a regular mon Behavior we just use a static instance in order to access it now in here we want to do the opposite we want to access the dots srl from a mod Behavior script this one is going to be a little bit more complex basically the goal here is to give the unit the target position which means we want to find all the units all the ones that have a unit mover component and set their target position so to do this the first thing we do is create an inty query with all the components that we want to find so it's really the same thing that we have over here we're doing into query for various components so over here and let query for that however we cannot use system. API if we do this query for let's say the unit mover if we do this nope this does not work it says you may not use system API outside of a system basically this system API this really useful class this one can only be used inside of systems so over here since we are outside a system we need to do something a little bit different we need to manually create a query with another method so what we can do we can do construct a brand new entity query Builder Yep this one right here this is how we can build queries now this one takes in a parameter for an allocator and a bit strangely enough it is not exactly this type or the type that we're going to use the one that you should use is called allocator it is this one right here the one that exists inside unity. collections let's go ahead and use this one now allocators are very important they are basically the finding the lifetime for the memory that is going to be used by this object it is very very important that you choose the right allocator so you don't end up with memory leaks over here the main ones you're going to be using are either persistent or temp now for example here if you were to make it persistent then Unity will reserve some memory for this object and then it will keep that memory round until you manually dispose of it so if you were to make something persistent and then you do not dispose of it then over here we would be creating a new object we would be instantiating new memory doing that every single time we press the mouse button that would essentially end up with a memory leak and the game would eventually crash so if we were to use a persistent allocator then we need to make sure to clear the memory but we have other allocators and the important one is over here temp this one is going to be the shortest one this one is going to be automatically disposed at the end of the frame so you don't need to manually dispose this one in general you should always pick the smallest allocation possible it is more performant to make a temp allocation as opposed to a persistent allocation so while technically over here we could use either one we could make it persistent and then dispose of it or alternatively we could make it persistent then cach it inside a field both those options would work but using the super simple temp this one like I said is automatically deallocated so in this case where this code isn't insanely performance heavy for this case using temp makes it work perfectly fine whilst being quite a bit similar so let's go ahead and use the temp allocator okay with this we have created the new anti query Builder and now with this one we can do similar to what we did on the system API query we can add the components that we want this query to include so so let's call the function with all to include all the components that we want to include inside of this NT query in this case we only want to set the unit mover Target so let's just grab the unit mover and if that's it here we have a valid enti query Builder but like name implies this one only Builds an anty quering it is not an inti query itself so after defining all the components that we want to use afterwards let's call the build function and this is what we'll actually create the final in query and this one takes in a parameter for an in manager so this means we need to access the en manager for our world and the way we get that is actually quite simple we can access the world class this one exists inside unity. enties and then inside that one we have the default game object injection World basically dots can have multiple worlds this is how for example dots multiplayer works you have a server world and the client world so in advanced use case you can create multiple worlds and do some really complex things but by default it is always going to have the default game object injection world this is the world that we've been working on so far when we constructed the new subscene inside of our Hier all the objects over there that are going to be baked inside of this one world so we can access this default world and then inside of it we can indeed access the en manager so let's grab the en manager just store it en manager and it's exactly going to be that one and then over here we construct the query with all of our components so we want the unit mover component and we build an inti query and it's going to be the inti query for our inti query all right yep that's it so here we have our final int query that we want to use now all we need to do is really just cycle through it now there are two two made methods for cycling through an nty query if we go inside the nty query inside we see the functions there was one called two entity array like name implies this one will create an array containing all of the entities that match this query it will have the objects of type entity itself or alternatively the other one we have is two component data array this one will return array containing references to a specific data component by the way both of them both this one and the two anray both these will return the same size the anti query does not change so this means that we can actually cycle through one of these arrays and using the same index we can either access the entity or we can access the component data so if you had a query with multiple component types and then you want to cycle through those multiple component types you would just call this function multiple times for each component type you want and then again everything will be on the exact same index now this case we really just want to update the target position on our component so let's use two component dat array and grab the unit mover yep just like this although one very important thing here make sure you're using this function to component dat array not the other one there's also this one two component array this is not the one you want to use this one is meant for working with classes and returns a normal array the one that you want to use is this one two component that array which returns a native array and this one does work with I component so don't make this mistake make sure you use the correct function and yep so this one is going to return a native array of our component type so native array of our unit mover component so let's called the unit mover array and since this one is going to construct an array because that we need to actually input the parameter and again it's going to be our allocator so again same thing that I said a while ago you can use whatever allocator you want but in most cases you probably want to use temp okay so yep so this is going to return array that contains all of our unit mover components and again note how it is not a regular array so it's not a unit mover array like this nope instead we have a native array now this is a type that exists inside unity. collections namespace this is similar to the normal C array but this one is made specifically to work with dots and burst whereas normal C array those are objects so you cannot use those inside a burst you can use native arrays directly in there okay so with this we have our unit mover array now this going to work just like a normal array so let's do a cycle through it let's do a four and I equal Z while I under the unit move array. length i++ and the reason why I'm using a four instead of a 4 in is just in case in the future we want to use that index to go through either the anti array or some other component so okay so with this now we can grab that component so we can grab that one on this index and that is going to be a unit mover unit mover yep here we are reading the component and now let's just s this unit to go towards this position so that means we also need to refactor our unit mover component we need to have some kind of Target position so let's make another field make it a Flo three since this is a position for our Target position and FL three exists inside of the unity. mathematics so let's go ahead and use this one in this case we don't need to add it to the authoring component this one is going to be set manually through code and then over here on the UN mover system instead of defining this target position instead of that let's just go inside the unit mover component read it and read the target position so yep now this unit should be moving towards this target position and over here back in our selection manager on this one we can just go inside unit mover set the target position and set it to the mouse wor position all right yep like this let's go ahead and test but before you do I want you to pause the video right now and ask yourself will this work will the unit actually go towards the mouse run position when we right click just pause the video and think about it for a second okay so let me just save all the files make sure they all compile let's wait for compilation to finish and now let's test so let's head on play okay the unit is going to 0 0 Let's just ignore the rotation now I right click and nope nothing happened Target position is not changing I can inspect the unit and go over there onto the runtime mode and we can find our custom unit mover component there it is and yep Target position is on 0 0 0 so even as I right click nope it does not change so the problem is right here I wonder if you managed to notice exactly what the problem was so the issue is once again here we are working with structs and not classes it's a whole thing about value versus reference types here when setting the target position when we do this we are just modifying this copy we are modifying the copy stored in the array and note how this is not a value RW so like here on the Move system the reason why we can modify the fields inside of it directly like for example here the local transform modifying the rotation the reason why this works is because we are using the special type the ref RW but over here on this code we just have the normal unit mover type this is not a reference to anything so over here we are just getting a copy by modifying this one we are just modifying the copy and not actually modifying the data that is stored in the entity so this is why the unit was moving this is why it wasn't updating if we do want it to update then we need to modify it and after we modify it we need to save that data back onto the entity so one way to do that is to access the entity manager so I'll access that one The Entity manager and then we call the function set component data this one takes in an entity so let's actually get the entity as well so let's go inside the entity query and inside that one let's call two NT array once again let's use the allocator temp this one is going to return a native array native array of entity for our entity array and now with this one like I said it's on the same index so in order to update the component on this same entity let's access the enti array on the same index and we're going to set it to this new unit mover component so here we grab the unit mover we are grabbing just a copy then we are updating Target position just on that copy and finally over here here we are actually updating the value directly stored on the entity so yep like this let's save and over here the game is playing I right click and yep now it does work right click and right click and yep down there we can see the target position that one is indeed updating as I right click okay great so as always always remember how when working with structs you are usually dealing with the copy and not the original data so if you do something like this without using the special rep r w type without that you are likely working with a copy so if something does not change if something does not happen as you intended to always think about this cuz this is probably the problem it is probably because you are modifying a copy and not the original position in memory okay so this code is working but let me also cover one sneaky issue here so here we are reading the component and then we are updating it but technically we could remove this we could get rid of this and then over here just create a brand new unit mover component and inside set the target position equals our Mouse World position so yep this technically looks like it should work and it should also be faster because we are not spending any time reading the component we're just cycling through it and just setting it to New Target position however let's see does this actually work let's test so here we are and I right click and nope it does not work rather actually it did work if we inspect the unit if we scroll down and we look inside the component yep it did update the target position so if I right click you can see that one is indeed updating correctly however the issue is that while the target position is being correctly set over there the move speed and rotation speed those are being left on zero this is yet another very important thing you always need to keep in mind so over here when we construct a new instance of this type like this we only gave it a value for the Target position we did not explicitly assign a value to the move speed or the rotation speed and if we don't do that then those fields are simply going to default to zero so that's what happened here this is another thing you always need to remember always need to be aware of if you only want to update a single thing inside a component if so then instead of constructing a brand new component instead of that you should do what we were doing a while ago so you should first read then update and then update the data so first here we are reading we are updating the copy and then we are saving that copy directly onto the end this way you can modify just one field and it's going to keep whatever other data is inside of this component also just one more note here so this code is working it updates the target position does save it on the entity in this case this is perfectly fine since this code is not going to run constantly this is only going to run whenever we right click on our Mouse but technically over here we are writing to our component for every single entity meaning if we have 100 units selected we are going to call this function set component data 100 times like I said in this case it's perfectly fine because this code is going to run pretty regularly but if you really want maximum performance if so then another alternative to this is we can cycle through the unit mve array we can update it with new Target position and then over here we do not set the comp data instead we just save the new unit mover directly on the array again we need to save it back otherwise we are just working with the copy so we are updating the data that is stored inside of this array but by itself this will not update the entity this is just modifying this local array but if we do this which is going to be pretty fast after this we can go inside the entity query and inside this one there's a really nice function called copy from component that array this one takes in a nav array so we can pass in our unit move array and if just like this this fun function over here this will basically update the data on all the components that match this entity query so instead of doing one right instruction per each entity instead of that we update all the data inside of this array and then at the end after doing all that we do pretty much just one wri instruction and just that one is going to update all the entities with all the data inside of this array so now if we test everything should still work the same so here we are and I right click any up it does change position it does move everything works perfectly fine all right awesome now just for fun let let's duplicate our unit and test with a whole bunch of them so here let's just manually duplicate them a bunch of times let me select the unit so just put on over there over there and so on by the way this is really just a temporary test so that is why I'm not bothering to make this unit into a prefab just yet we're just doing a simple test okay so with this I have a bunch of units let's set on play and if there they are moving and I right click and Y they all go there they all go up there down there and so on they are all following the target position so I can give orders to all of my units again that's the whole thing about do it applies the same logic to all the entities that match the query regardless of how many entities you have all the ones that have the query are currently getting the target position assigned so they all go towards there so y with this everything is working great now if we leave them on a Target position they still get a little bit messed up that is because of the physics they're constantly trying to go to the exact same position so things get a little bit messy we're going to solve that later on when we Implement some stopping logic and multiple move positions and collision avoidance and so on we're going to handle all of that in the future but so far everything is working pretty great we can click and all the units go exactly where they're supposed to and in this lecture we also learned the very important concept of how not everything has to be dots based you can make some dot systems and you can make some mono Behavior systems everything works fine we also learned how to interact with the dots worldl from the normal mon Behavior world so we've already learned quite a lot over here let's just remove these testing units okay they are working fine all right let's just leave it one and right now our game our basic logic all this is working good but but so far we're only been using the main thread so we're not yet taking advantage of all the massive power that dots brings now that the move code is fully working now let's learn how to use the job system and verse in order to make this move code insanely fast so let's learn how to do all that in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to learn how to create a job and use burst so our movement code is insanely fast we're going to look at the results before and after to see the really massive difference that it makes okay so here we have our unit I can right click and tell it to go to some position so yep everything does work and here we have our unit mover system so all of our logic is over here on update we're doing a simple for each cycling through the query meaning that all of this code all of this is running just on Main thread so for example if we have a CPU with 16 cores then 15 of them are going to be completely idle doing nothing just wasting time only one of them is actually going to be working ideally we don't want that ideally we want all the cores in the the entire CPU to be doing some work so our game is as performant as possible now in order to write multi-threaded code we could use normal C code we could manually create threads and give them tasks but like I said on the lecture on what is not writing good native multi-thread code is extremely difficult and it is very easy to make all kinds of mistakes so thankfully Unity has created the job system which makes that process much much easier so let's see how do we create a job now first thing we do is Define a struct and we can Define it anywhere but it makes sense to Define it next to the system where we're going to use the job so here on the exact same file let's define it although if this were a job that would be used in multiple places then we would probably Define it in a proper file but this unit mover job this will only be used over here by unit mover system so it makes perfect sense to Define it right here okay so let's define a struct so that's the first thing then jobs are also going to have some Source generation so let's make sure to Define it as a partial struct then we use some name let's call it unit mover job personally I like to opin job to the name but again not a requirement and now finally we Implement an i job interface now you can just write I job and you can see all kinds of interfaces you have these are all going to run slightly different remember how I said that all the components that makeup dots do not have to be used together all at once so you can write multi-thread code with the job system without using entities at all in those scenarios when not using entities when just doing some random normal multi-thread code for that You' use either iob or iob 4 those are the two main ones but when working with entities for that we have the super useful iob entity this one is going to be really easy to use technically we also have iob chunk this one is also related to entities but this one is for more advanced use cases it is more performant but requires you to do a little bit more setup whereas the I job entity this one runs super fast and is really easy to use so let's use this one I jop entity let's go ahead now for this to work we really just need to write a void execute function so if just like this and now on this function on the parameters over here we include whatever components we're going to need so let's copy exactly the same query that we have up here so we need the local transform the unit mover and the physics velocity so let's add those so local transform local transform then we have the unit mover unit mover and finally the physics velocity okay that's our three components and now here we also need the same thing that we defined up here we need to Define them as either read write or read only however down here on the job this one uses a different syntax although actually technically you can use the same syntax so you can use refr W technically you can use this but the unity docs they recommend something a little bit similar so instead of using that instead if we want to make something as read write for that we write the ref keyword this is the ref C keyword this one basically means that this field won't be received as a reference and since it is received as a reference even though this is a struct it means we can write to it and then if we want something as read only like for example the unit mover we only want to read this one for that we use the N keyword so yep rep for the local transform so we can modify it in for the unit mover for read only and for the velocity we want to write to it so let's make it as rough okay yep just like this again technically you can use rrw and ref in it will work but the docs recommend this syntax instead so like this we have defined our execute method and basically when we set the job to run it will automatically create a query with all of these components it w do all of that just like the system API up here and will'll run the execute for each entity that matches that query so now our goal here is to do literally the exact same logic so let's just copy the same code so just copy down here paste it and the only difference over here we don't have the refr W or ref rro so we don't go through the value rro instead we just modify directly so just get rid of this get rid of this one this one this one this one this one and this one okay so yep so here we have exactly the same code and the other difference is what we see here we have an error and this actually the general limitations that exist inside of jobs meaning that jobs mostly have to be self-contained meaning they cannot access data outside it now technically you can you can pass in a array and then access different positions in memory and something like that but in general jobs are self-contained meaning they need to have all the data that they need in order to execute their function now this limitation of jobs being mostly self-contained this limitation is actually what helps write super fast multithread code without causing all kinds of chaos if the job only works on thata that the job has then it's super easy to make it run parallel in multiple cores at once so the era that we have here is because we cannot access the time. Del time from here and the way we solve this is super simple we basically just Define a field on job so up here let's just find a public float Delta time so just a perfectly normal field and then down here instead of going through system API we just use that field so that's it no more errors so now basically when we construct our job we simply need to assign the D time and everything won't work perfectly so let's actually do just that so up here on the on update let's construct a brand new job so a unit mover job let's go on unit mover job and construct a brand new unit mover job and now inside of it for Delta time over here we can Le access system api. time. Delta time and Y so that's our job all set up let's make sure to comment out the other random query code okay so up here we have defined our job now all we need to do is really just run it and we actually have multiple ways of doing that now the most straightforward one is go for the init mover job and just call run now this one will run the job directly on the main thread so this kind of loses the main point behind jobs you should probably only this one just for testing or debugging essentially this will end up pretty much the same thing as we had previously the main goal of jobs is to make multi-thread code so usually the one that you want to use is the one that is called schedule parallel this one will schedule the job to run on all the entities that match the query in parallel meaning if you have lots of entities it will run the job on multiple threads at once and each entity won be responsible for updating a few entities although quick note just something to keep in mind which is actually something that I only learned after doing a bunch of research this one schedule par this will split the logic in multiple jobs based on the number of entities so this is really perfect if you have tons of entities doing some logic but if you have just a handful of entities so if you don't have many but you have a complex job if so they are likely all going to run on the same thread because you don't have enough entities to split it so just keep that in mind that's how the job system works if you have some really super complex logic but you're only running it on a handful of entities if so then this will basically run just on one thread so in that case you probably want to split the logic into multiple jobs yourself okay so just with this we can test and see that it works so here's our job we construct it we schedule it and let's comment out the rest okay let's save and over here let's hit on play and try to move the entity and yep everything still works perfectly all right great so the unit is still moving exactly the same except now it is moving using a really nice job by the way what we just did here is actually what we're going to do a lot throughout this course and what you should probably do when building any kind of new system first make it work just with the normal for each just with normal main thread code first get it working like that and then once you have that logic working then you refactor it into a super fast job okay so this is working however we still have one thing missing we're currently not using burst now adding burst is thankfully super simple all we need to do is up here on the job itself let's add the attribute burst compile and yep that's it that is literally it just by doing this our job will now run with burst enabled which is going to make it insanely fast so let's say save and let's test just also here in the entity make sure you go into the menu burst and make sure the compilation is enabled if you disable it then even if it has that attribute it will not use burst so make sure this is enabled Let's test and there you go everything still works fine now let's actually see difference that all this makes in real terms now this code that we have here this one is really simple so it is going to run insanely fast no matter what so it's actually a little bit tricky to see the results just because again everything is going to be insanely fast for a test I'm going to duplicate this unit a ton of times and before I do let me just get rid of the capsu collider just because right now we really only want to test our movement code not any physics system just make sure that it's still working and yep it still moves okay great so now I'm going to duplicate this into a ton of units okay so here I duplicated 10,000 entities now my Unity editor is a little bit slow so to make it a little bit faster let's use the power of dots let's close the subscene for editing and again now everything is being baked into super fast binary data so now there it is and now the unity editor is working a little bit faster and we can verify that we have 10,000 entities so let's head on play and down there we can see yep the in mover system is working on 10,000 entities okay great now over here in our code let's make it run the slowest possible let's use the normal for each without jobs so let's actually comment out this one right here comment out the job and let's uncomment out the 4 each okay so we're going to use the normal code let's save this so we are not using jobs and also let's go up here and make sure to not use burst okay now for seeing how fast it goes let's go into window then go into analysis open up the profiler so here it is now I'm going to H on play and capture a certain frame so they're all moving capture a frame okay here it is and let's see how fast it is and yep here we have our unit mover system in total running on 10,000 entities and it is taking 9.13 milliseconds okay that's great and right now it is not multi-threaded so we can see down here all these threads all these jobs all of them are empty so this is where we can see all of the threads that I have on my PC see all of these are completely idle just wasting a ton of time whereas only the main thread that's the only one that's actually running this logic so this is normal C code just running on the main thre okay now back in code here now let's enable jobs so let's go ahead comment out the system and let's enable our job like this so let's see with this although here let's also make sure burst is disabled okay burst disabled just using jobs let's play and now let me move them and select a certain job okay so here's a frame and now got to zoom in in order to actually find it and yep it is actually right here I had to zoom into the maximum in order to find it like I said the code is super fast so even though we have 10,000 entities right now it is running on 01 milliseconds as opposed to the 9 milliseconds we had previously now over here we can see our jobs so we can see all of our work of threads and we can see all of them yep the code is being split across all these threads and all of them running at the exact same time so because of that previously we were taking 9.1 m milliseconds whereas now if we add them all together 30 instances over 30 threads in total it is taking 8.3 milliseconds but in reality it's just taking 0.3 milliseconds because again all of this is all working at the exact same time so as opposed to having just one thread and running all the logic for unit a and then Unit B instead of that both threads are working at the exact same time so within the same amount of time they are running twice the amount of work so right away you can see the huge Improvement you get with multi-threaded code by taking advantage of all the cores in the CPU your code can become massively faster like it's not literally just two times faster or three times faster but literally over 10 or actually over 20 times faster from 9 milliseconds to3 milliseconds and now for the final piece of the puzzle let's enable burst so over here we create the job and over here we make sure we add burst compile then in unity let's go into jobs and enable burst compilation okay that's it let's hit on play again and now let's find what and you can already see over there in the graph how quickly it moved now I need to zoom all the way out then all the way back in okay let's see if I can find where it is okay I found it so right here for scheduling the job this one is pretty much as fast as it was long ago which is pretty much instant so scheduling the job just takes 0.014 millisecond again keep in mind these are milliseconds not seconds it is taking 0.01 milliseconds so with burst enabl scheduling a job is pretty much instant now let's see if I can find the exactly where the job is being executed and yep it's actually over here and yep here is the job and we can see all of them running in parallel and biting burst we got yet another 10x performance improvement with just the job system it was taking 0.29 milliseconds and now inverse it is taking 0.035 milliseconds like it says here the total amount of time is 0.84 so that's the total amount of time but since it is running in parallel the whole thing runs in 0.03 milliseconds by the way the green colar over here that's how you can easily see which things are using burst and which are not green means burst so here you see the insane power of d honestly no matter how many times I see it I can't help but be impressed as long as you follow the data oriented design and you keep in mind some limitations as long as you do that your exact same code can run multiple times faster and again it's not just 10% 20% faster or even 100% no it is 10,000% faster it really is insanely impressive watching these results always impresses me so originally our code running on a single thread that one was taking 9.13 milliseconds then we added multi-threading with the job system and we got it down all the way down to 0.29 milliseconds and then finally we enabled burst and in the end the exact same code runs in 0.035 milliseconds so we went from 9 milliseconds to 0.03 I don't even know how many percent that is faster but it is something like 300 times faster again for the exact same code doing the exact same logic and again what I mentioned a while ago what we did here is what we're going to do throughout this course and what you should do meaning get your logic running just on the main thread just using a for each system query get it working then refactor it to use a job system apply burst make it schedule as parallel do all of that and all of your code will run insanely fast okay so yep everything worked let's just clean up our testing scene and by the way here we can see all the units really nice you see 10,000 units all of them moving for the same place okay great so now let's clean up this test we really don't need 10,000 units just yet so I'm opening up the subscene going to select all of them and get rid of all the units except for one any if we back to having a single solitary unit press on play and yep everything still works perfect let's just make sure we remember to read the capsule collider so the capsu collider let's put it on a y of 1.1 radius of5 okay and height of two okay our unit is back now just before we end this lecture let's do just one tiny thing let's add some simple stopping logic so right now if I head on play you can see the unit gets a little bit bugged that is because it is constantly trying to go to the position 0 0 but the unit is already on there so it gets all messed up thankfully adding some stopping logic is actually quite simple so over here in our job we are calculating the move Direction so the target position minus the current position and now before we normalize this Vector before we do that then this Vector actually has a size it actually has a length so we can grab the move direction. length although actually it's not done like this we go math we use math. length and we have either length or length Square this is actually an important thing and it's yet another performance thing basically the way the actual value the actual length is is calculated by doing that is first by calculating the length square and then by doing a square root on that value to get the final length now doing a square root that is a relatively expensive process so if you don't absolutely need the actual value then really just use a square this case we don't really care we just want to compare if it is close enough so we can just test for a squared value so let's use this one that is super fast so we get the length of the move Direction then really just want to check if it has reach the target position so let's define a float for a reach Target distance Target distance squared and let's put it at something like two units then we simply do an if if the length of this Vector if it is under this amount then we have reached the target position and if we have reached then we simply just want to stop moving and the way that we do that is super simple we just set the linear velocity back into zero so for this one float 3.0 we set it to that and of course we stop executing so let's add over here a nice return okay so yep that's it the unit should now be stopping so let's test and here we are and right away we don't see that bug if I click to move go there and up does stop as it gets within a certain distance okay great all right so here we'll learn how to convert a normal main thread system into a super performant multi-threaded burst compile system this makes our movement code super efficient but so far we have no control over which units we want to control right now we're just using the same unit or all the units at the same time so let's handle a way to select our units individually and let's do that in the next lecture hello and welcome I'm your kodm in this lecture we're going to learn how to select our units so we can choose who we give orders to we're going to use what is called an enable component which will let us toggle it on or off depending on the state and depending on that state we are going to give orders to those selected units okay so far all our Logic for moving the unit works I've got just one unit here I can click and yep the unit does go towards the target position it goes there perfectly it works with one unit and also works with multiple units all of them go towards the target position now before we make some gets again it's probably time to make this unit into a prefab so first of all let's keep things nice and organized let's make a new prefabs folder folder called prefabs let's drag the unit on there okay and also let's select the unit and over here for the collator let's actually make it a trigger just to make it so that there we don't have any issues with collisions right now again like I mentioned we're going to add collision avoidance and some proper move positions later on but for now let's just enable this so we don't have any issues and make sure you make this a trigger directly over here on the prefab so it should apply to all un not just this one unit okay now we can duplicate them so let's duplicate a bunch of them position them a bit like this just having a bunch of different units okay great and if we test Yep they're all still moving click and yep all of them go towards Target position okay great but that's actually a problem all of them are moving now in an RTS game you really want the player to be able to control which units to move instead of just moving all of them all the time so we need some way to tag some units as being either selected or deselected then when giving the move order when doing that we can make sure to only give those move orders to the units that are actually selected now when it comes to tagging units we have multiple options the first one is with a simple component tag let's create one just to see how that works so in our authoring scripts folder let's go ahead create and by the way for making a new authoring component we can create a monab behavior script and go through that whole writing process or we can go over here into entities and this one already has a baker script so let's see this one just see what this template has let's call this the selected authoring okay let's open and see and Y this is what it creates by default so it creates a monab behavior class and then creates a second a baker class that implements Baker and the bake method now honestly personally I still prefer the format that I have over here I think this one makes it look a little bit cleaner so I've got the authoring class it has the public everything looks nice and proper we've got the biger class inside of it and then the component down here so technically you can use this template if you want but me personally I prefer this format over here so I'm going to basically follow this so over here on this one first of all I like to be it so let's make it as public then we've got the mon Behavior then inside we've got the baker class I like to call this one just Baker and make it public okay so yeah but again personal preference personally I prefer this format okay so now let's make our actual component let's make the usual thing so this one needs to be a struct then for the name let's call it selected and then we Implement I component data and that's it that's all it takes here we have just a tag component meaning it's a normal component a normal I component data and it simply does not have have any films at all it really just exists so it can be used to tag objects then over here on the B we really just set it so let's grab the entity let's call get entity and for the transform usage Flags let's default using Dynamic okay then we call add component we're going to add an component onto this entity and it's going to be a new selected component yep that's it super simple we've got our authoring component we've got the Baker and we just add our component which does not have any field so this one is just a tag component let's go ahead and save this and now let's add that component to the unit and also again make sure you select the prefab so that it applies to all units so don't add it to just one of these units let's add it to the prefab itself so over here let's drag the select authoring component yep just like that and just like this we can already see what that does so let's select one of the units inside of our subscene this one yep does have the select authoring and on the inspector let's swap it into runtime mode and Y right here up top here we have a section for tags and we can see yep here we do have our selected tag okay great so this is how tags work tags are really just empty components they don't have any extra data and they show up over here on this special section so this is one way you could handle the selected logic and basically for selecting units we would add this component then for deselecting we would simply remove this component now technically that would work however adding and removing components is what is known in dots as a structural change and that is something you should actually avoid as much as possible because it is a quite expensive operation basically the way dots works in the background is it creates what are known as entity archetypes so an archetype is a unique identifier for all the entities in a world that have the same unique combination of component types so for example all entities in a world that have component types A and B those share the same archetype and then entities that have components a b and c those have a different archetype this is a really important thing to know dots in the background does a lot of work to place all those entities of the same archetype together in memory again that's how it works so fast but since the archetypes are based on a specific set of components because of that if you add or move a component you are going to be changing the archetype and doing that like I said is what is known as a structural change and like it says here moving entities between archetypes that is a resource intensive operation and reduces the performance of your application essentially when you do a structural change like for example you have types A B and C and you remove the C when you do that then whatever entities used to have a and C now just have a and b so now those entities need to be copied onto the entity archetypes that have a and b basically doing a structural change requires lots of moving things about in memory in the background this is a resource intensive operation so you should avoid using it as much as possible so for this particular scenario since we're going to be selecting and dis selecting units quite a bit for that instead of adding or moving a component which again would trigger a Str change instead of that we're going to be using something really awesome called enable components this is basically a component just like this except it's as if it has just a balling inside of it that defines whether it's enabled or not but unlike just storing a regular Bowl inside one of these components unlike that if you have an enable component those can be used in many special ways without having to read the entire component data now the way we make something as an enable component is super simple we'll literally just Implement another interface it's called I enable component and if that's it we don't need to add any extra data just by adding this it will already work so let's go ahead and save let's wait for it to compile and then look at the entity and yep there it is there's our selected component and now you can see it does have a nice checkbox this checkbox lets us easily either enable or disable this component and since the whole thing we're doing here is just flipping a bullon bit we are not adding or moving components so because that setting this to either selected or deselected will not trigger a customly structural change okay so we have our nice enable component now let's see how this actually works inside a query so let's create a simple testing system just to test out some things so inside the systems folder let's right click go inside the entities and create new eye system called just testing system okay so now here let's get rid of the create and Destroy we don't need those okay so now on the update on this one let's go inside the unit mover and let's basically just copy the for each that we had here just to copy basically that query so let's copy and paste it over here okay everything worked again if you're seeing some errors it's probably because your Visual Studio did not automatically write the using statements so make sure those are on there and this works okay great except here we don't want to do any of this logic instead let's just count the number of units that this query applies to so let's do an INT unit count let's defold it to zero then on the for each let's increase it Plus+ and finally do a debug. log and let's print out the unit count as something and by the way this is actually an error that happens every once in a while basically when I wrote debug instead of implementing Unity engine for some reason visual Studios fall into importing this class system. Diagnostics that is not the one that we want we want the debug class that is inside using Unity engine like that and we have the normal debu log okay so let's run this and see how many units have all of these components it should be the same number of units and Y here in log we can see we have eight entities that match those components and along here we can see okay we have 1 2 3 4 5 6 7 and eight okay great everything is correct now let's include our enable component inside of this query so one way to do that is to literally include it in the query so over here let's add another component we're going to go with ref r o and let's choose the selected component then let's also add it up here for the selected okay yep like this let's test and again this burst error is normal that is because we are doing a log on that value but again it's just a burst error so let's ignore it and play and yep it still says the exact same thing by default the component is going to be enabled so it makes sense that it still says the same number although actually we can modify this so over here we can add the new select components but if we wanted them to default of being not selected for that over here we can call set component enabled this one pass in the entity so our entity and then let's set it as false and for passing in the component type we just need to use generics so pass in the selected compon component and set it as false so let's save any y now they show zero units and if I select one of those units and over here on the inspector make it in runtime and we can see over here the selected and we can manually toggle this box and as I toggle if there you go that one goes to one toggle again and goes down to zero so yep that works and again remember one very important thing is how whether this one is toggled or un toogle The Entity still has this component it still belongs to the exact same archetype except now this component is simply marked as either enabled or disabled and by seeing the number Z here we're actually already seeing another interesting thing over here in our query we're querying for everything that has a selected component but note how if it is disa this one actually says zero that is because this query over here when we query for something with a sid component or any enable component when we do that that entity is only included within this query if that component both exists and is enabled so if the component is disabled this code will not run for that entity it needs to be present and needs to be enabled alternatively if you wanted to query for entities that have have a enable component but have it disabled if so then instead of this let's get rid that one and this one right here okay back to what we had previously now we can add the option with disabled and pass in the component so selecting so let's select this and yep there it is eight now that quer is only included entities that have that component disabled and right now by default all of them are disabled if I set this one as enabled there you go now it's say seven so like this this query will only apply to entities that have the component and have it disable a if it does not have the component or the component is enabled if so then it does not run this logic and yet another thing we can do is simply query if the component exists on the entity so for that we can use WID present let's see and if there you go now it is saying eight and if I go into one of these and I set it as selected yep it still says eight so the entities are being included within this query regardless of the state of the actual component enabled or disable does not matter as long as the component exists on the entity it is included within this query so these are the various options that we have for dealing with enable components as we go on in this course we are going to use quite a lot of these options so now that we can actually select the units now let's actually use that selection logic within our move logic now thankfully like we saw it's actually super simple let's just go over here on our testing system and comment this out let's leave the file created just in case we need to do some more testing in the future and now let's go over here onto the unit selection manager this is the code where we are giving orders to our units and over here for the query that we are constructing we are just looking for the unit mover component so in order to be able to give order just the select units that's super simple just add a comma and let's also include the select component and again like we saw by default this query will only include entities that have that component enabled so that's exactly what we want and just like this without modifying anything else it should already be working this real will only include entities that have both a unit mover and a selected enable so then on logic over here just runs within those entities that match that query so let's test okay here we have our units and if I right click and nope not a single one of them moves okay that's great that's exactly as intended now if I select just one of them let's say select this one and over here on the inspector I'm going to manually set it as selected and now I right click and if there go now just that one unit moves just one that is selected that is the only one moving now if I go select a different unit now Mark this one as selected and click and yep there you go now both selected units are now moving all right awesome so our basic selection logic is really working we can toggle this SL component and depending on that we are moving whatever units we want to move now in the next lectures we're going to make it slight B with the mouse instead of manually clicking over here on the inspector but for now this is looking good it's working so let's just add a visual to it for that let's go into our unit and again let's make sure we work inside the prefab so it applies to all of them so let's double click on this prefab go inside of it and now let's right click on the unit let's create an empty child game object call this the selected and now let's apply visual so here we actually have two options so the simplest one is to add a Sprite renderer and by default let's select this circle Sprite so there it is right there let's just rotate it to face upwards and make it a little bit bigger okay something like this now let's go ahead and save the prefab let's just increase it on the Y by a little bit like 0.1 just so it doesn't collide with the floor let's go ahead and save the prefab and yep all the units have that press on play and yep they all still work perfectly so this seems like it's working our Sprites are being rendered however it is not actually being rendered by dots like I mentioned in the first few lectures only a few built-in components are automatically supported by dots mesh rendering works so our mesh is over here here those are being run by dots physics also works that one is also running on dots however for rendering Sprites if we actually select one of these objects so let's select this select game object and we'll look over here for the components and we see these strange components companion link companion transform basically this what happens if you bake an entity with some component that isn't yet supported by dots it creates all of these companion components and what these do is essentially the game keeps both the game object and the entity both alive at the exact same time the entity will simply Drive the game object Behavior so this is working but it's just not as efficient since we are busily back to using Game objects we have an entity but the entity is linked to a game object now in this case our solution is actually pretty easy all we want is really just render Sprite so instead of using the Sprite Rend component instead we can just use a mesh render so let's go back inside our prefab unit and for the selecton instead of using a Sprite render get rid of this one let's add the simple the mesh filter and the mesh render then for the mesh let's choose a default quad mesh and for the material let's go inside the materials folder and Y here is the select material let's go ahead and select it and yep there you go right away it does work the only thing is I believe this one is pointing downwards yep so let's just flip it over so make sure that over here on the rotation yep let's put it 90 on the X put it 0.1 on the Y and for the scale let's make it a little bit smaller so let's say on Two And yep that's it now since we are using a mesh filter and mesh render which again they work with thats because that this will be using the super fast start render just like all our other meshes so let's go ahead save the prefab go back outside and if there it is all our units with all rendering being done and we can select the selected and Y it does not have any of the companion components it has the normal rendering components okay so with this we have added the visual now let's show or hide it depending on whether the unit is selected or not and this is actually an interesting problem to solve our visual is over here it is a child object meaning it's actually attached to a different entity than the one that has the selected component so as we are doing our query for the select component we are going to cycle through just this parent entity it is not going to cycle through the child one that has the visual so as we select or deselect in order to update the visual we basically need a reference to that visual entity from the parent entity now thankfully this is actually pretty simple to do we can go here on the slide component and directly on the component let's set a new field let's make it of type entity and let's name it the visual entity yep just like this so now the question is how do exactly do we get that reference and the answer is simply through the baking system however if we were to just add an entity field directly up there if we do this if we save if we look over here in the editor for the selecting nope it does not have that field if we make something of type entity it does not show up over here in the inspector however if instead of making an entity let's make this of type game object called the visual game object if we do this yep now it does show up a normal game object field so now we can assign it and again make sure you're working inside the prefab so let's open go inside the prefab and over here now we can just click and drag the select game object and yep that works let's save let's go back outside okay so now we do have this field assigned with the correct reference and now the question becomes how do we convert a game object onto an entity and once again thankfully because of the baking system the answer is super simple we just use literally the exact same get entity function so over here when constructing is selected let's assign that one so we're going to want to assign the visual entity and over here we call get entity and for the first parameter we pass in the game object we want to convert so let's go inside the authoring component grab the visual game object and then for transform usage Flags let's make it Dynamic and yeah that's it so this will basically take this game object and convert it onto an entity and assign that entity over here on the visual entity field now we can verify that this did indeed work let's save it and over here in the inspector again make sure you drag the reference but make sure you drag it from inside the preamp and now if we select one of these entities over here in our Hurrican and if we go onto runtime mode again slight bug let's select a different one and there you go it do show up and now we scroll down and if there's our selected and we can indeed see it does have a reference to the selected entity that's the entity with ID 129 so we can manually go inside of this one select the selected and see yep entity it is indeed 29 all right awesome so with this we have a component and that component does have the correct reference to the visual entity that we want now with that we have all the info we need in order to show or hide it so let's make a system to do just that so on our systems folder let's right click go into create create a new eye system make this the selected visual system and over here on this one let's cycle through all the entities that have a selected component so we're going to do system api. query so the same thing we already saw let's grab the selected just for reading we don't need to write anything to it right now let's grab the select component so that's going to be our query and let's put this inside a 4 in for the ref Ro of our selected component and we have the selected in this query okay so this is going to cycle through all the entities that are selected again keep in mind that whenever you include a query it is only the entities that have that comp component and the component is enabled then for actually showing your hiding for that we're going to be playing around with the scale on the local transform so let's go here onto the slide component and let's also Define a field for the show scale basically how big we want this to be if we want to hide it we're going to put it on zero but if you want to show it let's put it on something and let's also expose this over here and pass it in on the baker okay like this let's save this one just set it in the editor so here in the editor let's select the prefab itself let's scroll down and for the show scale let's put it on two because that was the two that we used over there okay great so back in our slide visual system here we have the query running through all the entities that have a slide components and now we want to grab the local transform for the select visual however again it is the local transform of the visual entity meaning it is not the one inside of this query this query is basically going to give us the parent but we want the local transform of the child visual so the way that we grab a component for a different entity the way we do that is we access the system API and then we have a bunch of get component functions we can do do this one which is just going to return our component but in our case we actually want to get the local transform to then modify it so let's actually use this one which returns a ref RW of that component so let's call get component RW we're going to grab the local transform component and for the entity that we want is the one that is inside selected let's read the value and read the visual entity so yep this going to be returning a refr W Local transform for the visual local transform okay we have this one and now with this we can simply make it visible so let's go inside the value r W for writing and let's set the scale go inside the selected let's read the value value r o and let's grab the show scale so this code right here should be making the units that are selected actually visibly selected although right now you might be thinking an interesting thought you might be thinking isn't this code actually losing the benefits of dots since we are essentially accessing a reference that points to a completely different position in memory and the answer is yep that is indeed correct technically since we are getting and setting a component on a complet different entity that is not within the squaring because that this code will not be as fast as if we were just doing a query but two things on that note so first this code isn't super complex so even though it's technically going to be slower than if we weren't using this technically it's not really going to be an issue and secondly in a few lectures we're actually going to implement a really nice event system which means this code will only run when the units are selected or deselected and not on every single update so performance on this system isn't really going to be an issue and this is also a great example of how when working with dots technically you want to take as much advantage of the massive speed UPS as possible you want to really only access components in the memory that is tightly packed but in some cases like this you always need some kind of random memory access that's normal it would be pretty much impossible to make a game that completely avoids any kind of random memory access so while it is something you should avoid as much as possible it is also fine to use in certain scenarios okay so like I said this one should be cycling through it and should be making the visuals visible let's say to make sure let's save this and here in the editor let's make them essentially deselect by default so let's go inside of this prefab let's double click go inside on the selected and let's set the scale to zero so that it's essentially hidden or deselect by default okay great now let's test and Y right now by default none of them is showing the select visual now if I were to select a unit and over there manually let's select it and by the way if you make something as I enable but you add some extra logic inside of it some extra data if you do that then it no longer shows up over here on the tag section if so then it shows up as a normal component but it still has this nice toggle so right now the unit is not selected and if I click and if there you go the select visual did show up if I select a different one and set this one as also selected let's go down select and if there go now both them have the select visual all right awesome except one issue if I now deselect this unit so let's deselect it and move and okay so it is not moving but the visual is still there it is not hiding so over here for hiding it's actually super simple we can do pretty much a very similar query so let's copy this and paste it up here except instead of just looking for components that have the selected enabled instead let's use with disabled and we're going to look for the select component as disabled so this one is going to run on all units that are selected and this one on all units that are deselected and for the show scale let's just put it on zero to make it deselected okay that's really it super simple let's save okay let's test and by default all of them are deselected none of them are selectable okay great now I select one of these and let's manually make it selected so down here on the selected enable this and if there you go that one is now selected now let's Des selected and if there you go the vision appears and I can no longer give orders so I can select this one set it as selected select another one set it as also selected now I have both them control they both have visual deselect this one and only that one has a visual all right awesome with this we can now easily select any entities we want the visual updates to show whether they are either selected or deselected and depending on whether they are selected or deselected we can give them different orders okay great so with this we have our basic unit selection working except we are manually selecting them by clicking over here on the inspector we should really Implement some logic by selecting them by using the mouse in game so let's do that in the next lecture hello and welcome I'm your codem in this lecture we're going to set up the UI and learn how to create a selection area so that we can finally select multiple units all right so our selected logic is working we can only control units that have the selected enable so if I select one of them I can manually assign as selected it shows Visual and I can control just that one but of course we don't want to select the units by clicking on the inspector we won't do it directly in game so let's set up the logic for selecting units using the mouse and we're going to set up a standard RTS multi select mechanic meaning click on one place let go on another it creates a selection area and then we want to select all the units within that area Okay so over here on the unit selection manager in order to check if the player is actively selecting an area for that let's just listen to the left Mouse button down and up so here let's do an if input. get mouse button down on the zero so the left Mouse button and same thing for the get mouse button up also for the zero okay just like this and again like I mentioned previously we can later refactor this to work with the input system okay so we have the mouse button down and up now to get the selection area we basically just need to store the position on Mouse down and on Mouse up and then do some math to find the actual area so let's define a field to store a private let's make it a vector 2 because screen position only has X and Y let's call it the selection start Mouse position so we have this one and then when we press press on Mouse button down let's set it to input. Mouse position this is going to contain the mouse screen position that's exactly what we want we want this one and not the mouse run position nope we want the screen position okay great then on end let's do the same thing Define a vector through for the selection and mouse position and same thing input. Mouse position okay so now let's test let's do a quick log so do a debug. log and say up and showcase this one and up here let's say down and show the other one okay yep like this let's test okay so the logic is going to be on screen coordinates and based on the screen up here near this lower left corner it should be around zero and on the top right corner it should be around 1080p so let's see that so let's click over here and if it is down 37 so that is pretty close to zero now I'm going to go all the way up there let go and yep 1,900 by 1,000 yep pretty much 1080p so wherever I click it does match perfectly click let go and it does pick the correct size okay so far so good our basically logic is working so we know when the player presses when they let go and we know the positions of those so with that now let's set up the UI so in the hierarchy outside of the subscene let's right click we're going to go into the UI and let's construct a brand new canvas now I'm going to set it up like I normally do with all of my games so for the random mode yep let's leave it on overlay so this s correct then over here on the canvas scaler let's swap it from Conant Pickel size let's go with scale with screen size and over here for the reference resolution I like putting it on 10 AP so 1920 1080 and over here fully match with the height okay Yep this is the setup that I normally use so with this let's see what this does so let's right click on top of the canvas let's construct a brand new UI image and if there it is there's the image just like that so with this setup basically this means that UI elements will scale if the vertical size of the window changes so if I make this window smaller yep there you go you can see the white square that one is scaling up or down depending on the size however this will not scale if the horizontal size changes so like this with this and if I swap po it out to free aspect to make it really wide swap it and yep there you go everything still stays with the exact same size so this is how I normally set up the UI in my games that way I just need to make sure it all fits on the squarest possible resolution so something like 5x4 if everything fits over here then it's going to fit on pretty much any resolution and if the vertical size is smaller it's just going to automatically scale okay so that's really it we have our correct UI setup now inside the canvas let's get rid of this image let's right click let's create a brand new game object call this the unit selection manager UI on the re transform let's make sure to make it occupy the entire window so you want to select this one to stretch but let's also press on alt so that it modifies both the position as well as the width and height so hold down alt and click over here and if there you go it should be stretching with everything on zeros okay great now inside this one let's make an image so let's right click construct a brand new image let's name this the selection area image for this one we want to Anchor it on the lower left corner want to enter we want to Anchor and also modify the pivot so now we want to hold down shift so hold down shift and click on the lower left corner and Y there you go over here the pivot should be like this the anchor should be like this everything like this okay right this is really important if you don't anchor it on the lower left corner it is going to look weird and then finally for the visual over here for the image let's go with a nice scen so something like this and then just make it a little bit transparent so something like this okay great so our UI visually set up now let's set up the script to run this so on the project files again let's keep things organized so let's right click on the scripts folder just make another folder call it the UI and now inside of it let's construct a brand new monab Behavior script again another thing about dots versus game objects when working with UI you probably want to use normal game objects normal mod behaviors so let's call this the unit selection manager UI okay let's select the object let's attach a script and open okay so now here the first thing that we want is to store a reference to our visual as always let's keep our code nice and clean since we are not working with dots we are not working with a data oriented design because that over here we should be using good clean code objectoriented principles so let's define as private for a Rec transform let's define the selection area W transform and to make this exposed in the editor let's keep it private and make it a serialized field like this again since this is an intermediate course I'm assuming you already know about this attribute and why I'm doing this if not I have a video on this topic basically you want to limit access as much as possible so you should not make your fils public if you do you're going to enable read and write access from anywhere in your entire codebase that is not a good thing you should avoid it so you should default to making it private but if you make it private it does not show up in the editor so to solve that we add this attribute it keeps the field private so no other class can modify this field but by having this attribute it is going to be exposed in the editor so over here let's make sure to save now here in the editor wait for to compile and let's make sure to drag this reference okay so far so good now we want to update the vision based on logic and again let's keep our code nice and clean by keeping this UI class as decoupled as possible from the main logic class you should always keep your systems as decoupled as possible especially when it comes to UI you generally want the UI class to depend on the logic class but not the other way around technically your game should work just fine without any UI at all doing that will help you quite a lot in managing complexity so we're going to set up that connection between the logic class and UI class we're going to do that using events so over here back to the unit selection manager script let's fire off some events that the UI can hook on to so let's define a public event of type event handler this is the standard C event that exists inside system okay let's call this one on selection area start and let's make another one this is on selection area n okay we have these two events now let's just fire them so over here when we start let's invoke this event so question mark invoke with this an event ARS empty and same thing for this one when we let go on selection area end invoke it with this invent ARS that empty okay so far so good then of course we need UI class in order to be able to listen these events for getting the reference to this object technically we could make another serialized field or over here on this one we can just make it as a Singleton let's do that just in case we also need to access the script from other scripts so making a singon super simple so public static of type unit selection manager let's call it instance make the save property with a public get and a private set so y there's our Singleton and to set it let's make the standard private void awake one awake set the instance equals this okay great we have our Singleton and now back over here in our unit selection manager UI on this one let's listen to that one on start so private void start over here we can access the unit selection manager access the static instance and we can start listenting these events basically for this my general rule is you should use a wake for initializing each particular script and then whenever you want to access an external reference like over here on the UI we are accessing a different class for this make sure you do it on start just by following that super simple rule that is going to help you avoid a ton of code timing issues so here let's listen to this event so plus equals let's give it a proper name so the unit selection manager on start and same thing for the on end on selection end listen with the unit selection manager like this and there you go we have both them let's just do a quick log just to verify that this is indeed working so with this one let's print out this one okay like this let's save everything and now let's test so here we are and now left click and if there you go there's the down and the event was fired and I let go and yep there you go the other event okay great now let's set up the visual first we actually want to show it on start so let's actually put this one up here makes a little bit more sense so on start we want to show it and on end we want to hide it for that it's actually super simple like the simplest way to show or hide is really just enabling or disabling the game object so let's X the game object set active this one we want to show so set it to true this one want to hide so set it to false okay great very simple also by default let's start with it hidden so over here on start let's also hide it okay that handles the show and hide now for the size and the position let's go over here on the logic class and on this one let's basically make a function to calculate the current selection area so let's go down here make a nice function let's make it public since we're going to access it from the UI let's call it get selection area wct and for this function we're going to use a super useful data structure that is the wct that exists inside Unity engine this one represents a rectangle which is exactly what we want so this is absolutely perfect let's do this and over here we're going to return a brand new rect this one takes in an X and Y that is going to be the lower left position then a width and a height so for this we really just need to calculate the lower left corner and the upper right corner now initially you might think to just use this position right away the selection start you might think this one is going to match up as the lower left corner but that is not necessarily correct the player might indeed click on the lower left and let go above but they might do the opposite they might start clicking above and let go below so the start point is not necessarily going to be the lower left corner thankfully that's a super easy thing to do let's define a vector two for the lower left corner for this one let's construct brand new Vector 2 and over here on the X we can simply use meth f. Min this one Returns the minimum between two values we can grab the selection area start grab the minimum of that X and then for the end we need to grab it over there so let's grab the current end the current M position go inside this one X grab the minimum and same thing for the Y so grab the minimum of both y's yep that is going to give us the lower left corner and let's do the same thing for the upper right corner so the upper right corner except instead of the minimum we just using maximum okay great that's it so now with this we can easily construct our rect so for the X that is going to be the lower left co. X then for the Y lower left c.y then for the width we can simply go upper right corner grab the X subtract the lower left corner. X that is going to give us the width and same thing for the height except just using Dy all right that's it some pretty simple logic to calculate the exact selection area so now with this we can go back over here on the Y script and let's make a function that is going to update the visual so private void let's call it update visual on this one let's grab the re so let's access the unit selection manager the instance get the selection are rect so that returns aere for the selection area wct and with this Rec this has actually become super easy to use let's just go selection area grab the rec transform and we just set the anchored position we set it to a new Vector 2 and it's going to have the selection a.x selection a.y so this is going to be the lower left corner and again this is why it's so important that you anchor it the pivots correctly it has to be on the lower left corner so that way when we modify the anchored position it is going to be positioned on the lower left corner and finally we just need to modify selection area Rec transform modify the size Delta and for the size let's do another Vector two going to go selection area rect grab the width selection. height just like this okay yep that's really it so now let's just call this function so when we start let's go ahead and update the visual right away and then we need to update it as long as the visual is visible so up here let's make a private void update and on update if the selection area is visible which we can actually use just the game object if this one do active self if that one is active if it is visible if so then update the visual okay yep that's it so basically we just need to calate direct use it in order to display the correct size on the selection and then use events to show and hide so y let's save both files Let's test okay here we are and starts off is hidden okay great now I click over here and I move over here yep and it does show perfectly the square let go here and yep does work do the opposite starting above going down and yep does work so we can start clicking from anywhere and stop anywhere and everything works perfectly all right awesome again if yours is not behaving exactly as intended if so the first thing you should do is select the area image and make sure the anchors are set correctly it should be anchored on the lower left corner and the pivot also on the lower left corner and on the parent object this one should also be set to stretch to occupy everything so it should be set up exactly like this and in the code make sure you are doing this math all correctly if you do all of that then yep all of this should be working right okay so far so good our visual selection logic is all working perfectly we can perfectly draw exactly the square we want to select all that's left is actually selecting the units underneath so for that basically we need to figure out which units exist within this area and which ones are outside of it and there's actually one interesting point on this one when I was first researching this topic for the protab on this course instead of using screen positions like we saw instead of that I initially used World positions so instead of storing the start screen position I was storing the start worm position and then the end worm position however since the camera has perspective that did not work if you use screen positions and you click over here and then click over here if so then it is going to select this area however if you use wor positions and you click over there and you click over there if so then it's actually going to end up with a selection area kind of like this so it is going to end up with a skewed rectangle depending on the field of view on the camera is going to be more or less sked so the proper way is like this using screen positions and now we can finally figure out which units are within these screen positions and the way we do that is actually quite simple we just need to cyle through all the units the units have a certain worm position we convert that worm position into a screen position and then simply see is it within this screen position area so let's do that so back over here on the unit selection manager script over here when we let go in the mouse we need to figure out which units are inside it so let's just get rid of these testing logs we no longer need those okay so now let's do a query looking for our units so we're going to do something very similar to what we have here so let's actually copy paste this code so we grab the N manager from default World yep same thing then we create a new n query and now for the events over here here instead of unit mover we're going to need a local transform we're going to need that so that we have the worm position which we can then convert and then we don't want to select units that are already selected we want to cycle through every single unit so let's get rid of that one and just keep the local transform but again you might be seeing this might be an issue all the entities that have some kind of transform they are going to have this one whereas the goal is obviously to only select units so now is probably the time when we should create some kind of tag component to Define what exactly is a unit otherwise local transform is going to include anything even environmental objects so let's make a tag component for units let's just make sure this code compiles so let's just comment out this for a little bit okay let's save now here let's make our new mono Behavior so inside the authoring let's construct and again if you want you can use this pre-made Baker script but personally I prefer building it from scratch so let's do that call this one the unit authoring and over here the simple thing so let's make a public struct call it unit this is going to be I component data and for now it's really just going to be an empty tag component so yeah all we need is the baker to be able to add it so a class Baker let's Implement Baker with unit authoring so the usual standard thing then over here let's implement the abstract class we need to grab our entity so get entity get it to a transform. dynamic okay and finally add component on this entity let's add new unit component okay that's it let's save and over here let's select the unit prefab again select the prefab not an individual unit and on the prefab let's add the unit authoring okay great so now back in our unit selection manager over here we have our query so we can look for things that have a local transform and then also a unit component that way we make sure that they are actually going through units however enemies are also going to be units but they're not going to be selectable so we want to also include the selected component within this query but if we just do selected if so this is only going to query for entities that are already selected that is not what we want we want to be able to select units that are deselected so instead of including it in the query over here instead let's use one of the options let's use this one with present this one means that the component has to exist regardless of being enabled or disable so let's do this with presentence of the selected component okay great just like this so now let's construct our arrays so we're going to have an NTI array yep that makes sense but not a unit mover instead we want the local transform so let's name this the local transform array two component that array of a local transform okay now let's cycle through that array so cycle through the local transform array and now here we do something let's grab the local transform for this unit so the unit local transform go inside the local transform array on this index now within this unit local transform within it we have a position this is going to be the world position so now the goal is to convert it from a worm position onto a screen position and for that we can access the camera so camera. main to find our main camera and we can use the function world to screen point which does exactly that so let's pass in our world position and this one is going to convert into a unit screen position okay so we have the screen position of the unit and now we can very easily test is this position inside the selection area now thankfully the actual Rec type this one already has a function perfect for that so we can just go up here let's call the function and inside we have a contains function test if this one contains the unit screen position and if it does contain then the unit is indeed inside Al by the way over here since we are sing through an if let's make sure we cache our selection area there's no point in doing this all the time so here rect for the selection area rect let's call the function and then over here we just use it okay great so basically this means that unit is inside the selection area now this one we just want to select the unit so that is going to be super simple we just access the entity manager and then there's a function called set component enable we want to set the selected component we want to select on this entity so let's access the anti array on this index and in this case we want set it to true and yep that's really it so we cyle through all the these we do our query they need to have a local transform in a unit and they need to have a select component then we cyle through all of them we grab the local transform we use the worm position we convert that worm position into a screen position and with that screen position we test if it is inside the selection area and if it is we set the select component as true okay so that's really it this should be working the only thing remaining is we need to deselect the units we're really just going to deselect all of them and then only select the ones that are inside so doing that is quite simple let's just do a query for all units that are already selected so let's do another query before this one and on this first query we're going to look for things that are already selected so just selected no need for WID presence so just like this a super simple query then we just convert them into an in Array and then we cycle through that array so for in I through the N array. length second through it go through the N manager and set the component enabled for the S component on this entity so on the entity array on this index and set it to deselect and down here let's just reuse that one okay yep that's really it so we deselect all of them go through the selection area and select the ones that are inside of it okay so that's it let's save and now let's test okay here we are and first the visual still works okay let's try selecting one of these and there you go it did select it select all of those now select these and there you go did select select that one and yep there you go it does work so I can select all of these all these and everything gets selected perfectly all right Awesome by the way here our code has a slight bug so right now playing it this one does work perfectly so I can click anywhere drag it and yep it does generate the exact perfect square however this one is only working perfectly if you have the game scene over here set up exactly to full HD if you switch to any of these other ones for example if you put it on free aspect and now if we try and no it no longer works it's off both on the starting point as well as the entire scale the logic still works so if I click and drag here the visual doesn't work but the logic does work I can select the units but the visual is definitely a b off now this actually has to do with the scaler so if we select the canvas over here we set up the scaler and we set it up scale with screen size with a reference resolution of 1080p so with this if the game window over here is set up exactly on 1080p if so then it perfectly matches the canvas scalar so the canvas itself doesn't have any scale we can see over here the scale is on 111 however if we set it to anything else even if it is for example 16 by9 which keeps the same aspect ratio but lowers the resolution with this yep now that does scale the canvas and this is exactly what is causing that issue so we need to incorporate this scale in our logic now thankfully that's actually pretty easy to do we just need to take whatever position and scale we have and just divide it by this value so over here on the code let's just add a reference to our canvas so let's add a new serialized field of a canvas and here in unity let's just drag the direct canvas reference okay great and then over here the code is going to be super simple so it's over here on the update visual like I said we just need to divide by that value so we can grab the canvas let's access the canvas transform and grab the local scale and from this let's just grab the X all three of them X Y and Z those are going to be scaled EX the same amount so we can just grab any of them so let's grab the X and say this the canvas scale we get this and then we just need to divide these two by that so here divide by the canvas scale and this one as well okay yep that's it this should now work so here we are first of all on full HD and if I click and move yep it does work and now if I swap it out to free aspect ratio and move and yep now it still does work so I can put it on any aspect ratio anything we want like 5x4 and yep it does work put it on 16 by9 with scale and over there the canvas is inde the scale and everything does work perfect all right Awesome by the way I only notice this bug thanks to feedback from a student so if you do find anything not quite right in any of the lectures definitely let me know about it so I can fix it so the selection is working and of course the move logic that one is also still working so now we can select we can Define which units we want to move give them orders and everything works perfectly okay great so here we set up unit selection we also set up the UI and we created the logic for creating a selection area and actually selecting the units with this we can select any number ofit units and then give them some orders however there's actually one annoying thing here if we want to select just one unit if I click nope it doesn't really work we need to draw a square even if it is a tiny Square in order to finally be able to select the unit so just by clicking doesn't work need to do at least a tiny square that occupies the origin and if it does occupy the origin then it does select the unit now this is a bit annoying we should be able to just do a simple click and select an individual unit doing that is relatively simple but also means we need to learn about dots phys queries which is actually going to be a lot of fun so let's Implement that in the next lecture hello and welcome I'm your cod in this lecture we're going to handle the logic for selecting just one unit and the way we're going to do that is with a rast if it hits a unit and we select just that one unit so this means that we're going to need to learn about how to do physics queries using dots okay so we already have the selection area working I can select a bunch of units do a little square and select all the units within that area then I can just give them orders something like that however we cannot easily just select just one so I click on this one nope doesn't work I need to do at least a slight Square in order to be able to select so let's all this let's use physics and a recast to test for single unit selection now physics and dots is actually surprisingly easy to use but before that first let's add some logic to test when should we use physics meaning how to define when the player is trying to select just one unit versus selecting multiple for that essentially we can check the size of the selection area so if the selection area is at least decent size if so we're going to engage the select multiple mode but if it is small like something this tiny if so then we're going to select just one single unit okay so let's have that logic now first let's deselect all of them okay that makes sense so we handle all of the deselection and then for selecting let's grab the selection area W and from that one let's calculate a selection area size so float selection area size and for the size let's just use selection are rect let's grab the width and add the selection are re. height now technically this isn't going to be an area if it was an area we would do multiply it as opposed to plus but we're not actually trying to get a specific number we're just trying to get something and if we multiply we end up with a huge number so either way it works but let's go like this just have a simpler test so let's define a float for the multiple selection size minimum let's say something like 40 units we need to test this and basically let's find find a bullan for is multiple selection and basically we're going to be doing multiple selection if the selection area size if this size is bigger than the multiple selection size men if it is bigger than that then we are going to do a multiple selection and if it is smaller then we select just one unit so let's just do a log on this one so debug. log let's print out the multiple selection and let's also print out the current size just so we can see if the value 40 if this one does work right okay let's save okay so now here let's look at the log so basically if I do a big one like this it should select multiple so yep that is true and has a size of a thousand okay and if I make something like this this should probably be something like this should be the smallest so let's see how big is this Square that's about 100 so if it is something like this about 50 so yeah 40 pretty much means just a tiny tiny Square so as long as it's a little bit bigger than this then we're going to select multiple if it's smaller than this we're going to select just one okay so I think either 40 your 50 that one seems pretty good okay great so if I just click that is going to be pretty much zero select one if I do a square then select M okay good so now we have this simple volum so if we are doing multiple select then we're going to do this multiple select logic and if not then single select okay sounds good now over here let's learn how to do a recast so for that the first thing we need to do is grab something known as a physics World Singleton that is an external type physics World Singleton this one this type which exists inside unity. physics so up here let's go ahead make sure to include that okay so we need to access this type and this exists inside an entity so the way we're going to find that is by doing a query to get that type now for that we can do the exact same thing that we did up here create a new query Builder with all we would write this type and then simply get it that would work perfectly fine but let me also take this time to show you a different way of also creating an inti query so this way works fine using an inti query Builder that works but another alternative approach is to go through the entity manager so we go through this one and on this one it has a function called create entity query so now this one has a different syntax so instead of taking in the types as generics instead we write the type directly as a parameter and this one takes in an actual type object meaning it is not just physics World Singleton it is not just like this this is a synx error we need to pass in the type so let's use the type of keyword in order to convert that into a type so yep just like this so this is doing essentially let's copy this one just see the exact same thing so create new anti query Builder with all of the physics World Singleton just like this and build the query so basically both these lines are doing the exact same thing so feel free to use which one you prefer most okay so this one will return an entity query and that query is going to contain entities that have the physics World Singleton and like the name implies this one being a Singleton means there's really only one of them so technically we could take this query and do the same thing that we were doing up here convert it to an anti array or to a component that array of this type we could do that and then simply access the component that is on position zero that would work that would get us the component since again this one is only going to have one but the anti query this one also has some helpful functions like one called get single which does exactly that so we call get Singleton this one takes generics of a physics World Singleton just like this and Y this going to return an object of type physics worldl Singleton so that's it so we construct the query looking for this object and then this one automatically finds the single instance the single entity that has this component and we get it over here so with this we have the physics World Singleton and now inside of that one there is something called a collision world let's store this one so a collision world like this and and now it's inside of this type if we go inside Dot and Y here you can already see we have functions for doing a box cast we can cast some collator cast array check the sphere we've got a bunch of overlaps overlap sphere capsule and so on so basically this is where you can do all kinds of physics queries we're going to use these quite a lot now for this one for the click for this we want a simple raycast so we can just use this one over here cast Ray let's see what parameters this requires it takes in something of type raycast input so let's construct this type so Ray cast input construct a new Ray cast input okay and now for that inside of this one this one has a start that's a full three so it's a world position it has an end which is another FL three and then has a filter so for getting the start in the end that is actually quite simple again we are trying to do a rast from the camera's position so like we did on the script for finding the mouse R position so over here on this script we use the camera in order to convert a screen position onto a ray and then from this Ray we can call get point to get a point on any position within that Ray so over here in our code we can do exactly that so let's grab AR aray for the camera array so here we go inside the camera get the main and let's call the function screen point2 Ray this one takes a screen position and converts it into array so for the screen position let's use input. Mouse position okay yep that's it however here we actually see an error it is saying Ray is an ambiguous reference between unity. physics. rray and unity engine array basically the unity engine array this is one for the game object world and unity physic physics this one is from dots physics both of those name spaces contain a ray class so one solution is to go up here and get rid of one of these we could get rid of the UN engine but then we would have errors whenever we use debug. log so down here let's just write the full name so this one screen Point array this one is going to return the unity engine. Ray so let's write the full name so Unity engine. Ray just like this so we have the camera array and then from there we can call the function get point this one takes in a distance and basically Returns the point at that distance along the ray so for the start point we want to start pretty much at the camera position so let's start on zerf and then for the end point let's do the same thing and basically we just need a point that is far enough away now technically we could do a ray cast in order to find the perfect distance that the unit is from the camera position or you can just simply put a huge number either one is really going to work fine so up here let's just put a bunch of nines and that is more than enough to actually collide with the unit so do that and the final parameter is a filter this one is of type Collision filter this is a special dots type let's construct a brand new one a new Collision filter which by itself also has three parameters it has belongs to collides with and the group index now these are essentially layers or rather layer masks so the ray is going to belong to this layer and it's going to collide with this layer the layers over here are the ones that you define on the game object itself so if you go back over here into Unity let's select actually our prefab instead of any of these okay select the prefab and over there on the inspector we can see the layer drop down menu so we can click on it and we can add some more layers so for example over here for layer six for the first empty one let's define this one as our units layer so just write units now here we just need to memorize this number so this is going to be in layer six and now we can select the prefab again again select the prefab not the ones on the scene and on this one let's swap this one from the default layer onto the units layer and nope we do not want to apply to Children the only thing that matters is the object that has the col which is going to be this one so let's go ahead yep okay so this one is now on the units layer which again is layer number six so here in the code for the find that that is exactly what these are going to represent we use those layers to say that this rcast is going to belong to a certain layer and it's going to collide with a certain layer and by the way for the group Index this is basically a special override this one is just a number you can see it's just an INT so if you put a number here like number 56 and then you have another object that has the exact same group then the raycast will always collide with that object regardless if it belongs to a different layer or does not collide with that layer so basically the group index is always going to be an override but in most case we don't really need to worry about this one so we can just default this to zero like that okay so now for these two that are important they belongs to and collides with so how exactly do we set these up this one is actually a uint so an unsigned int but this one is a bit mass number meaning that layers are defined by the digit position in binary so over here we do not put six this is not correct like I said this is a bit mask number so a bit mask means that essentially the layers are going to be defined by the digit position in binary so here we have an 8bit number defined it has 8 Bits all of them them are on zeros so if we were to use this as the belongs to layer then the ray cast would not belong to any layer because again everything is on zero so if we want to hit layer zero then we need to flip this bit so we need to flip this from zero onto a one and Yep this would be the layer mask for hitting things on layer zero and if we wanted to hit things on layer five so this layer zero 1 2 3 4 and five so we want to modify this one and we would flip this bit into a one then if we want to hit both layer zero and five if so we just put both them on ones so this is a bit mask basically the layers instead of being integers they are essentially just positions on a bit mask those are zero or one depending on what layers you have selected for either the belongs to or the collides with so over here as to how exactly do we construct that bit mask we start with number one which going back to our diagram here one is really just this so a bunch of zeros with one at the end so we start with number one and then we bit shift so put two angled brackets this called the bit shift in this case we want to bit shift to the left by the number of our layer so if we wanted to shift this to the left by three then we do it just like this so essentially what we're doing is first we Define a one and then we take this one and we essentially want to move it to the left so move to the left by one position two positions and three positions so yep that logic is doing exactly this it is finally generating this number so here in the code if the goal is to collide with everything on layer six if so then we need to do this and we do not do this that is a completely different thing so let's do one bit shift by six however we also should not put the six here you shouldn't really hardcode magic numbers like this magic numbers are always something you should avoid magic numbers is really just a number that has some special hidden meaning that is hard to decipher so in this case right now we just wrote this code so we know that this six means the units layer but if we leave it like this we are definitely going to forget what it means so instead of hardcoding a magic number let's use a properly named local variable so up here just to find an in for the units layer say six and then over here in our code do it like this yep now this makes quite a bit more sense except we also see that we have an interesting error this telling us we cannot implicitly convert from in to uint that is because the belongs to this one is a uint it is not an INT so this one is a simple solution we take this one instead of using a one which is an INT let's append the word u and if there you go now this one is assigned as a uint okay great so this is how we construct a bit mask and actually for this one we want this rast to belong to every layer and collide with that one so let's actually Swap this so let's put this one like this we want to rast to collide with only things on the units layer and over here for the belongs to layer simplest thing is to really just make it belong to every single layer the collision at the end the rast will be whatever matches both these so to make the ray cast belong to all layers that is also pretty simple we start with number zero which again going back to this diagram the number zero is literally everything on zeros so all the bits are zero in order to get all the bits into one we really just need to invert them and the way we do that is with a tiled so that one essentially takes all these zeros and convert them all into ones meaning that rast will belong to every single layer and again this one should be a u so let's opin U just like this okay so yep that's it and just another quick mention that you might not know about that relates to over here the belongs to and collides with as to why this has both of these instead of just having the collides with for that here in unity we can actually go into edit and let's go into project settings then on the left side let's go into physics the physics settings and Y over here we see what is called the layer Collision Matrix here you can Define that some layers do or do not interact with some other layers so that is why over here the ray cast has that option so you can make it belong to a certain layer and only collide with certain layers okay great so here is our rast input so we Define the start point that is going to be the point directly in front the camera the end point is going to be a near infinite distance falling along the Ray and for the filter we're going to make this raycast belong to every single layer and make sure it only collides with the units layer and the group Index this one is just default okay great so like this now we can use this Ray cast input on the cast Ray and now for the other parameters so here we have multiple versions of this function so you've got this one which will out put a Rak has hit this will output just a single closest hit or we have this version this one returns a native list which is going to be a list containing every single hit that gets hit along this line now in this case we really only want to select a single unit so let's just grab the closest unit so let's define an out raycast hit for the raycast hit and again Ray cast hit exists in both the physics engine for the game objects and dots so let's be explicit this one we want the dots so unity. physics. R asset okay yep so here is our correct array now this function will return true if it has something and false if nothing is H so let's do this into an if so if this raycast if it has something if so then we want to look inside the raycast hit and over here we can see the entity so we can find out which entity did we hit now technically since we made sure that it only hits things on the units layer because that we can be pretty sure that this one is going to be a unit but still if we want we can just ask the entity manager to verify so we can for example go entity manager inside that one we can check has component and we check does it have a unit component and yep so if this entity has that component then hit a unit okay and that's really it so now we can just go into the nty manager call set component enabled set the selected component on this entity so Rayas it. entity set this one into true and Yep this should be working so as you can see it is really simple to do a physics quaring dots you just have to set up data for the rast or the overlap sphere or whatever and you just call function and of course before that the more complex part of just having to go through all this we need to construct n query we need to get the physics World Singleton and then get the Collision War so it's a little bit more worthy than the normal game object physics where you just do physics dot overlap box and so on so doing it in dots is slightly more complex but still it is pretty understandable just grab the physics World Singleton get the Collision world and from there you can do all kinds of physics queries okay so let's test and see if all this is working let's make sure to save okay so here we are those are all the units um just going to try to select just this one so just a click and Y there you go it does select just that one unit now select all of them move them all it works single click select single click select and so on so I can select individual units or I can select all of them and tell them where to move all right awesome now it looks a bit odd that all the units are moving into the same place on the next lecture we are going to generate the proper move positions so let's reenable justy Collision just to see what that problem is actually going to solve so over here let's just go inside the unit prefab and on the caps Le let's make it not a trigger so let's make it so that it's solid and yep it is playing they all go into the same place and they all hit one another so they no longer go on the exact same position and now I can select can move a bunch of these and yep everything does work okay great everything works but of course selecting multiple units and clicking still looks odd because again they are constantly trying to go into just one position they're constantly pushing each other around so instead of telling them all to go to the exact same position instead of that we should write some simple code to generate some valid Target move positions so let's do examply that on the next lecture hello and welcome I'm your kod Mony in this lecture we're going to learn how to dynamically generate some move positions so our units don't all try to go to the exact same spot okay so right now we have units that we can control I can click the select select an individual one select the group and all of it works however right now all the units those are all trying to go to the exact same position which leads to all this spelling up they get all kinds of collisions looks really strange basically the more unit we have the worst is going to get now there are actually many ways to solve this problem so one way is to sort of leave it like this and then simply make the unit stop moving when it gets to the Target and then allow it to be pushed around so that's one option that could work but another option that I think is best is to generate some proper move positions so just like in many RTS games you have formations that's basically what we're going to build here we're going to dynamically generate some positions in the code and send each unit to a slightly different position now there are many shapes we can generate so RTS games usually have some kind kind of rectangle formation sometimes they have Circle formations you might see some Arrow formations and so on so you can really go as simple or as complex as you want in this case let's go with a very simple Circle formation so we're basically going to have our Target position right down the center and then we are going to generate rings around that exact same position and on each of those Rings we are then going to generate a bunch of positions within that ring and the further we go out in the Rings the more positions we can generate so by following this logic even if we have just one unit or 10 units or 100 units everything won't work we're basically going to slice a ring into as many times as we need we're going to basically slice the ring into how many positions we want to have so in this case let's say we make a slice here then make another one here make another one here and another one here way we do that is first we start with the vector pointing right so we have this vector and then we're basically just going to add some rotation onto it so we have this Vector this going to be the first position on this ring then we're going to rotate this Vector down here that is going to have this Vector pointing down down here and that is going to be our second position then once again rotate the vector down here and gives us that position so we do that and then for the second ring we really just use a bigger Vector just going a little bit bigger and same thing we still rotate and so on okay that's the rough logic now let's implement it so over here on the unit selection manager script let's make a function to generate our positions so let's write private and for the return type technically we could return a normal Vector 3 array we could return this that would work but instead let's actually return a native array make it a native array of FL 3es again native array that is a native collection that works with dots and burst so let's make this one and call it generate move position array then for the parameters so first we need to know the target position so 4 three for the Target position and then we're also going to need to know how many positions do we want to generate so an INT for the position count okay sounds good so now here the first thing we do is create the array with this size so native array of type flow 3 that's going to be our position array let's construct a brand new new one let's use allocator temp to make it temporary and for the size let's define with the size of position count okay yep just like this then we can simply test if we are requesting zero position so if position count equals zero if so then we don't really generate anything so let's just return the position array if not then let's keep going so if we're generating at least one position then the very first position on the array so on index zero this one is going to be the taret position we always want to make sure that we want to use that position and then let's do another if so if the position count if it is one then this one is really all we need so let's return the position array okay and if not then let's finally generate all the other ones so first let's define some settings so we basically need to define the ring size so how far away is each ring from the origin so let's find a float for the ring size and let's use number like 2.2 okay then we also need to keep track of which ring we are currently generating so let's define a ring int for zero and let's also keep track of which position index we are trying to assign now since we already assigned the origin over there on index zero let's start with the position index and start off as one okay great so now here we're going to run our generation logic while the position index while that one is under the total position count so basically keep generating until we have all of them so that makes it perfect to use a while so while the position index while that one is under the position count while doing that then we're going to generate a bunch of positions so it's over here that we want to cycle through all the Rings and calculate all the positions first thing we should Define here is how many positions we're going to have for this ring as ring expands we can see it has more area so as it expands we want to have more positions so we don't want it to just be fixed we don't want to have just four positions on every single ring we want to have some kind of minimum and then some kind of bonus depending on the ring so let's def find an NT for the ring position count is how many positions we want to have in this ring let's find a minimum of something like three and then add let's say ring times two so on the first ring on ring of zero we are only going to have three positions then on the second ring ring of one it's going to have 3 plus two on next ring it is going to have 3 + 4 and so on okay so now that we know how many positions we want to generate for this ring let's actually go through them so let's cycle through all those positions let's use a simple for so and I starting on zero while I is under the rank position count i++ okay we cycling through all the rank positions and now here like I said we're going to have a vector we're going to start with a vector pointing in some direction and then we're basically going to apply some rotation then keep increasing that angle until we have all the positions generated so let's calculate what is this angle which the first one should be an angle of zero we should just get the vector then for this one should be some kind of angle and so on so for colting the angle it will be whatever is the index of the angle so are we trying to get on position index zero 1 2 3 and so on we're going to take that and basically for calculating this angle we just need to divide the entire rotation divided by the number of positions we want to have on this ring okay so here for calculating the float angle for this one let's take once again start with the index and then multiplied by the angle which is going to be the entire ring split by some amount of ring positions so let's grab math. Pi 2 pi 2 this one is the entire ring again this is all in Radiance and we divide this by the ring position count so if this one gives us the angle that we want to apply for this one and now with this we can calculate our ring position so what is going to be this ring position so it is going to be the target position plus we take our Vector pointing to the right so that is going to be a new Flo three and for the size of this Vector it is going to be based on the index for the ring multiplied by the distance so that is going to be the ring mul multiped by the ring size except for the first one we also want it to be offset if we use a ring of zero then it's just going to spawn in there no we want to spawn in here so over here let's use ring size multiplied by and then use the ring plus one just make sure that even on ring zero we still offset by the ring size and yep we just want the vector pointing right so just like this so this is the vector and then we just need to apply a rotation to that Vector so actually Define up here a FL three for the ring vector and we're going to start off with this one like here and for the rotation we can use math and call the rotate function this one takes in a Quan and a flow three vector and simply applies that rotation so now we just need to take this angle which is in radians and convert into a quion so for that we can use Quan and call the function rotate y because we are working on a top down so we want to rotate on the Y angle and rotate by this angle and use this quion and that Vector okay so yep so this is the ring vector and we just apply that outset onto that one and yeah that's really it so we start off with a vector pointing straight right we apply some rotation to it and then we take that final Vector apply to the Target position and that's how we get our ring position so again going back to diagram here we have this Vector pointing right then we apply some rotation and we get this ring position and since we are doing this inside of four and inside of well this logic is going to generate every single grid position so now that we have our ring position all we have to do is add it down to the native array so let's just access it on the position index and assign to this ring position we assign it and then let's make sure to increase increase the index like this and after generating one position we can see is this last position so let's test if the position index it is bigger or equal to the position count if so then we have generated all of them so let's just do a break to get out of this for Loop because we don't need to generate any more ring positions so that breaks out and ends up down here whilst inside of the well and at the end of the well what we need to do is make sure to increase the ring index so we go onto the next ring and of course if we have generated all of them this going to be false and we're finally going to exit the well and then over here we just return the complely filmed position array all right yep that's it so this was a bit of math but I hope it was understandable again we generate some rings outside of it calculate a VOR apply a rotation and doing that we generate as many ring positions as we want this function can work with one position 10 positions 100 positions everything works great so the function is going to return a native array so now up here in our code we just need to use it so let's go over here onto the right Mouse button so this is where we are giving the units the orders to move so after we get the entities and the unit mover let's call down for the Target position that is going to be the mous wor position so this is going to be our origin and for the position count we can go for example grab the anti- array graval length and Y so this one is going to return a native array of FL three this is going to be the move position array and since this one is going to have the exact same size as all these arrays then over here when assigning the target position for this specific unit let's go inside that array on this index like this so yep that should be correct just like this all the units each unit should be going to a different position so let's make sure to save and try it out okay so here let's select just one unit tell to move and Y just a single unit still goes towards the target position okay so far so good now let's select a bunch more units and right click and let's see and if they do go to different positions and we can see a sort of ring forming so there's the unit down the center and all these three over there let's select all of them tell them all to move and see where they go and up like this we can see the second ring coming around so as they all move around they all go to different position they all generate and whether it be with one unit or multiple units they all go to different positions this code works with five units 10 units 100 units everything works right all right awesome now the only thing is the units are still pushing each other around especially if we move through them they're trying to push things around now later on we're going to solve this with some basic collision avoidance and of course later on we're also going to implement pathf finding so instead of the units going straight they are going to follow the path and avoid obstacles right now they just move straight with no concept of walls or anything so we're going to implement all of that later on but for now this is looking good we generate the move positions tell them to move and they all go towards the target position okay so our logic is working our game is really starting to take shape we can select any number of units give them orders tell them to go here you go here and everything works so now it's time to learn one very crucial thing events specifically how to handle events in dots which is actually a very interesting topic so let's do that in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to learn one way for how we can handle events in dots meaning how to know that something happened in a specific frame one way we're going to use this is to make sure that our visual selection logic only actually updates when it needs to update okay so here let's learn how to do dots events events are one of my favorite Tools in programming in my games I use events a ton to keep my code nice and clean and minimize code coupling as much as possible with normal C events you can keep one class completely decoupled from the other one usually the main way that I use them is separate the UI code and the logic class like we already saw in this course this way the UI class is tightly coupled to theic class since it does need to have that reference but theic class this one is completely decoupled from the UI class it does not know that any UI class exists anywhere does not know and does not care this is really awesome and helps you quite a lot in managing code complexity the more decoupled your code is the better it is so events are awesome however since dots is data oriented that means events are actually quite tricky to do usually when working with an event you access some kind of object reference then you listen to that event and the event itself is a delegate which is another object so in dots we're not working with objects so we can't use delegates or references or anything like that instead we need to figure out some way of doing a data oriented events now this was actually really tricky for me to figure out how to do events without objects I tried doing some research but couldn't find much on the topic of data oriented events so I'm not 100% sure if my Approach is the best one possible but it does work quite nicely so let's see it since we cannot have objects and attach listeners events instead let's define a component and that component is have a bunch of bulls then we are simply going to turn those bullions into true whenever some event happens and then at the end of frame we're going to raise all of those bions then if we want to essentially listen to event we just need to play some system to read the state of these bullion right before the reset system okay so for storing the bullion let's store what it actually makes sense first let's s the events for when the unit is selected or deselected so for that makes sense to put it here on the selected component so we've got the visual entity the show scale and over here let's add some Bowlings for events so let's make a simple bow one for on selected and another one for on deselected okay great we have our two nice events now to quote unquote fire these events let's go here on unit selection manager where we are selecting our units let's scroll down to find where exactly we are deselecting all the units so over here let's also get a component for all of our selected so entity query let's go into query get the component data array do it of type selected with allocated temp okay so this is going to return our native array of type selected and over here let's do the logic for grabbing and updating it so let's do the same logic that we had previously this one that we did over here where we get the array we update data and then we call this in order to updated so let's go up here and do exactly that so let's go inside the select array on this index let's grab the select so we grab the selected then go inside the selected and this is the D selection logic so let's set on the selected equal equals true then again let's update the component inside the array so select and equals this and finally go into the ant query and let's copy copy from component. array and let's copy in the selected array okay that's it just like this however actually this event is going to throw a really interesting error so let's see what it is let's make sure to save it save this one and also make sure to save the select authoring save all the files then let's wait for it to compile and now let's see that error so here we are and it's working fine if and if I just click anywhere empty so click and like go so here we are and everything is fine let's select some units okay works now when I click here to the select let's see and if there it is there we have our error so here in the console the error is saying length of the input array is a size of eight and does not match the length of the query which now has a size of zero now this is a really interesting error it actually took me quite a bit to figure out what exactly was happening here basically this code over here copy from component. array this one is trying to update eight positions that's how many positions we have over here on the S array but the anti query this query is now matching with zero units and this is because over here we are sing through the entities and we are setting the selected into false by doing that we are modifying how many units are actually selected so when we then access this to do this it is basally going to rerun this query and since we set the M as false after running all this logic then this anti query will no longer find any selected units so this is a really sneaky really tricky error always keep in mind when working with enable components if you disable them they will no longer be included in queries now thankfully the fix for this SE super easy we can just do it the slower way meaning let's get the component and update so let's get the selected set it to true and then instead of updating the array let's go entity manager and call set component data on this entity array on this index and let's update it with this select component and we do that instead of this okay that's it let's test okay here we are let's select a bunch of them it works deselect and yep it also works no more errors so I can select deselect select one deselect and yep everything works okay great right now for the selection logic let's go down to where we are selecting our units so here we are selecting multiple and selecting a single one so for example let's go over here on the selecting a single one this one is going to be super easy so on this one entity manager let's get the component data get the component data of type selected for the ray asset. entity so we want this entity selected so that's the selected like this and then we just update so in this case the unit is being selected so un selected set this one true and then again in manager let's set the component data on this Rak asset. entity and set it with this select okay so that is going to update the single unit and up here for updating multiple up here is where we can actually do the exact same thing we were doing a while ago then over here for the multiple selection let's do the exact same thing so we're going to get the entity in this case it's on the en array indexi get that one and update it with this one okay great so this should be working let's save and now let's test okay so everything is playing let's select one of the unit so let's select this unit over here and over here with the inspector on runtime mode Let's scroll down until we find our selected component yep there it is and right now the unit is not neither selected nor deselected so both events are set to false and now if I go ahead and select that unit yep there you go the unit is selected and the unselect event that one was indeed triggered and finally for deselect just click here and yep there you go it got deselected and theond deselected event did work all right awesome so here we can see that our events are indeed working when we select they get selected deselect we get deselected now the next step is to make it reset so let's build a system that will do that so let's go inside our systems let's create the new entities new I system call this the reset events system and now on this one let's keep just the update so just like this and here it's going to be super simple so we just want to cycle through all the events and set them all back into false so let's do a system api. query let to a query we're looking for the selected and we're going to want to modify it so ref are W for the select component so this is going to be our query so let's do a for each for each the ref RW on the select component called selected in this query except again remember we're working with nabl Mod components so if we do this and then we update the events over here if we do that it is only going to reset the events on the ones that are currently selected whereas we want to also reset the ones select event so instead of just including the ones that are just selecting instead let's head over here the option with present of the selected so this way anything that has a selected component will be included here so now we just go with the selected the value RW for reading and writing and set on selected into false and same thing for the on Des selected okay that's really it super simple super basic just like this the code won't work it won't reset events however it won't exactly work like we wanted to so like this this code is indeed going to cycle through every single slide component and we'll reset it but it is not necessarily going to do that at the end of frame so now is a great time to look at the systems window once again let's set on play and just see so here we have all our systems let's look inside the update the simulation system group we have all of our systems for example here is the select visual the UN mover and here we have the reset event system now the order in this list this one is very important so basically this system is going to run then this one and then this one so the code is going to run from top to bottom however note how this one is not at the end of the frame we got lucky that the event just by default happened after these two custom systems but could have happened just before this one I'm going to talk about how the system ordering is semi- random in a little bit but importantly is we can actually manually modify the order we can tell to update before or after any system in this case it's already running after all of our custom systems so the goal is to run at the end of the frame but just for testing let's say we want to run before the testing system so here in our system we can simply add an attribute and we can write update and we have two of them update before to run before a system or update after so in this case like I said we want to update before the testing system so let's use this one then this one takes a system. type meaning we have to write type of and then the system name so in this case the testing system okay yep like this let's see and Y there it is look at that it does work so now our reset event system is running before the testing system so with this we can easily update and set it to update before or after any kind of system and another thing we can do is look at these folders these are what are known as system groups so we can also tell our system to run within any of these folders for example like I said the goal is to run our reset event system at the end of the frame so we can place it over here inside this one inside the late simulation system group let's do exactly that so here in the code instead of the update before let's use another one let's just write update in group and same thing this one takes a type so let's write type of and we want the late simulation system group okay yep like this let's save and let's test and if there it is our reset event system that one is running inside the late simulation system group and with this we have indeed achieved our goal it is running at the very end of frame so we have the update this where we run most of our logic most of our systems are going to go next to these ones and by putting it on the late simulation it is always going to end up after all these default ones okay so far so good so we already have some code setting an event to true and then we have another one that is resetting the event to false at the end of frame so that's left is really just something to listen to that event in the middle now in this case our main goal is to update the visual when the unit is selected or deselected so let's go here onto the selected visual system right now this update is running all the time so on every single update it's cycling through all the entities that are selected or deselected and always updating transform that's pretty wasteful so let's make it only update when the state actually changes so for that let's make a different query so we're going to have a 4 in we're going to run through the selected except instead of with disable just with present we want to run through every single entity that has the select component and then over here we just check if selected. valo if the unit is selected if so then we're going to show if not then we're going to hide it so this one is the on the selected and on the unselected we are going to do this and if the events are false we're not going to do anything and over here we can avoid trying to get this so we only do that semi expensive call we only do this one if we actually modify the transform so that's it this is the code we can now get rid of these so with this it is still going to cycle through every entty that has a slide component but if the state does not change then it really just checks a bullion which is a super fast operation if nothing happens then it is not going to bother running this relatively expensive call neither to do this on the transform now let's just add some logs just to test that this is indeed working so let's do a debug. log except it is not the systems Diagnostics debug let's use the unity engine. debug okay and this one on selecting make sure this one only triggers exactly as intended and this one is the on D selected okay that's it let's test okay yep so this the logic now we technically have one potential issue here that may or may not happen but let's quickly test so here we are looking on the console and nothing is happening so just by default we can see that code is not running on every single update so if I click somewhere nope nothing happens or if I select one yeah there you go it did select that unit now I can tell it to move I can deselect and yep that one did work I can select a bunch of them yep unselected deselect unelected okay so that's great everything did work but while it did work on my PC but while it did work on my PC it might not have worked on yours that is because of over here the order in the systems that order is semi- random meaning it is not guaranteed to be the same across all PCS but for every PC it will always have the same order that is what I mean by semi- random so on my PC if I stop and I start playing again I'm going to get the exact same ordering for the systems on your PC the order might be different but it will also keep that order also note how what I'm saying here is related to the unity editor itself meaning if I were to make a build of the game right now anyone playing in the build would get this system order it does not change after building only during edit time so anyways my point is that the order the systems is not guaranteed it might or might not have the order that we want since on the select visual system we are listening to the event we need to make sure that this system runs before this system and the easiest way to make sure that happens and technically by default like I said by default systems will run over here so since we place this one on the light simulation Group by default we can assume that one is going to run before that one and since the unit selection manager since this is a mono Behavior it is not running on do srl that means that this logic over here that one is going to happen before any of that logic so technically over here we don't need to do anything technically this should work but still we should learn how to make it very specific to make this one run before this one in the future we are going to have other dot systems that also trigger some events and we need to make sure that whatever system is listening those events happens after they are triggered but before they are reset so over here on theelite visual system let's just make it run before the reset event system so up here let's use same thing so update before type of let's update before the reset event system okay just like this let's test and open put is actually not working here we can see an interesting warning it says ignoring invalid update before attribute on the select visual system targeting the reset event system the issue over here has to do with groups basically you can only modify the ordering you can only tell it to update before or after other systems that are within the same group so select visual system this one is just in the simulation system group but the reset event system that one is on that one so if we want to update this one relative to this one it has to be running on the same group so quite simply over here we can just add both attributes so we can add update in group on the type of on The Late simulation system group so we do that one make sure it updates in group and then make sure it updates before this one so yep this should work let's test and yep it does work so there we have the reset event system and over there we have the selected visual system and we can see on logic works I can select some of them and if visually does work it does update it does fire off the event and it only fires as many times as it should now deselect now select that one move that one and so on and yep everything is indeed working perfectly all right awesome so here we have our nice data oriented event system it does not use delets or objects or anything like that but still achieve the same goal we can have some systems do some logic just depending on some event and by the way let's get rid of these logs so this logic is only going to run when the system is triggered so this logic is only going to run when this event is triggered and the event is always going to be reset at the end of frame No Matter What by doing this we also end up with the same decoupling benefits meaning that for example over here on the unit selection manager over here when we set this event to true this script has no idea that something is listening to this event maybe it does maybe it doesn't it does not matter this one just sets the event to true on the reset event system the same thing this one does not care if anyone did anything with this event it just sets it to false in between we can have or not have something that listens to those events and does some logic in the end we end up with something that works select deselect and everything works perfect okay so here we Implement some really nice dots events our game is already looking quite nice but so far all we have are really just our own units it's finally time to add some enemies so let's do that in the next lecture hello and welcome I'm your KMI in this lecture we're going to learn how to finally create some enemies and Define them as actually being some enemies we're going to Define a simple infection system so that we can have Jessy player and enemies and maybe in the future we can add bunch bunch more factions okay so far we have our units we have the unit selection like you find in any RTS so I can select individually or select a bunch of them and everything does work but so far all we have are just these player units there's really nothing to fight against so let's do that now for that we have two options we can take this unit prefab and make the enemy prefab a completely separate prefab or we can make the enemy be a prefab variant of this in prefab in case you don't know prefab Varian is kind of like inheritance in C so you can have a base prefab then you can create a variant that extends that base and maybe overwrite some settings now since all our units are going to have quite a lot of similar components let's go with that approach of using prefab variants that way whenever we want to modify something to all units we just modify the base unit prefab and it applies the changes to both our fin units and our enemies okay so first let's actually rename this call this the base unit and now let's make a variant and the way we make a variant is right click directly on the prefab let's go into create and let's construct a new prefab variant let's call this the soldier unit this is going to be our friendly and let's make another variant and again right click on top of the base unit do not make a variant of the soldier unit nope make another variant of the base unit so right click let's create a new prefab variant let's call this the zombie unit okay so we have our three types now for the differences only the player Soldier only this one can be selected so we can get rid of the select authoring from the base unit and from the zombie unit so let's go on the base unit and on this one get rid of the select authoring and also let's go in inside the base unit so let's double click and over here since it doesn't have the selected it doesn't need this one so let's also get rid of this one but before we do let's actually copy so contrl C to copy it let's delete it and now let's go on the soldier unit this one should have the selected and yep let's save the base unit and on Soldier unit contrl + V and paste are selected and Y like this all the settings should be already set up correctly so the soldier has the selected mesh and let's also make sure that the soldier has the selected authoring component again not the base unit just the soldier and this one let's drag the select reference and put the show scale like it was on two just like this so like this it should be correct let's go back out and save it so on the base unit this one does not have the selected so it has the unit mover yep all units are going to move we've got the rigid body caps col and unit authoring then on the zombie unit it has exactly those same things and on the soldier unit it has those things plus an override of an extra selected authoring component so next let's set up the zombie unit so let's go inside the pream and over here really let's just modify the mesh so for the mesh instead of using the soldier a mesh let's use the zombie wonk mesh yep that's the zombie wonk mesh just need to modify also the material instead of the soldier let's go with the zombie material and Y there it is there's our zombie and so far we don't need to modify anything else here then let's make it a little bit slower just because zombies should be slower so let's put a move speed of three okay like this let's save the prefab go back outside of it and now let's just set up these ones over here on the world so let's actually get rid of all these so delete them because those were the base unit we do not want to actually use the base unit we just want to use the prefab variants so over here let's drag a soldier unit drag it directly on top of the subscene again make sure you put it on the sub scene so that it gets converted into an entity and now yep there's our soldier and let's make a bunch more so a couple more soldiers like this okay we have a bunch of soldiers and let's also drag a zombie unit again drag it onto the subscene and put the zombie over there and yep that should do it let's do a quick test make sure everything is still working so yep here we are playing and yep all of them are indeed working so the soldiers and I can also select them I can move them around I can select them individually or select multiple and yep everything does work and on the zombie if I try nope it does not work I cannot select which is exactly what we want okay great so far everything is working correctly so now let's make the actual enemy zombies so for that the first thing is how do we exactly do we Define that something is an enemy zombie or rather we're eventually going to have multiple unit types both for the player and multiple zombie types so how do we Define what is a player unit and what is a zombie unit how do we Define what exactly is the concept of a faction or a team so the simplest answer the simplest way to implement that is using a simple enum so with that then we have another question where exactly do we Define and store that faction enum now we could make a component to just store the faction that could work but in our case the concept of a faction is relatively simple and all units will belong to some faction all units and all buildings so instead of a dedicated component we can store the faction over here in the unit authoring component although for defining it other things might also belong to a faction like I said buildings so we want to have a field to Define our faction inside the unit authoring component but then we want to define the faction itself on a separate file so let's do that and this file isn't going to be a mon Behavior or authoring or system or anything so let's just make it over here on the scripts folder create a brand new mon Behavior script let's call it faction and then over here we can get rid of all of this we're just going to define a public enum call it faction like this and for our two factions let's have friendly and okay yep that's it a super simple enum this is the easiest way to define functions so let's go ahead and save this and then on the unit authoring component over here on this one let's just add a simple faction field okay there's our faction and let's make sure to expose it on the othering component so the same faction and when we add a component let's add the faction go into the authoring and grab the faction okay yep this should do it let's save and over here back in unity let's go to our prefabs again there's no point in modifying the base unit let's just modify these two so on the soldier unit let's go ahead make this one a friendly and actually like this it is going to inherit the one from base unit so technically we can live it like this or we can actually Force this to be an override force it to always be friendly even if we accidentally modify the base unit we shouldn't really modify the base unit but still let's make sure this one is actually an override and the way you do that is you really just force some change so change to zombie yep now this one is bold meaning this one is an override and now we can get back to Friendly and yep now it has the override and the over right is being overridden as friendly okay so that's the soldier and for the zombie unit let's change from faction into zombie okay that should work so now anytime we want to check what faction a unit belongs to we can simply grab the unit component and inside check the faction although sometimes it can also be useful to very easily look for friendlies or zombies it might be useful to find certain objects through queries instead of having to cycle through every single unit and then check the data inside of this unit component so in order to make it easier to query for for friendlies or enemies for that on top of this let's also make some simple tag components for our factions so on the other ring let's right click construct a new mod Behavior script for the friendly authoring and over here this going to be a super simple tag component so just a public struct call it just friendly let's Implement I component data just like this no fields and then the baker so class Baker Baker of friendly authoring and we implement the baker script then over here let's grab the entity to get as always let's default it to Dynamic and then add component on this entity a new friendly component okay yep super simple now let's also make the zombie authoring so let's right click on the authoring create the new monab Behavior script for the zombie authoring on this one let's do the exact same thing so a public struct call it zombie I component data simple tag component and finally a baker class Baker of zombie authoring let's implement this one and over here as usual get the entity equals our get entity let's add the component on this entity a new zombie component okay that's it let's save here let's go on the soldier unit and on this one let's add the friendly authoring yep okay this one will have the tag and on the zombie unit let's add the zombie authoring okay so like this both of our prefabs should be correctly set up let's do a quick test so let's go over here on our testing system and over here let's do basically the same test that we had previously for the unit count let's count the units except instead of this quering let's just look for units with the friendly component so just put friendly just like this friendly and we don't need any of these so let's get rid of all that just friendly like this without the WID present just like this okay so let's see how many friendlies are within our scene okay it's saying seven and let's see so we've got 1 2 3 4 5 6 7 yep that is correct and now let's swap it out for the zombie to check out the zombie tag let's see and if this work we do have just one zombie all right awesome okay so here we created the concept of a faction we also set up our prefabs and variants very correctly so that we can very easily have different types of objects this is going to be super useful when later on WE Implement all kinds of different unit types however so far we still have no interaction between our soldiers and the zombie they really just exist in the world so let's handle Logic for finding our Targets in the next lecture hello and welcome I'm your codm in this lecture we're going to implement the logic for finding a Target Target then after we find that Target later on in future lectures we can actually shoot that Target okay so here we have all of our friendly units we have the friendly ones that we can easily control and over here we have a zombie so both types both factions already exist but so far they are not interacting with one another so let's Implement some nice combat now for combat before we actually do some kind of damage the first thing we really need to handle is how do we find Targets so how does this unit know that this zombie is close enough to be attacked let's first handle that finding a target for this unit for that let's make a simple F Target system so inside our systems let's right click create go inside entities a new I system let's call it find Target system and also for this system we're going to need some data for the settings on how exactly we're going to find the target like for example what is going to be our find Target distance and so on so let's make a component to handle that data so on the authoring let's go create new mon Behavior script find Target authoring okay now with this authoring component let's attach it to the base unit so let's let our base unit scroll down and let's drag the F Target authoring component it's very important that we attach the base unit because all of our units are going to be able to find Targets we want the soldiers to find Targets and also want the zombies to also find Targets okay so let's make our find Target authoring component for now let's make it just a simple empty component so struct find Target I component data and for now let's leave it just like that let's just do the baker class so as usual let's get the entity get entity let's make this a dynamic entity and then add component on this entity a new find Target component okay so far so good we have our simple find Target component now let's go over here onto theine Target system we don't need the uncreate so let's just keep our on update and now on this one let's think what exactly does finding a Target mean it means cycling through our units all the units that have a fine targeting component those are the ones that should be looking for targets we cyle through all of those and for each of those units for each of those entities we are going to be looking for units that are nearby and then also validating if it's a Target so soldiers should only target zombies and zombies should only target soldiers so over here let's do our query so system API let's do a query now for finding a Target we're eventually going to check the target distance so we're going to need the local transform and this one we probably only need to read it so let's make it a ref R local transform then all the settings those are all set up on the fine Target component so let's also grab that one also ref just read for theine Target component and if with that we should have our correct query so let's just finalize this so make the function add the for each for each ref R let's pass in the local transform call it local transform then another one for the ref R fine Target call it fine Target and let's also organize this make this nice like this and the system. query let's add some new lines just to make it nice and clear just like this okay great so we have our query we grab the UN local transform let's just put this like this the local transform and theine Target okay great and now for actually finding the objects for finding things that are nearby near this unit for that we are going to be using a physics quaring so we already saw how we did rast over here on the unit selection manager we already use a physics query in order to do a recast so to do that first we grab the physics World Singleton then grab the Collision world and then call a function on it so in our find Target system let's do exactly the same thing first we need the physics world and over here since we are inside a system we can use the super helpful system API which by itself already has an excellent get Singleton function so this makes it super easy to get the first Singleton so that's the physics World Singleton let's grab this one okay we have the physics World Singleton and then inside of it we want to grab the Collision World okay up like this by the way it's important that I'm doing this outside of the four each just so we don't waste any performance we don't need to constantly grab this so let's grab it just once and then cycle through all the units okay so now here let's go inside the Collision world and the perfect one for finding units that are nearby the perfect one in this case is doing an overlap sphere this one will basically give us all the entities within a certain sphere area so let's see the parameters for this one it takes in a starting position so for the position that's going to be the position for this entity so let's grab the local transform. value Ro o. position okay then for the radius this essentially going to be the range so for this let's make a field on the fine Target component so let's go on Define Target and over here let's add that public float call it range personally I prefer the word range as opposed to radius I think makes a little bit more sense especially in the context of finding a Target so okay so here we have that and and let's just pass it in find target range equals authoring that range okay so now this one we can use that so find Target let's read it read range okay next one we have is a native list of distance hit this is going to be the list of all the entities that this overlap sphere is going to hit and once again let's be smart about it instead of constructing a brand new list for every single for each instead of that let's construct just list once and then reset it for every entity so here let's make a native list of type distance hit so distance hit list let's construct a brand new one and this one as usual let's make it temp so it gets automatically deallocated at the end of frame okay so we have the list we're going to use this one and also importantly over here note how this has the ref keyword so we need to make sure to include this so ref for our distance set list and since this one is going to basically be reusing the list let's make sure to clear it before we actually fill it up okay great and for our final one finally we have the Collision filter once again this like we already saw let's do it so it only hits units so you can do literally the same thing that we did over here on the unit selection manager just construct a new Collision filter that belongs to all units and only collides with the units layer so technically we could just copy paste this code however we should really not have multiple separate references to our units layer that way if we modify it we would have to modify it in tons of different places this one should really only exist in one place we should not have any duplicated copy paste code so let's make a general class just to handle data like this and before we create a new file let's just save these so over here on this one let's comment out just so it compiles and save this one as well so save both these files okay let it compile and let's create a new one so we're going to construct a new mon behaviors so let's go inside mono behaviors let's right click construct a new mono Behavior script and this time let's call it game assets this is the name that I personally really like for this class basically this class is going to hold all kinds of assets and references and this one is a normal mon Behavior so let's create a game object with the exact same name again create the object outside of the subscene let's call it game assets let's drag the game assets component reset transform and open okay so now in this class we want to be easily accessible from anywhere usually the purpose of this class is to be an easily accessible Library so that we can have with all the references that we need so usually I like making this into a Singleton however technically in this case we don't really need this to be a single ton but still let's do it just to be ready for the future so let's make the usual singl ton logic so public static of typ game assets call it instance let's make with a public yet and a private set and then on the private void awake we just set the instance equals this okay there's our static Singleton instance and another the reason why I said it doesn't need to be a Singleton right now is because we're going to make the units layer a constant and constants do not require an instance but still this way this class is nicely prepared for the future so here let's define a public constant for the units layer in this case we have unit layer six okay great so now we have some data here so back first over here on the unit selection manager over here let's refactor this code instead of using this local variable in instead of that let's go inside the game assets and access the units layer yep so now we can copy this code go into the fine Target system and on this one let's define the Collision filter like this and we do use the game Mas as unit layer so in case we want to modify the layer we really just need to go into this class and modify this and everything else will work okay so let's in comment this and we can now include the Collision filter on the last one on this one and if that should do it so now this will return true if it finds anything and if it finds anything if if it finds at least one entity if so then the results will be populated in this list so let's check if it is true that means there is something within this area and if so then we basically just need to validate these entities again keep in mind how here we are looking for the units layer meaning this will actually collide with both friendly and enemy units so we need to validate if they are a valid Target over here let's cycle through all of those so for each of type distance hit distance hit in the distance hit list okay we cyle through that enti list and now for validating if it is a valid Target for that we're going to define a valid Target essentially being the faction of the unit that we are cycling through here is an enemy of the unit that we are cycling through here so that means we need to Define what is the target faction so let's go on the find Target authoring component and over here on this one let's make a public faction call it the target faction and let's pass it into the baker so Target faction authoring Target faction so now back in Define Target system over here we can now use it so we can have Define Target and within that we can read and find the target faction so now we just need to know if this unit over here if this one does belong to the faction that is the target faction if so then it is a valid Target so we just need to know the faction of this one so for that let's go inside the system API let's get the component get component of type unit that's where we were storing our faction and we want for distance hit. entity so we want to grab the unit for this one so unit this going to be the target unit and then just check if Target unit. fact if it does match the target faction that we have in our F Target component if so then this is a valid Target and if if it is then we want to set this as our Target now let's just do a quick test just make sure all this is working so here let's do a debug. log debug. log on the distance hit. entity and just make sure that and here we have the usual error for some reason Visual Studio is importing system. Diagnostics instead of unity engine okay so we have that d. log and up here let's just do a dash just so we can see which one is finding that way we can see this message and then this message okay so let's save everything make sure to save all the files which by the way the shortcut is control shift s and it saves all of them okay great so now here let's wait for the compile and we need to set up some components so let's go into our base unit and on this one let's scroll down and this one just needs to have the component okay great now let's select the soldier unit on this one for the find Target component let's find Targets within a range of some like seven units and this one we want to Target the zombie units okay and then for the zombie unit let's put the target range a bit smaller let's say just five and this one does want to Target friendly units okay so let's see if like this if our logs are indeed working let's test and okay so by default we're just seeing a bunch of dashes so none of the units are finding any enemy but as I move this unit closer at some point this one should find the Target and if there you go it does work so one of those is indeed finding a Target and it is finding Target entity 182 let's see if that's a zombie unit and yep there it is zombie unit is indeed 182 and if we get close enough to where the zombie also finds that one as a Target so let's go a little bit closer and if there it is it does work so the zombie unit is finding 179 and if we select this unit and if there is Soldier unit 179 all right awesome so our logic over here is indeed working now we just need to figure out how are we going to store this Target and the answer is Let's Make a component just to store the target we want to make a separate component as opposed to putting it inside the fin Target just because other things are going to have different methods of finding a Target so let's have a component just to define a Target let's go in our scripts on the authoring right click construct a new mon Behavior script call it Target authoring and if this one is actually going to be super simple let's make a public struct call it Target I component data and for this one all we want is have a Target and let's make it of type entity so that's the target entity and then let's make a baker so public class Baker Baker of type Target authoring however this one is going to be basically just an empty Baker so let's Implement that one we do not have any data that we want to pass in from the authoring component onto the target this one is just going to be set dynamically so up here let's just get the entity entity equals our get entity and let's set a component on this entity a new Target component yep just like this we do not pass in anything okay let's save back over here let's set the target onto the base unit so that all units have a Target so here let's wrag the target authoring okay great and now we can go over here on the find Target system and when we have a valid Target let's just sign the target so on our query let's set another one we want to write to it so let's put a ref RW of type Target and let's add it over here on the query so ref RW Target Target okay so now down here we set the target grab the value bar W to WR and the target entity will be distance set. entity okay yep like this let's get rid of these logs so like this it should already be working like we saw the target logic that one is already working so now we should be able to see the target being assigned on the target component so yep let's save okay here we are let's select just the first unit okay there's the soldier I believe it is this one yep it is moving over there on local transform so it is this one okay great now let's scroll down find Target component okay let's see the target component and if there it is and right now it has none it has no Target and as I move a little bit closer as I get Clos enough there you go the zombie unit now is the Target and if we select the zombie unit and now we look let let's find the target component there it is so far no Target and as I move a little bit closer and if there you go it does find the soldier unit as the target all right awesome so everything is working perfectly the soldier finds the zombie as a valid Target and the zombie finds the soldier as a valid Target and of course this working for all these so if I get all of these way too close if so and I inspect any of them pretty much all of them are going to have down here on target yep they do have the zombie as a Target okay so our fine Target logic is working great although let me point out just one small thing here as you might see we are doing a 4 each cycling through all the distance hit and I do not believe that this one is going to be ordered by distance from the target meaning I don't think that as we go through this for each the first one is going to be the closest one so technically if we want to find exactly the closest Target if so we need to add some extal logic here to make sure that the Target that we select is indeed the closest but for now this is working more than fine enough as soon as we find one target let's break out of the four each and so far this should be working okay great so the fine Target logic is working our units are finding targets soldiers find enemies and enemies find soldiers let's just add one more tiny thing over here to this logic basically one of the best tips that I can give you on performance one of the best tips related to either dots or game object doesn't matter it's a great General performance tip so that tip is simply run logic less often than on every update now here after we Implement jobs and burst after we do that this code will actually be insanely fast so technically we don't necessarily need it but still we also don't really need to check for a Target on every single update the units move relatively slow so there's no point in looking for a Target 60 times per second so let's add one of my favorite things a simple flow timer let's do that to make sure we only find Targets a few times a second and not on every single update that is a super simple thing so let's go on the find Target component and over here let's just add two floats so let's define a public float for the timer and another public float for the timer Max and for these two really the only one we need to set is the timer Max the timer will set at zero and then increase automatically ly so let's just make the timer Max and set timer Max authoring that timer Max okay great and now over here on the fine Target before we do any of this complex logic before that let's just go inside the find Target grab the value R for reading let's grab the timer and we check if the timer is above zero so if this timer is above zero f if so then basically timer not elapsed meaning we do not want to find the target so over here let's basically short circuit this so let's just do continue to continue onto the next entity but of course before this test let's actually count down the timer so since we're going to modify it we need ref RW on Define Target so let's modify this to ref RW okay let's go and Define Target value r w so we can write timer minus equal system API time. Delta time okay we count on timer then we check if it is laps if it is not laps then we just continue we ignore this entity but if not let's restart the timer so find target. Val RW let's set the timer equals find Target now let's just re value R and gravity timer Max so that's it and over here let's add a log just to verify debug. log find Target just make sure this one is not being called 60 times per second so let's save this save both files and now we just need to assign the timer Max so over here let's select the base unit scroll down to the find Target and for the timer Max over here let's put it on 3F meaning it is only going to look for targets once every 3 seconds so y let's play and see the logs okay there it is and right they found the Target and now they are not finding and now they found again and now they are waiting and a little bit yep find some more and so on all right awesome so our simple timer logic is working perfectly so let's put now a more proper number so something like 02 so basically it's going to find a Target five times per second which I feel is more than enough okay great so now that we can find Targets the next step is to actually attack them our soldiers those are going to be using bullets they're going to be shooting them so we need a system to handle that and then we also need a component to store some data so let's do the same thing that we did for Define Target let's first make a component to store some data so create new mon Behavior script let's call it shoot attack authoring however here we have an interesting thing not all units are going to shoot like our soldiers they are going to shoot they have a weapon but the zombies they are only melee so in this case we do not want to attach this component onto the base unit that would make it so that every single unit can shoot nope we just want on the soldier so on the soldier let's scroll down and let's drag the shoot attack authoring okay great now here on the script let's make the standard components so public struct shoot attack this an i component data okay great and let's make the standard Baker so public class Baker Baker shoot attack authoring let's implement this Baker get the entity entity get entity entity Dynamic add component on this entity a new shoot attack okay great now let's think what that do we need well the first thing is we do not want to shoot a bullet on every single update so we need some timing logic so let's do the same thing that we just did for theine Target make a float for a timer and a public float for a timer Max and the only one we need to pass through is just the timer Max so let's pass through this one go inside the shoot attack open and close this one equals authoring tammax okay like this let's save okay so here let's see the soldier units scroll down find the shoot attack Yep this one and let's put it on like point2 so it's going to shoot five bullets per second which should be a nice amount okay okay so that's the data now let's make a system to handle our shooting so on our systems folder let's right click let's construct a new entities I system call this the shoot attack system and now here on this one we want to cycle through all the entities that have both a Target and a shoot attack so let's do that first clear up these ones and on the on update we're going to want to do a system api. query query for everything with a shoot attack and we want to update the timer so let's do it a ref RW for the shoot attack and then for for the Target itself let's make it ref we're just going to read The Target just our Target component okay let's put this inside a for each for each ref RW of our shoot attack call it shoot attack and also for the ref for the Target and simply call it Target let's just format this nice like this and put this one and this one like this close the parentheses open and close okay great so now we're secondly through all the entities that have a shoot attack and a Target however all the soldiers are going to have this target component but that ises not mean they actually have a Target so the first thing we need to do is check if the target actually exists so for that we can do an if let's go inside the target let's read the target empty and we can basically compare this against a nice constant so let's see if the target does not equal and the constant entity. null this one represents a null entity so essentially represents that we have no target selected so here let's actually put if it is null if it is null then we want to skip this so continue if it is not null then we continue doing something so down here let's first count down the timer so the usual thing that we just did a while ago so let's grab the timer minus equals let's go system api. time. time and then if the shoot attack let's read it let's read the timer if the timer is still above zero then not un lapse so let's continue and if it isn't then shoot attack let's grab the value r w for writing and set the timer equals the shoot attack let's read it value r o and grab the timer Max okay so that's that's it so now down here is where we actually spawn some bullets deal some damage something like that we're actually going to spawn the bullets in a little bit in order for those bullets to deal some damage we also need to implement an actual Health System but for now let's just do a quick test just to make sure this is working so debug. log and once again this implemented system. diagnos that is not what we want so let's do using Unity engine so do a debug. log and say just shoot okay let's see if this log does show up and over here on theine target system let's just get rid of this log okay so let's test okay so here we are and no one is finding targets no one is shooting so now this one as this one approaches it should find the Target and then should start shooting and if there you go shoot five times per second all right awesome okay so here we added the logic for being able to find the targets so our entities look for units around it and Define if that unit is a valid Target if so then it assigns it as a Target and actually only notice that we have a bug with our select visual right now so the bug is if I select all of these sounds good now if I select the exact same units now it looks like like they are deselecting but if I move yep they are still selecting so it's a very simple bug it's over here on the select visual system basically if we select the units twice if so then both these vents are going to be true at the second time and if both are true then it's first going to select and then it's going to deselect so the super simple solution is just swap the order so first handle deselection and then if the unit is both deselected and selected on the same frame if so then it will have the visual so if that's it let's save let's test so now here if I select a bunch of units and now select them again and if there you go now they do always show up and selected very correctly okay great and another bug that I also just noticed right now is if we click to select the zombie yep we have this error basically the error is over here on the unit selection manager where we have the logic for selecting just a single unit where this one does the castray and so on then checks if it has a unit component and then automatically assumes if it has a unit component then it can be selected whereas that's not the case the zombie is a unit but is not selectable so up here let's just set another and entity manager let's check if it has component and let's check if it has the selected component so rast hit. entity so this way it is only going to select if it's a unit and is a selectable unit so yep let's save Let's test okay here we are and if I click on the zombie and Y there you go no more bugs everything works great all right awesome okay so here we implement the logic for finding a Target so the units look for units that are nearby they identify if that unit is valid so if it is part of a Target faction and if so then they assign it as a Target so it works for both the soldiers as well as for the zombies and then the soldiers also have some shoot logic they check if the fine Target was successful if they did find a Target if so then they count on a timer and they start actually shooting the enemies so all that logic is working except we don't have any kind of concept of health so that means we need to build some kind of health system so let's build that in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to implement a really nice Health System when the unit is Clos enough it will be shock and it won count down the health then when the health hits zero it will destroy that unit okay so we already built the Sho attack system so as this Soldier unit gets closed it will eventually find the Target and start shooting so as I move a little bit closer y there you go finds the Target and start shooting okay great so we already have this logic working perfectly all it really needs to do is just deal some damage so to Define some health let's make a health component so on the project let's go on the authoring right click construct a new mod Behavior call it health authoring now let's make this one a simple component so public struct call it health I component data and let's make the standard Baker so Baker Baker of the health authoring let's implement the baker function grab the entity entity get entity as Dynamic so the standard thing that we already did so many times add component on this entity a new health component okay yep just like this so now what that do we need for the health well the simplest thing is just some kind of Health amount so let's make it public and now it's up to you to Define what format you want to Define for the health some people like to use decimals so they like to use float personally I prefer using ins I think they look a little bit better let's call it health amount okay so we have the health amount and let's pass it in so up here for the health amount let's pass it in to our health component so this one equals authoring do Health amount okay so let's save this and now back into unit let's select our base unit prefab let's attach to this one so that both soldiers and zombies both of them have health so let's go ahead and drag the health authoring put it like this and for for now let's just default all of them to have 100 Health okay that's good now we can go back on the shoot attack system and over here where we are doing our shoot over here let's just deal damage to our Target so for that first we need to grab the health system of the Target now it's important it's the target it is not the one that we are cycling through here so if we have a soldier shooting a zombie over here we are cycling through the soldier entity but down here we want to deal damage to the zombie entity so let's first grab the health so let's go into the system API let's get components in this case we're going to want to modify the health of the entity so instead of using this one which just grabs the component instead let's use this one which actually returns a ref hard only that way we can then very easily modify the amount so this one let's grab of type health and for the entity let's go inside the target so the target for this one let's read the target for the Target entity and this one is going to return a refr w of type health for the Target health and now we can simply deal some damage so let's define n for some kind of damage amount and for now let's make it just one then let's go into the target Health grab def value our W for writing and the health amount just counted down by our damage amount okay so that should really do it that should already be damaging our zombie so let's save and let's do a quick test okay here we are and let's just select the zombie unit and let's inspect the health component so let's see where's the health if there it is we have the health amount of 100 okay now I take one of these soldiers and as I move them close enough they should start shooting and if there go the health of the zombie does start going down okay great so this working the health amount is counting down but let's see what happens when it hits zero and yep that's it the answer is nothing happens basically we need some way of handling unit death so one way we could handle it here so after here we can test is the health amount under zero if so destroy the unit or as always we can do it in a dedicated system both options can work in this case the better option is to use a dedicated system just so later on we can have more options for things that can deal damage so let's make a new system let's go into the systems folder right click a new entities eye system let's call it the health dead test system okay so now this one let's make our standard update like this now this one we need to do a query for all the health components so system api. query let's read the health so refr o of our health and that's probably the only one that we need so let's you just say for each ref r o on the health like this so the health okay we have just one component we cyle through on the health and then just check if the health value r o the health amount if that one is under or equal to zero if so so then this entity is dead so this is where we need to destroy this entity which means this is actually a great time to learn one thing which is how exactly do we get the entity reference here we are doing a query and we get the component of the query but we don't actually get whatever is the entity that this query that this component is attached to if we go inside the health nope we have no reference to any of that there's no reference to any entity even on the value rro we still have no reference to the entity so over here on the query we are just getting components and we can't really just write entity over here this do not work this is not valid code but thankfully it's actually pretty easy so after this we can cycle through all the various options that we already saw and one of them is called with entity access so we use this one and in doing so then we need to add another parameter over here on the first iterator so let's have the health and then we have an entity parameter let's just comment out and format this properly so let's put it like this and put the N with a query like this okay so yep like this it is working so basically by calling this you then have to add this entity field and importantly it needs to be at the end we cannot place this one in the beginning if I try putting that in the beginning and then the health afterwards nope this is not valid code so if you use with entity access you need to put the entity as the last parameter so like this okay great so with this we now have the ENT that we are cycling through now we can just simply destroy it and for destroying we need to access the ENT manager and while working inside a system over here note how we have this system State and if we access that state inside there we have the enti manager so that is the enti manager where this system is running and within that enti manager we can call the function destroy entity so like this takes an entity so let's destroy this entity okay yep that's really it however this will throw an error but let's try it anyways just to see let's save it so here we are let's select the zombie so we can see it let's inspect the heal of the zombie okay like that let's approach with a bunch of soldiers and they are close enough they are shooting and yep the health is counting down so let's see what happens when it gets all the way down to zero so there you go like that and yep we have have an error here it is it is saying structural changes are not allowed while iterating over entities and then it says here please use an entty command buffer inste so again the error is because destroying entities is what is known as a structal change I already talked about what those are a while ago I mentioned why we use an enable component for the selected instead of adding or removing components so here it's really the same thing except instead of modifying the components instead of adding or removing instead of that we are destroying an entity which again is also a structural change when we destroy an entity that means that dots on the back end has to reorganize all of the memory arrays they always all need to be tightly packed so if one enti is destroyed it needs to move all the other entities in memory now if we do that here inside the 4 in not only is it a costantly operation but it actually breaks our code in this case we cannot be cycling through something and then basically modify that collection now the solution here is actually quite simple we don't really need to destroy the entity immediately right here instead we can essentially queue it up for Destruction so we can do all our Health testing logic we can identify which enties should be destroyed and then after doing the four each afterwards then we can actually destroy those enties so the way we can queue up commands is with something known as an in command buffer that's basically a buffer for queuing up in commands and for using an in command buffer we have two options we can manually create a brand new one or we can choose one of the ones that already exist let's see both options so first let's see the manual one so up here before our for each let's construct a new entity command buffer for that we do new entity command command buffer just like this and this one as so many things takes an allocator so allocator and let's use the temp like we're used to let's just add the using statement for these up here so using unity. collections okay so we have the ENT command buffer so like this and then down here when this enti is dead instead of destroying it instantly through the enti manager instead let's just destroy it on the enti command buffer so up here let's call destroy entity and let's destroy the exact same entity again importantly this is not actually destroying the entity right here it is simply up that command and then down here after we exit the four each over here let's access our in command buffer and let's call playback and this one takes an N manager so let's PR in state. N manager and you like this it won't work so we construct new n command buffer we queue up some commands on that buffer and then we tell to playb back which essentially means that the entty is going to run all of these que up commands and it's going to execute them on this entity manager so this way we are no longer destroying entities in the middle of the 4 in we simply cue them up and and then destroy them all okay so let's save and let's test okay here we are let's approach the unit with all of these let's see the health amount going down okay it's all going down 60 50 going down to zero and yep it did work we did not have that error if we look in the 's hierarchy we can see yep the zombie unit is no longer existing so that's great that part worked but we did have a different error like it says here the N does not exist so we are trying to do something with an NTI that does not exist basically what happened is the NTI was destroyed but then we still try to to do some Logic on that destroyed entity that's why we have this error here and also by the way this is a great time to see something very important about debugging right now if we select this eror and we look down here we can see this AR log this Tech Trace looks very strange look at all of these very strange names for the functions for the class names the lines and so on all of this looks super strange and none of the links are clickable so for example over here I can see some error happened on the shoot attack system and usually you can click on this in order to go to the offending line but right now we can't we can't really see that this has to do with the fact that we are using burst now burst makes it super fast it applies tons of optimizations to your code which makes them insanely fast but at the same time the downside is that it makes it quite a bit hard to debug so if you're having trouble debugging something then the simplest option is really to just disable burst so let's stop playing let's go up top to jobs burst and let's not enable compilation okay let's play again and let's trigger the exact same thing get the all Clos enough to shoot and now let's wait for that unit to be destroyed and throw the error again here's the error again and yep now with burst being disabled now the errors are much more easily understandable they are easily understandable and now we can actually click on it so we can click and see the error was on the shoot attack system line 28 so let's go inside this one and it appear here is shoot attack system on line 28 so if you're having trouble debugging something just go ahead and disable burst also by the way remember to reenable burst after you saw that bug also here we can see another very interesting Quirk about how dots works like I said in the very beginning dots works very much based on Source generation meaning we write a bunch of this code and then dots the dots compiler is going to run through this code and going to add a bunch more things so in between you runting the code and the final compilation the code runs through a system which adds a ton more code onto your code that is why we have to mark this as partial so as to why that matters is over here in the code we can see the error is on the shoot attack system on line 28 but over here on line 28 we are just defining a local variable this line cannot possibly throw an error so the error is actually not on this line it's actually on this line over here so it's on line 27 not 28 now this is a little Quirk of dots that it's very important for you to know because of source generation the lines can look a little bit off so it might tell me that the a is on line 28 but it might be on 27 29 or any of the ones that are nearby so if you are confused keep in mind that the offending line might not exactly be the offending line so if you have some error and you don't know what exactly is causing it make sure you look at the lines nearby not just the exact one that is selling the a okay so anyways now that we've learned that let's actually solve this error so basically the problem is like I said is that the unit is still trying to attack an entity that no longer exists so basically as you cycle through multiple units that are shooting the same zombie eventually one of those units is going to destroy the zombie which then runs the he dat test system which is going to destroy that entity but then the next time this one runs the other entities that still have a target the target is not null it is simply pointing to a target of an entity that has since been destroyed so we basically need to validate the data that we have inside the T component and again we could write it directly here or we can make a dedicated system to do that so let's do that on these systems let's construct a brand new go into entities a new I system let's call it reset Target system and for this one let's cycle through everything that has a Target so doing a system API doing a query let's read and write on the target component so for each ref our W on the Target and call it Target okay we do that like this so we cycle through all the targets and then here we can just validate the targets so if Target let's grab the Val r o just for reading grabb the target entity and we can basically check does this entity still exist so the way we do that is we can go through the system API and call the function exists and check if this one does exist or not so if this one does not exist if the target has since been destroyed then let's simply reset it so let's target value RW set the target entity equals entity. null and if that's it this one will clear the Target now the only important thing is we need to make sure this one runs at the end of frame and actually I'm going to cover that specifically in a little bit after we see the alternate approach this anti command buffer but now let's just make it work so let's just write update in group so the same thing that we saw previously type of on the laay simulation system group okay like this let's save so here let's approach let's see if that one works let's see if the zombie gets destroyed and if it did work the NT was inde destroyed now it might not look like it but it was if you look over here on the nt's hierarchy we can see yep the zombie unit no longer exist however we still have bug which is the visual the visual mesh that one was not destroyed we're going to handle that in a little bit but the important thing right now is that we did destroy the main entity and it did not throw any errors okay so before we solve that visual bug let's just learn more about the an command buffer so here this code is working we made it work by using a custom created command n command buffer this works however another option which actually works best is to use one of the preset n command buffers if we start playing the game Let's pause and let's look over here in the systems window and if we scroll down we can see we have a bunch of anti- command buffer systems so there's one over here on the begin simulation and one over there on the end simulation basically we can reuse this one instead of creating a new custom n command buffer the benefit of this approach is basically to limit when you do structural changes as much as possible so right then a bunch of systems all doing structural changes in multiple places in the same frame instead of that we can all run all of those commands just at the end the frame so the way we do that is we access that n command buffer and that one only exists once so that is going to be a Singleton so let's go through system API call get Singleton and the type that we want is called n simulation anti command buffer system and now here an important thing it is not just like this nope we need to access through this one and access the Singleton that exists inside of this one so yep that gives us the Singleton and now within we can call the function create a command buffer and this one just takes in a parameter for an unmanaged world so for that we can access the one inside state. world unmanaged and if that's it so this will now give us an N command buffer so let's use that instead of creating that one so yep just like this we do this we queue up the commands as usual the the important thing is we do not manually call playback again like I said this one will run automatically at the end of the frame okay so just like this let's test so here we are and let's look over here on the anti Hy so we have the zombie unit and we have a bunch of soldiers they are attacking the zombie and the zombie is Health going down and if there we go The Entity was indeed destroyed and no more errors all right awesome and over here for the health de testing system let's also put it to update on the late system group all right now let's solve the issue with the visual here basically the parent object that one is being destroyed however the child object the one that contains the visual mesh that one is not being destroyed now this is actually a very strange bug that took me quite a lot of trial and error to figure out during my research basically it's a weird bug that only happens to units that are placed directly in the scene during baking if we were dynamically spawning this unit if so then this bug would not happen that is what took me quite a long time to figure out I will show in a little bit how this bug does not happen when we cover unit spawning but for now let's just solve it and thankfully the solution is quite simple we just need to go into our prefab and yep and over here we need to add a component and it's a component called linked entity group and yep that's it basically if you dynamically spawn a prefab it is automatically going to add this component onto it but if you don't dynamically spawn it then it doesn't add it so that is a very strange thing but just by adding this we should have the bug fixed so let's do another quick test and let's get the units closed enough to destroy and after a while we should be able to see the zombie and the visual mesh destroyed and if there it is it did work the zombie's gone and the visual mesh is also gone all right awesome so now everything is perfect here we constructed a brand new health system and added the logic for damaging and destroying the target Although our shoot logic isn't really shooting anything just now there are no visual bullets just an integer going down so let's add that in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to learn how to create some BS we're going to create the bond object and the system it will basically move towards the Target and deal some damage okay so we already have the shooting logic working as the units get close they find the target they automatically find the zombie Target they start shooting and yep after a while the zombie takes some damage and gets destroyed so all the logic is working the health is working the fine Target is working the shooting is working all that works but right now there's no visual there's no actual bullet so let's do that first let's construct our object so on the subscene let's right click construct a new empty game object call this the bullet then inside let's make a child object let's make it a sphere and on this one on the inspector let's put it on authoring mode mod and let's get rid of the spherical leather so we just have a visual and for the visual itself let's go ahead and choose this bullet material see there it is just a nice material with a little bit of glow if you want you can increase a little bit so if you want you can go over here on the emission increase the intensity if you want to make it really glowy I think something like this looks pretty good and for the divisional size let's also make it a little bit smaller this is way too big let's put it maybe something like 44.5 something like this should be good okay great so that's our basic Bond setup again we we have an empty Parent Game object where we're going to Place El logic components and then a visual in a child object okay let's actually rename this one to mesh okay so now on the bullet the goal is to spawn the Bullet From The Soldier's weapon and move it towards the Target and when it gets there it will finally deal damage so let's make a component to handle the data for our bullet let's go into our authoring components and create a new mod Behavior call it the bullet authoring okay so now on this one let's make the usual thing so public struct called bullet it's an i component data for now let's make it empty then a publicly class Baker let's extend Baker on the bullet authoring let's implement this class and as always grab the entity entity get entity make it Dynamic so that the B can move add component entity new bullet like this okay great let's go ahead and save and back in unity let's attach it so here on the bullet object let's attach a bond authoring okay great so now here for what kind of data does our bond need well we're going to need some kind of speed so let's make a float for a speed variable and then we're also going to need to know the Target in order to know how do we reach the target so for that let's store an entity for the Target entity we can do this store the target directly inside there or alternatively we can just reuse our Target component both options work just fine let's reuse the target one in case we need some more custom Target logic then we can add it here but we can also reuse the component so let's do that so we have the speed and let's also Define a pocan for some kind of damage amount that way we can have bullets that deal very little damage and others that deal quite a lot of damage okay so now let's go ahead and pass these in onto the baker so let's go for the bullet set the speed authoring do speed and the Damage amount authoring do damage amount okay great so let's save this and here in the editor let's set it up so for the speed let's put it relatively slow just for testing so let's put two and for damage amount let's say five okay that's great now let's also add the target component and actually for debug purposes we want to be able to drag a Target like again just for debugging just for testing so let's go inside the target here and let's actually pass in the Target entty but again in order to pass it in entty we actually need a reference for a game object over here so make it a public game object for the Target game object again this is just for testing after we have our testing done then we're really only going to set the Target by using the actual Target en but over here Target en let's call get En pass in the authoring component grab the target M object and call it Dynamic okay so you like this let's save and now by default let's give the unit let's give it the zombie unit game object again just for testing just so we preset an object for the Target but of course later on when the units themselves when they spawn a bullet they will give the bullet the actual Target entty but for now like this should be good let's just add one more thing to prevent that visual bug so over here on the bullet let's add the link and group so let's add this one so that when the bullet is destroyed the visual dises with it okay so great so here is our bullet the setup is on correct we have all the data now let's make a system to do some Logic on this data so let's go in our systems right click construct a brand new entities I system call it the bullet mover system and this one let's first keep just our update okay so on update let's do a system api. query now we want to move the bullet so first let's grab the local transform and then we need the data from the bullet so let's grab the ref R we just need to read it for the bullet component okay just these two so let's do for each on the ref RW local transform call it local transform and then ref for the bullet and call it bullet do this in that query let's just format it so put it down there down there break it on the in then on the query break on this one this one close the parenthesis open and close okay great so here's our query now first let's actually move the bullet which means we need to concete to move in Direction which also means we actually need the target so let's also add that one so the ref R for for the Target component so let's grab this one put this one for the Target and then let's calculate a float three for a move Direction and by the way FL three is inside unity. mathematics okay so for the move direction we need to know the target the target position so let's go through the system API call get component let's grab a local transform and it's going to be the local transform of the target let's read the value and grab the target en okay so this returns a local transform for the Target local transform so now we can grab this one position minus the current logal transform of the bullet val. position so with this we get the move Direction and of course this move direction is going to have some magnitude so let's make sure to normalize it so equals math. normalize and let's normalize our Vector okay great so here we have the move Direction now to move the Bullet local transform let's grab the value r w for writing and for the position do a plus equals on this move Direction multiplied by let's go inside the bullet read the value grab the spe multiplied by System api. time. Delta time okay that's really it for the movement we calculate the move Direction based on the target position and the current position and with that move Direction then we just move the unit so that the bullet goes from the start position until the target then let's just use some Logic for testing when do we reach a Target so for that we can access the math library and in there we have the distance we have two functions for this I talked about this a while ago but let me mention it again like name implies one of them gives you the actual distance in actual units whereas the other one gives you distance Square so it's the same thing as the length versus length square that we saw quite a while ago it is really the exact same logic basically when calculating the distance you are actually going to get the square by default and then you need to do a square root of whatever this returns in order to get the final distance but doing a square root that is a little bit costly so technically if you don't need the actual distance number you can just use a square in this case we don't really care about distance we just want to compare it with a number to know if we are close enough so let's use the distance squar and compare the distance between two of them so let's say the local transform. val. position and the target local transform. position so we check distance and basically check if distance is close enough to destroy so let's define a float called destroy distance squared and let's put it point 2f that should be close enough so if the distance is under this then we want to destroy this bullet but before we do let's actually damage the Target now this is actually a bit of a game design question which is do you want to deal damage on the shoot attack system like we were doing or do you want to shoot attack system to just spawn bullets and then the bullets themselves are what deals damage basically both options can work perfectly fine now since we already saw this one about the shoot attack system doing this let's put this on the bullet just to be a little bit different so on the bullet we're really going to do the exact same thing so we can actually just copy this and on bullet mover system okay the bullet is close enough so let's say close enough to damage Target so we get there we grab the target Health yep then for damage amount instead of defining a local one we Define that on the bullet so Arrow damage amount and if that's it this one is going to deal damage to the Target and then all that's left is actually destroying this bullet but again creating our destroying entities is a structural change so let's make sure to use an anti command buffer like we saw previously so up here let's find an entity command buffer and let's go into the system API let's get the single ton and the singl ton of type the N simulation entity command buffer system do Singleton again don't forget the do Singleton so you grab this one call create command buffer this one requires an unmanaged world so that's on state. world unmanaged yep so this one gives us the anti command buffer so then down here after we deal damage let's call destroy entity and we want to destroy the B entity so let's add it up here onto our query so with entity access this means we need to add the entity over here so this going to be the bond entity and Yep this is exactly the one that we want to destroy okay so that should do it our Bol mover system should be nice and workable so we do a query for local transform bullet and Target which y our B has all of these then we grab the target position calculate the move direction towards it move the bullet towards the target then check the distance squared if it is close enough if so deal damage to the Target and then destroy the S so yep like this should be working let's save and over here in the editor just make sure you was sign over here the zombie unit as a Target and now we can test and we should be able to see the bullet move so let's test and if there it is the bullet is moving towards the target let's move these away and as it gets there yep it does indeed hit the target let's just make sure it's actually dealing damage so start playing let's pause let me select the zombie unit just look at it so on the inspector let's look at runtime mode let's look at the health amount okay 100 I just need to move these out of the way so move them out of the way okay and let's see 100 and bullet gets there and yep 95 all right awesome so our logic is indeed working perfectly however we have a bit of a sneaky bug here right now it did work but if we set the bullet speed as super fast so let's go on the bullet on the authoring instead of two let's put at 100 so that it's super fast and and then over here for the destroyed distance instead of this let's use a really tiny number like tons of zeros okay like this so destroy distance is going to be super small and the speed is going to be super fast so let's see exactly what is the problem here let's test and if there it is look at that the bullet goes towards the enemy and look that is constantly jumping back and forth see look at that it is constantly jumping it does not actually destroy it is bouncing back and forth it is not actually hitting the enemy it is not actually dealing damage sometimes might randomly hit but as you can see it bounce around quite a lot now this is a common issue and basically the problem is that it's overshooting the target basically the problem is that the bullet is over here on this side and then on one frame the bullet is going to move a massive amount which means it ends up sort of on this side but this point is not close enough to destroy so the next frame it is going to move another massive amount in this direction and again it is not close enough to destroy so it moves another massive amount massive amount and so on basically the problem is that since the bullet moves so much in a single frame and the target distance is so small it constantly jumps back and forth it never actually gets close enough in order to hit and destroy itself so this is the problem with very fast moving projectiles now the solution to this is basically we need to test to make sure the bullet is not overshooting the Target now there's one very simple way to test for that as the bullet gets closer to the enemy we can just compare the distance towards the target We compare the distance towards the target compare it before moving and after moving and basically if the bullet was closer before than it is after moving if so then we can assume the bullet has overshot the enemy so over here let's do that so we grab the target local transform then let's grab the float call it distance before and let's grab the square distance do a math. distance squared and we're going to do distance just like we saw so the local transform towards the target so let's do exactly this distance okay so we get that then we calculate the move Direction then we move the unit and then we calculate distance again so this is the distance after calculate before move calculate again and then we can just check if the unit if this ballet did overshoot the target so if the the distance after if after is bigger than the distance before if so then we have overshot the Target and if so then we can just place it directly on top of the target position so local transform let's set the value r w let's set the position equal straight on top of the target so Target local transform. position so that one goes straight on top and then even if this distance is super tiny if so it is still going to trigger this and run this logic okay great so yep let's save it and test so let's head on play and see and if there you go even though the unit was moving insanely fast it still managed to hit the target so even if over here we put a giant amount of speed so like 10,000 which guarantees this is definitely going to overshoot the Target even so yep there you go and we can verify we can look on the zombie unit and yep we do see this zombie did take damage all right awesome so that's our logic fully working now let's just put some proper numbers on there so let's go back into the bullet let's put a speed of something like 60 and over here for a destroy distance let's put it Point 2 okay let's save and let's play and see the Bon move and does move Mo does deal damage all right awesome so this working the bullet is working perfectly but naturally we don't want to manually Place some bullets we want our soldiers to be able to spawn them so this means it's actually time for us to learn how to dynamically instantiate objects and dots this is quite simple but does have one interesting Quirk so let's learn how to do that in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to learn how to dynamically ineni some entities we're going to have the soldier spawn the bullet which will then move towards the enemy and deal some damage okay so in the last lecture we already created the bullet entity if I head on play the bullet starts moving towards the enemy hits the enemy and Deals some damage so now let's leave that with the exact same behavior but spawn it from the soldiers for then let's go here onto the shoot attack system and here instead of dealing damage instantly instead of that we want to spawn a bullet now spawning an entity is actually quite simple we just need to access the entity manager so here inside the system we can access the state and from the state access the entity manager now from this we can call ineni so just like you essentiate a normal game object you can essentiate an entity but of course the question is how exactly do we get a reference for the bullet object normally when writing normal Mony Behavior code I would just expose some kind of field then the editor I would simply drag the prefab reference but systems in ECS they do not have any game Ming in the world so there's really nothing for us to drag a direct reference then of course there's also the fact that we have to go through the bake process here we are not inating a game object but rather an entity so we need to take the buet prefa bake it into an entity and then we get the entity that we can use over here so one solution is to make a component that takes a game object field and converts it into an entity and we could do exactly that make a specific component just to sort of the bullet prefab but as we're going to be making this entire game eventually we're going to need to reference various object prefabs that we're going to spawn like the soldiers the zombies the bols and so on so instead of just one specific component for each object type we want to spawn instead of that let's create a component to store a bunch of entities references so let's build that in the othering let's right click create a new mon Behavior script let's call it entities references authoring okay let's just clear our error over here let's just comment out this code just to make sure the code compiles okay let it compile so we have our components and now on the entity subscene let's construct an empty game object call it entities references and I like to put it up here so let's just drag it up to the top of the Hier key and now let's attach the entities references authoring okay so now let's open this over here let's write the normal stuff so a struct entity references Implement I component data and then make the baker so class for the baker Baker of entities references authoring then let's implement the abstract class let's get the entity entity get entity get it as Dynamic then add component on this entity new entities references okay great just like this now with this over here on the entities component let's add an entity field so public and Ste let's call it bullet prefab entity yep and now up here on the the authoring component let's set a public of type game object and this going to be our bullet Prefab game object okay and now we do what we've already seen so down here on the entities reference let's set that one equals get entity get the entity of the authoring component dot bullet pref game object with Dynamic okay yep just like this let's save now here in the editor let's just drag our reference so we've got the bullet which actually means we need to make it into a prefab so let's drag it onto the prefabs and on the bullet itself let's get rid of the one over there and on the entities reference let's drag the bullet prefab okay so far so good now back here on the shoot attack system so we've got the code for calling intiate and over here we just need to reference that entity so here's another important question which is how exactly do we get that component now we can't really add it here this is the query that is cycling through the units and the units do not have the entities references component so we can't just add it over here on the query but the goal that we did with this enties references this basically just a single component that exists on single entity that in itself is going to contain all the references that we need so since there's just a single one that means this one is going to be a single them and like we saw previously system API has a really useful function called get Singleton so with this we can very easily get it so let's get the entities references let's get it just like this enties references enties reference equals down okay so with this we can easily get it and then down here on the instantiate let's go inside and grab the bullet prefab en right awesome so this is going to spawn our bullet pre preab let's just Define nty for the bullet entity okay now we need to do is actually initialize it so first let's actually position it on the correct position so let's just do system API call set component and we're going to set the local transform component on this bullet entity and we can actually use one of the helper functions inside local transform it has a bunch of functions like this one from position this one basically takes a position returns a local transform filled in with that position zero rotation and one on the scale so since once again we use our nice trick of having an empty Parent Game object that has a scale of one by default and we only modify the scale on the CH object because that we can use this one so from the position we just need to know the position from where to shoot so let's set it as the position for this unit so let's modify over here the query let's grab a ref R local transform we grab this one and let's put it over here local transform okay we have that and from that one grab the value R and grab the position okay so this is going to initialize the position next let's set up the bullet component so let's go on the system API let's get the component RW of type bullet for this bullet entity so returns a refr w of type bullet so this is the bullet bullet bit of a strange name but it makes sense okay so then on this one let's go inside the value RW and let's set the damage amount so as to where we get this damage amount let's store it in the shoot attack component let's put it over here so that different units with different Sho attack components can deal different amounts of damage so if here just n for the damage amount and then we just pass it through so add it on the authoring component and then over here that one equals authoring do that okay great so now back on this one let's initialize the bullet go inside the shoot attack value r o just for reading and let's read the damage amount okay so that's the B component setup we probably don't need to modify the speed we can probably just leave that one with the speed that the prefab has so final thing is really just a Target so system API let's get the component RW in this case it is going to be the target component and it's going to be that for the bullet entity so this returns a target for the bullet Target and then we go inside this one actually this is a ref RW so then we go inside this one value RW and set the target entity and it will be the same Target entity as the one on this unit so let's go into the target this is the unit's Target value rrow and grab the target entty okay yep just like this this should do it so here we are spawning the bond entity then we are setting it to have on the position from the same as this unit position then we set up the Bullet by setting the damage amount and we set the bullet Target by setting the target empty so y just like this let's test okay here we are let's grab a unit let's get it closing enough and see if it starts shooting and if there you go it does indeed start shooting towards the target all right awesome however I actually forgot to assign the damage so right now the bones are dealing zero damage so let's fix that so on the project let's select the soldier unit and down here for damage let's put it five okay great let's test so here we are let's select one of these move there and start dealing damage and yep and after a while it should kill the zombie so let's see and there you go it did shoot the zombie all right awesome so that did work but now let's actually see one interesting thing so instead of one I'm going to shoot with a ton of them so we have tons of bullets flying around so there you go tons of bullets and as soon as the zombie dies yep there you go we have an error the error is saying the entity does not exist now this is actually basically the exact same issue we already encountered on the shoot attack system here on the B mover system this system assumes that the target always has a valid Target but of course if the target is set as null then this one is going to throw an error so we need to check against null so let's check if the target. value Ro if Target entity equals entity. null if so that means the target is now dead and if the target is gone then over here on the shoot attack system we're just continuing but on the bullet we really don't want it to continue if the target is already dead then this bullet is no longer going to do anything so if the target is dead we want to destroy this bullet so let's use the code that we have down here for destroying an empty let's destroy this bullet right here and then just do continue okay so let's test so here we are let's pick a bunch of these get them all close so they all shoot at pretty much the same time and if there you go it does work so they all shoot a ton of bullets and they all get destroyed if the target is not dead and actually let's just solve one bug that I just noticed right now it has to do with our reset Target system so over here if we play and if we have multiple units all of them shooting bullets all of them firing towards the enemy y there you go we eventually have an error it says the NT does not exist and this error is coming from the bullet mover system so basically the issue is that the bullet mover system this one the bullet still has a Target but the target has since been destroyed so what is happening is actually a very strange thing so basically on frame one the bullet moves the bullet set the target destroy the target okay great then the help that system test that one runs that one eventually cues up the N4 destruction on this one and then on the next frame the NT still as a Target because reset Target system that one does not reset the Target because it is only destroyed afterwards so then next frame the bullet mover system runs and still has Target and that throws the ER except that is not just the ER it is actually a bit more complex than that technically if that were the error we could put the reset Target system put it at the beginning of the frame and that could work so let's try doing that and see so over here on the reset Target system instead of updating on The Late system group trying to update it at the end of frame which again it's only actually going to reset on the command buffer which happens way at the end of frame so even after this one so instead of doing that let's pretty much reset Target on the beginning of the next frame so we can put this on the simulation system group and then we can use order first and set that one into true so like this it should run pretty much at the beginning of the frame okay let's see like this so let's test and pause and yep we can see the reset Target system is running at the beginning of frame okay so let's see if it th still throws that error so they all go they all shoot destroy and nope we still have the error so even though we technically fixed that the a still exists so on frame one the Bon moves it hits the Target it destroys the target then the help that system that one is going to destroy the entity or rather it cues that up and the entity is actually destroyed in this one but for some strange reason on the next frame when we reset and come back over here for some reason the n actually still exists it was queued up for Destruction but it still sort of exists the NT still exists and it's actually only over here on the parent system when the NT is sort of destroyed so by the time we get to this one technically it thinks the N still exists because the target was not reset but the N no longer exists so and we have an issue now this is a very very strange thing I have no idea if this is a bug we can add some logs here just to verify exactly what I'm talking about so let's do un the engine debug do a debug. log let's print out the name of this system and let's also print out the time the unity engine. time and let's print out the frame count the frame number so let's print this one and then over here let's also print if the unit actually exists so Unity engine debug.log and let's print if this unit exists so see this and then also let's go onto the bullet mover system over here let's do the same thing let's also print in order to see in which frame this system is running and then over here let's do the same thing so let's see if the nty still exists Let's test that out on this one okay so let's see like this what exactly does it say okay here we are and let's shoot and kill the enemy and find the error okay the error happened and now let's look at our logs and Y here we do see these strange things so on reset Target system the Target still exists but then on the exact same frame frame 497 on that one the Target no longer exists these false by the way this actually just. null we can verify that let's just print out the entity just make sure we are talking about the same thing so print out the entity like that and same thing on the bond mover system over here print that one let's see everything so let's move the units attack the Target and let's see fire the error there you go there's the error and now we can definitely see okay so on reset Target system so previously it makes sense that the unit does exist unit 196 that's the zombie and that one does exist it does say as true so the entity does exist and now let's see over here so on frame 495 on this one the entity still exists so it still does exist and then on the Bon mover system again on the exact same frame for some reason in between this system and this system all of a sudden the unit stops existing so basically when this runs it does not clear the Target because technically seems like the unit still exists but then down here at the end of the frame on the exact same frame the unit no longer exists I have some testing and seems like the thing that actually destroys the unit is over here the parent system I have no idea why that one is specifically the one that is actually destroying the entity but there's actually one more very strange thing let's add another log here to verify another thing let's call let's call system API that has component of a local transform on the same Target entty so Target value r o Target entty okay let's print this to see if this target entity has a local transform component let's print it out on this one and also over here on the target okay so let's see what both these say let's go ahead and shoot them all okay there's the air now let's look at our logs and okay so frame 493 that's when we have the error and if we look at the frame before on 492 yep The Entity still exists and it does have the local transform component okay makes sense but then on the reset Target system so on this one the entity technically still exists but no longer has that component so this is why I'm saying this is very strange I have no idea if this is a bug or not the entity should really be destroyed on the previous frame but it doesn't but then for some reason gets queued up for Destruction and only the parent system actually destroys it so anyways this is all very strange so the entity that exists that one seems to behave very strangely but we can basically use the has the component of the local transform use that as a sort of proxy so over here for the reset Target system we're going to reset the target if the entity no longer exists or no longer has a local transform component since the targets are always going to have local transforms we can assume that if the local transform is gone that means because the entity is also gone so over here on the reset Target system let's just add that logic so we're going to reset the entity reset the target entity if system API if the entity no longer exists or the entity no longer has a local transform component so that one or that one if it is either of those then the entty will reset to null another thing is here we are running this code all the time even when the target entity is null so that makes no sense that's just wasting a bunch of bunch of performance so up here let's check if Target entity is not entity. null if it isn't then we do this but if it is null then the entity is already not assigned so we don't need to do anything okay so like this finally everything should be working we should not have that error and our reset Target system should now behaving incorrectly it should be 100% resetting the target at the beginning of the frame so over here on the B mover system we can get rid of our logs and yep let's save everything and now let's test so here we are let's move have all the units shoot at the zombie this right zombie and yep there you go no more errors all right awesome so this was very strange but we figured out a solution to our problem we set the reset Target system to run at the beginning the frame and we added some external logic instead of just checking if the entity exists which seems to behave very strangely instead of that we also check for the local transform and that does seem to work so the bullets move the bullets Hit the Target and damage the target with the health below zero then this system runs and cues up the actal en for Destruction next this n command buffer system this one runs and supposedly actually destroys the entity and then on the next frame this one says that the entity technically still exists but does not have a local transform component so you use that to basically invalidate the Target and then when this one runs it no longer has a Target so everything does work so very strange but now all the code is working okay so here's an update that I'm recording later on I believe I have figured out the reason why this is happening thanks to a comment from a student I believe the issue has to do with cleanup components these are special dots components that will basically keep an entity sort of half alive until they are manually removed the transform system use a cleanup component so that's why the entity stays sort of alive until the transform system runs on the very next frame only at that point does that system finally remove the cleanup component for the transform which then finally allows the entity to destroy itself so if I'm correct that this is what is happening then this is not a bug it is working as in tendon it looks a bit strange as to how the N is destroyed in the middle of a frame but it does make sense based on this essentially the nty is only destroyed when all the clean components are manually removed so if while working in your own dots projects you encounter this issue with enties being sort of half dead half alive if so then remember this remember all about cleanup components okay awesome so our bullets are working perfectly fine they spawn they move towards the target deal damage and Destroy themselves however we have a bunch of annoying issues for example one issue is how the bullet is actually spawning from the floor look at that it's spawning from the floor instead of spawning from another the other issue is that the unit is not looking at the Target it is looking away while shooting so let's all a bunch of these issues let's do a bunch of improvements for our shooting logic and let's do that in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to take the bullets that we implemented in the last lecture and fix a bunch of tiny things okay so the bullets that we made they are all working correctly in terms of logic so if I take a unit and I get it close enough to the enemy yep the unit gets close enough and starts shooting so it does work the bullet spawns moves toward the Target deals damage and destroys the target so the logic is working but we have three odd things so the first thing is how the unit isn't really stopping so I move and the unit is shooting and moving at the same time secondly it is not rotating to face the Target and thirdly the bones are spawning right from the character's feet instead of from the weapon so let's solve all those issues first let's s on the stopping so let's go here onto the shoot attack system and on this one we scroll down and right now we are always attacking so if the entity has a Target it always attacks technically we should probably Define an attack distance so that we can have a different find Target distance and attack distance that way our units can find Targets from far away but can only attack when they're a little bit closer so let's go here onto our shoot attack component and let's add an attack distance so public make it float call it attack distance okay like this and let's put it on the authoring component and let's bake it equals authoring do attack distance okay great so then on the shoot attack system on this one let's check if it is close enough to attack for that we need the target position so let's go systemate let's call get component get the local transform component local transform of the target so Target is going to be Target value. Target entity so we get that one so this is going to be the local transform of the target local transform then with this one we can calate distance so math. distance it is math not math F so this one which exists inside the namespace unity. mathematics so this one call distance or actually distance squared since on the fine Target we already have the actual number then over here let's also use the actual number so let's use just the regular distance so there's going to be distance between this local transform do value r o. position and the target local transform. position so distance if distance is close enough to attack let's put this in an if if this distance actually let's test if it is too far so let's test the shoot attack value r o and let's grab the attack distance so if so then that means the target is too far so let's move closer and with that let's tell it to move closer so let's also add another component let's add our unit mover so we add this one for the unit mover and in order to tell it to move closer let's just go into the unit mover set the value RW set the target position to be the target local transform. position okay so y so like this if it is too far it will move closer towards the target so let's just move closer do not shoot and let's continue else so if it is not far enough if so then over here it's close enough so let's stop moving and attack and for stop moving just go into the unit mover and let's write for the Target position and put it the same as this local transform. Target position so yep simple math calculate the distance from this unit towards the target if it is too far let's s the unit mover in order to move closer but if it is close enough then let's stop moving now to go to exactly where it is already stop moving and then shoot okay this should do it so let's save make sure to save both files okay let's test okay so let's just assign the value so let's go in our soldier unit and over here let's see so for the fine Target authoring for this one we set the fine Target let's put it on eight and then for the shoot attack let's put it on seven okay let's see okay let's start let's begin pick up one of these units and if I move close enough yep there you go it does go there and it stops moving and starts shooting target okay so now the unit does stop while shooting and now you might have also noticed something interesting here if I take one of these units and I tell it to go there it gets close enough to shoot now I pretty much can't move away while the unit is still within range I cannot move that's a bit odd basically the unit is getting stuck while shooting and I can't really move it much that's obviously not ideal but so far that is actually correct later on we're going to make a component to override the movement so the player can still manually tell it to move even when there are Targets in range so later on we're going to solve that but for now let's leave the behavior like this so if the unit is within range stops moving and starts shooting okay great and just one more thing like you saw I could actually move a little bit that is because this logic is only running after the timer so if we put this just before that makes a little bit more sense so instead of testing just five times per second if it is close enough instead it's going to test all the time so with that done now let's solve the second problem the rotation so here let's just rotate towards the Target and that is going to be pretty much the same logic that we used on the unit mover system so first let's Cate a FL three for let's say the aim Direction and The a direction will be theer loal transform. position minus this local transform value ro. position that gives us the aim Direction Let's just normalize it so this one equals math. normalize let's normalize our aim Direction and then to rotate this one so local transform let's set the value RW we're going to need that so let's actually modify this one from ref r o to ref RW to modify the local transform okay so then over here let's grab the value RW we're going to want to modify the rotation so for this like I said let's do exactly like we did on the unit mover system so let's def find some kind of Target rotation so Quan Target rotation and we're going to go into Quan and call look rotation take this a direction to Cate that Vector 3 into a quion and use math f. up okay that gives us the target rotation and now for smoothly rotating let's use math. slurp and let's slurp from the current rotation local transform value r. rotation towards this target rotation and by the time we'll be system api. time. on time multiplied by let's go inside the unit mover grab the value r o and grab the rotation speed okay yep so just like this the unit should be rotating to face the target so let's save and let's test okay here we are let's pick one of these units and now if I move a little bit closer and if there you go I can't move away and the unit is indeed facing the target okay great now for the third problem the issue with the shoot position so right now the bullets those are being spawned from the origin of the position and goes towards the origin of the zombie so it spawns from there and hits the floor instead of being spawned on the weapon and hitting around the the center Mass so we want to modify how they are spawned we want to basically have some kind of offset we need an offset for both the shoot point as well as for the Target hit point so first for the shoot position we can go here into our shoot attack authoring and we can add basically that offset so let's make a public FL three for the bullet spawn local position okay we have this and then on the othering component here we actually have an interesting question that relates to dot remember how in the beginning we learn how authoring components do not have to perfectly match dots components so here technically we could Define a flow three that would work we would have to manually write the number in the editor or we can actually do something a bit more user friendly which is let's just use a normal transform field that way we can easily position an object using a transform during edit time but then during runtime everything will be baked into a super fast flow three so let's do exactly that so up here make a public make it of type transform for the bullet spawn position transform and then on the B we just set bullet spawn local position go inside the authoring grab that transform and grab the local position for that transform save that's it perfect now we can easily just position a transform also note very important how we're grabing the local position not the global position this is extremely important we want to sore the offset of the shoot position not the global position whenever the prefab is baked the prefab or the unit itself after being spawned that one is going to move so that is why we do not want to sore the global position instead we want to store the local position okay so now let's set this one up in the editor so let's go inside our soldier unit prefab there it is and now inside let's right click let's construct a brand new empty game object call this the bullet spawn position and now this transform let's just manually position it roughly on the tip of the weapon so something like that just position it put it a bit more to the side make sure it looks good from all angles y pretty much like this maybe lower it a little bit just like that okay perfect and now on the soldier unit let's scroll down find over here the shoot attack authoring and we just drag our normal transform so you can see how it is much easier to be able to manually position a transform in World space that is much easier as opposed to coming here and having to write x y and Zed so this is a great example of how using an empty game object is much much more user friendly than having to write numbers directly it's a great example of how different authoring and runtime data can be quite helpful okay so now let's exit go back save the prefab yep that makes sense and now let's go here on our shoot attack system and let's see to where we are spawning the bullet so right here we are spawning the bullet on this position so now we can go inside the shoot attack we can grab the value Ro to grab the bullet spawn low composition but again this one is a low composition we need to converted into a world position and the way we do that is we access the local transform so that is going to be the transform for this unit for the actual Soldier let's grab the value r o and on there we have a super useful function called transform point and this one is basically going to convert the loc position onto a worm position so we use this we pass in our loc position just like that and that gives us the bullet spawn worm position so a FL three for the bullet spawn World position and then we spawn it directly on this position okay yep just like this let's save Let's test and see if the spawn is spawning on the correct position so here let's just make the bullets a little bit slower just so we can easily see so let's put with a speed of just five and over here on the scene view let's position it some like this so we can easily see if it is spawning okay so let's test okay let's pick up one of these units push it over there get it a little bit closer and see and yep there you go it does work so the bullets are indeed being spawned from there okay great so that's left is the target position we do not want it to shoot at the zombie feet we want to shoot sort of Center Mass and now for this one we don't already have any component that makes sense now technically we could place it for example on the unit component we could add the offset on there but that would be a bit odd because not every unit is necessarily going to be shot so it makes more sense to have a dedicated component one that just stores that position for that purpose so let's go ahead make another authoring component create new mon behavior let's call it shoot victim authoring so this is data for the shoot victim then over here let's do the usual stuff so first let's make the struct call it shoot victim Implement I component data and then over here let's make the baker class Baker of type shoot victim authoring let's do it like this let's implement the baker class let's do entity entity get entity of dynamic entity add the component on this entity and new shoot victim okay great and now let's do literally the same thing we did on the shoot authoring so we have a local position and then a transform so over here for the component let's do a public flow three call it hit local position and then on the authoring component a public transform for the hit position transform okay we have that and then over here on the component set the head log position equals go inside the authoring component grab that one and again important ly grab the local position okay yep just like this so now here in the editor let's go inside the zombie unit and now on this one let's right click construct an empty game object call this the hit position let's move it a little bit up so just like Center Mass and then let's drag the reference we need to attach the shoot victim authoring and drag our head position okay yep let's save let's go back and now let's go here to the bullet mover system and scroll down and we're getting the target local transform and basically using that position as a Target so let's refactor this let's define a flow three for the Target position and let's just refactor all of these instances so find this instead of using that let's use the target position okay they're all sorten so now we just need to assign this so Target position is going to be the same thing that we saw previously so first let's actually grab the shoot victim component so shoot victim of the target shoot victim so target shoot victim then we go inside the target loal transform grab do a transform point a transform point target shoot victim do hit local position this one is actually going to be a float three not a float and yep just like this okay this should do it let's save and let's test okay so here we are let's put them a bit far away let's put it like this so we can see it side by side okay so as I move the unit closer as it gets close enough to shoot and there you go it does work so the bullets Spawn from there and they head on Center Mass then you also made it rotate to face the Target and we also made it stop moving all right awesome so all of this is working now let's just give the bullet some proper settings so over here on the bullet for the speed let's put it back on 160 then on the soldier unit let's make it have a bit more interesting values so for the fine Target let's put it some like 15 then for the attack distance let's put it on like 13 and for the shoot attack timer yep 0 2 makes sense so shooting five times per second and same thing for the fine Target 02 also makes sense okay so yep now our shooting and all the logic all of it is looking really nice so we have a bunch of units they find Targets they move they start shooting and everything does work so that's great but what would be more fun would be to actually have some more enemies to shoot so let's build a super simple zombie spawner in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to build a super simple zombie spawner this is going to be a quick lecture because we have already learned everything we need to do this is going to be an excellent example about how after you learn how dots works it becomes actually relatively simple to build brand new systems okay so far here we have our soldier we have zombies I can approach to the soer and yep there you go starts attacking the zombie and eventually kills the zombie so yep all of it is working perfectly we've got the solders we've got Bonet spawning everything works so now that we have the Bonet spawning working let's also spawn some enemies as well like I said logic is going to be very similar to what we already did so this is going to be an easy lecture first let's begin by making our authoring component to store some data so a new mon Behavior script called the zombie spawner authoring then over here let's write our normal code so we have our our zombie spawner it's going to be I component data and then let's make the standard Baker class so Baker Baker let's bake zombie spawner authoring so not the zombie okay this one and over here same thing as always entity entity get entity let's get a dynamic entity and add component onto this entity a new zombie spawner okay great so now let's think okay what data do we need over here the goal is to spawn a zombie and to spawn a zombie every certain amount of time so let's store a float for a timer and another one for a timer Max and on the Baker on the authoring class over here let's expose a timer Max and when constructing the zombie spawner let's set that one so timer Max authoring timer Max okay just like this let's save and now over here let's make an entty so inside the empty subscene create the new empty game object for the zombie spawner and over here in the whir let's place it over there on that corner okay great then let's attach the components so let's put the inspector back into othering mode add the zombie spawner authoring and let's put the timer at some like 1.5 so we want to spawn one zombie every 1.5 seconds okay that's that now let's make the system to run this so in our systems folder let's go ahead create a new entity I system called the zombie spawner system and now here let's first get rid of these we just need the on update so let's do our on update and now let's do system api. query and for handling this logic first we need to have the local transform so we know where to spawn the zombies let's do ref r local transform okay and then we're going to need our refr W for the zombie spawner okay that should do it so let's put this inside a for each for each our ref local transform call it local transform and then refr W for the zombie spawner call it zombie spawner okay like this let's just format everything ref r o ref RW okay yep here's our query now first let's do the usual thing so count on the timer and reset so let's go inside the zombies spawner grab the value RW and grab the timer counted down by System api. time. Delta time and then let's check the zombie spawner value let's just read the timer and if the timer is above zero if so then the timer is not yet elapsed so let's skip it let's continue but if not then let's run this code go into the Val RW and reset the timer so set the timer back into the zombie spawner let's read the timer Max okay so this handal is the Tim logic and then over here we just want to spawn our zombie so for doing this it's pretty simple we're just going to do the exact same thing we did for the bullet so in order to get the reference let's go up here onto the entities references authoring and let's add another field this is going to be for the zombie prefab entity and then up here for the zombie Prefab game object and then let's paste both them so the zombie pass in this reference as that one okay great so now back in the spawner system over here we can grab that one so the entities references let's grab it system API get the singl ton of type entities references with this we have our component and then from this one inside we can simply grab the zombie prefab entity so now for this we can spawn it so let's go through the state. en manager let's instantiate let's instantiate the zombie prefab enti this will be an enti zombie entity the spawn zombie and let's just position it so system API let's set the component on this zombie entity and the component let's go inside the local transform inside the type itself and let's use from position and pass in this local transform read value for the position okay yep that's really it this should be working as you can see super simple all the exact same logic that we already did so let's save both files and here in the editor let's just make sure to drag the zombie prefab reference so that one and yep let's test okay here we are and yep right away we do see one zombie spawning another one spawning and another one so yep that's it everything is working so our zombies are spawning our soldiers are shooting them and everything is working perfectly so yep this lecture is actually an excellent example about how after learning how dots works you can build new things rather quickly it took a while to learn everything that we just did Here For the First Time learned how to do queries how to set up entities and components how to handle the baking the en intiation the system logic so it took a while to learn all of that for the first time it took a while to change from an objectoriented mindset onto a data oriented mindset but now that we've learned all of that now this becomes pretty straightforward we create components create systems and easily add logic so y with that here we have our zombie spawner fully working now just before we end this lecture let's quickly see the bug that happened a while ago the one where the zombie was destroyed but the visual actually remained like I said we need to add that component so on the base unit we add this one the link en group I said that we need to add this two components that were placed in the scene if we don't add it by default so if I just remove this one from the base unit so remove that one so the zombie unit now no longer has it okay and now if we test let's see what happens to that zombie and that one goes and if there go that zombie was destroyed but it is still moving if we pause on in's hierarchy we can see yep that one has the mesh so the mesh stayed alive but the zombie enti was destroyed however note how that bug is not happening to any of the zombies that has since been spawned so the zombies that are spawned dynamically they do die completely they have no problem but the zombies that were placed during edit mode those destroy the main entity but not the child entity with the visual now this is a really strange issue basically entities that are dynamically spawned they get this component added automatically so here I'm selecting this zombie unit which was just spawn and this one does have this component but if you look over here into one of these Soldier units which again were placed by default in the subscene they were not dynamically spawn these do not have that component by default so that's a very strange thing I don't know if this is an intentional dot thing or if it's an actual bug but thankfully the solution is quite simple we just go into our prefab and manually add that component so the link entity group just like this and that does solve that problem basically for the units over here it is going to actively add this one but then units that are dally spawn it already has this component so it won't add a second one like this if we test so if we have these two so that one will spawn in the scene that one will spawn dynamically and yep they all die exactly as intend finally let's just solve one very strange bug that I just noticed was happening it's actually a similar issue to what we saw on the bullet this time it is happening on the fine Target system it is on this one over here for getting a component so it doesn't overlap sphere and for some reason it is finding an entity that has since been destroyed so since the entity has been destroyed it technically is still alive so it's still shows up in here but then no longer has any components so this one throws an error here are the logs that I had to verify so we can see that on frame 2012 on this Frame the N was killed but then on the next frame that physics query was still finding that en so again it's a very strange thing I have no idea if this is an actual bug for the solution we can just validate this so we can check if system API that exists to check if this en exists so this in set. EN so check if that one does not exist or or does not have that component so if the entity does not exist or does not have that component then let's continue again I have no idea why the overlap sphere is returning with entities that have since been destroyed but still this symbol validation should fix it so let's test and if there you go the entities find the correctly and we have no more errors okay so here we have our object spawning zombies however they are all still going to position 00 so that's a little bit boring it would be nice to give them some random movement so let's create a system to make them walk randomly in the next lecture hello and welcome I'm your kmy in this lecture we're going to learn how to make the enemies walk randomly around their spawn position this is really interesting and requires us to learn something different because the way the mathematics random class works is quite different from the one you might be used to okay so here we have our zombie spawners zombies are being spawned and they constantly go towards position 00 0 now let's create some Logic for the zombies to roam around randomly instead of always going to the same position as usual first let's create a component to store our data let's call it random walking authoring now first let's make our standard logic so a struct for the random walking it's an i component data then we have our Baker Baker of random walking authoring and then we implement this Baker grab the entity and add a component on this entity a new random walking okay good so now let's think what data are you actually going to need the goal is to randomly walk towards a Target position so that means we need to store that Target position so a float three for the Target position that is where this unit is going to right now and then in order to generate positions we want those to be generate around a certain position like a spawn position something like that so let's find a FL three for the origin position then you want to randomize how far from the origin position they should be so let's make a float for the distance Min and another one for the distance Max okay great so now let's pass all of these in to the baker even though for the most part we're actually going to be adding this dynamically so the baker is mostly just going to be used for testing but still in order to test in order to make sure that logic is working let's set it up so Target position go in the authoring and grab the target position and same thing for all the others so the origin position distance Min and distance Max okay let's save and now let's attach this to our zombie here again we want to attach the zombie not to the base unit or the prefab we want just this one just the one that is placed in the scene just this one to have the override so by default zombies should not have this component we're going to Dynam added to some but not all zombies so but on this one selecting the one on the scene let's add the random walking authoring okay great now for the Target position origin let's just choose the exact one that we have so let's say 1102 so 11012 1102 again we're only setting this up manually just for testing distance Min let's say three distance Max let's say 10 okay great so that's a setup and again this one is an override okay so far so good now let's make our system to run this logic so in our systems construct a new entities I system call it the random walking system okay on this one let's keep just our nice update and over here let's do a system api. query and for the query we're going to need the random walking component and we're going to eventually have to update Target position so let's grab it for writing so for the random walking component then in order to tell the unit to move we're going to need the unit mover so unit mover and finally in order to test if we have reached a Target we're going to need the local transfer so ref in this case we probably just need to read for the local transform okay great this is our query now let's do the 4 each and put the ref RW for the random walking call it random walking then refr W for the unit mover call it unit mover and finally the ref for the local transform local transform okay yep now let's see what are we going to do first let's get the distance between the current position and the random Target position so math and let's grab the distance we cannot grab the distance or distance Square although one very important thing here which is we need to make sure that whatever value we use in there it is either the same or smaller than whatever value we're using here otherwise unit mover is going to stop within this distance and then if we test over here for a bigger distance then this one is never going to trigger so if we want we can make this a constant so we don't need to constantly repeat ourselves so up here let's do that public con make it a float reached Target position distance square and we defaulted it to 2f and down here on the system let's use that so the unit mover system and use that and then over here on the random walking system we can go into the unit mover system and from there grab that distance now we just need to make sure that we use the same logic so over here we use less than so let's make sure to use less than not equals well in order to make our code more robust let's also include the equals here just so we don't make any mistakes okay so anyways here let's calculate the distance so distance squared is is going to be between this position so that's the local transform grab the value r o grab the position and then Target position so Random walking value R the target position so if the distance is less than the this one over here the unit mover reach distance if so then we have reached the target distance and if not then too far move closer okay so for the move closer let's just go into the unit mover let's write to it value r w and set the target position equals the random walking grab the value for the Target position okay this is telling it to move closer towards the random position and if we have gotten there if so then this is where we want to change the target position onto a new random position now normally you would go inside Unity engine and use the random class inside of that one you would use that and then call random. range and easily generate a random value this is how I normally do random generation in any of my games however this class this is a class so it cannot be used inside bursted code so let's do it the proper dots way and actually use the random the one that exists inside the mathematics Library this one works quite differently so this one does not have any static functions instead of that it requires an instance to run so let's create a new one so a new random call it random and over here on the Constructor this one takes a scene I will cover what exactly is the seed in a little bit for now let's just use the number one okay so we have this random and from this random then we can now generate all kinds of things we can generate a bll b two 3 4 can generate doubles floats U and so on here we even have a next float 3 Direction however this will generate a random Direction with random values on the X the Y and the Zed however in our game our game has a flat plane area we only want a random Vector That Is Random on the X and the Z the Y should be on zero so instead of using this one let's just use next float and basically construct our own random Direction so a flow three for the random Direction and this one let's do a new flow three and for the X let's do a next float randomize the float between minus one F and plus one F then zero on y we don't want that want to be random and over here on the Zed same thing next float minus one and + one okay this gives us our random Direction let's just make sure that it is normalized so let's go math. normalize to normalize this value okay great so with this we have our random Direction then all we have to do is multiply by the random distance and added onto the origin position and we have our random so let's go inside the random component let's write to it and section the random walking component on this one let's right to it and set the target position for that first let's grab the random walking let's read the origin position and then add the random Direction multiplied by a random. next float next float of the random walking let's read the distance Min and let's read the distance Max okay yep so just like this first we construct a brand new random then we calate a random Direction with random on the X and on Zed we normalize the random Direction and then we assign the new Target position starting from the original position then adding the random Direction plus a random distance so this should be working let's do just a quick log just to see what position this one is returning let's use the debug inside Unity engine debug. log on this random position and actually since I added the unity engine up here now here we have a conflict so if this happens if you want to have both the using Unity engine and using mathematics if so then you can just write the full name here. mathematics and that does work or alternatively let's just not put engine and let's put over here on debug loog Unity engine. debug. Lo okay this should do it so now let's test and let's see exactly what positions we are generating let's save it make sure to save everything Also let's disable the zombie spawner we can literally just disable this game object and it won be disabled in the empty that way only this unit will test so let's see what position this one is going to return okay there's a zombie and it's starting to move and it goes somewhere and now it stops now in reality it is moving meaning that code is running we can see down here messages are constantly being spawned except the issue is that it is generating the exact same position every single time so it's not really random this is one big difference relative to the other random class if you call random. range then it always gives you new values whereas with this random type this one basically requires us to persist with this object we need to create this object then use it to generate a bunch of things and then after generating we basically need to resave this object if we're always constructing the exact same object we're always going to have the exact same generation essenti this random class this one is deterministic meaning if we always create a random always with a seed of one and we always do a next float and another next float and another next float if so then these sequence of supposedly random numbers will always generate the exact same values if we want different values which we do if so then we need this random to persist so instead of constantly creating a new one let's just store it inside our component so over here on the random walking let's create it so a public random against the one inside mathematics call it random like this one side unity. mathematics and over here on the B let's construct random equals new mathematics. random and for the seed again let's use one I'm going to explain that one in a bit okay so we have our random now the random is being saved in the component itself so now over here in our system instead of using a brand new one instead of that let's actually grab the random that is inside the random walking go inside and grab the random but like I said this needs to persist if we do this then we are not actually saving back the data we are taking this random copy and we are updating it by generating all these floats so after we do this we need to make sure to save it back onto the random walking component so for this one let's go into that one random equals random okay yep this should be do okay yep this should be working so let's save everything and test okay so there it is there's a zombie going in that position and then goes up that one and then down and then right and yep it does seem to be working correctly okay great so the unit is going to random positions now let's test with another unit so I'm going to duplicate this one and put it a bit over there okay now let's test with two units and yep look at that how strange both them are going to the exact same position both them are falling basically the exact same order of random positions so it is generating a series of random positions but it is always generating the exact same Series so this is exactly where the seed comes in like I said this random type this one is deterministic meaning that if you use the exact same seed it will always generate the exact same series of values this is how for example games like Minecraft work they don't actually store the entire world the world is generated from a seed so if the seed is the same it will always generate the exact same world so if we want the random position to be different for different units then we just need to use different seeds a seed is really just a number and as long as the number is different then it willon work so on our component over here on the bake instead of hard coding just the number one instead of this we could just generate a random number so for example here we could use the random class do a random. range and generate a random number between 1 and 10,000 something like that so technically we could do this but then we would have a slight problem this is the bake logic which like we already saw the bake logic runs only once it does not run every time a unit is spawn so if we did this even if we randomly generate the random number over here all the units would still end up with the exact same seed so we need different method in this one and now for units place in the scene we can basically just Define here on the authoring component a random seed so a public in random seed actually this is meant to be a uint okay a random seed then over here let's pass it in authoring the random seed and then for units that respond dynamically basically we're going to use a different method in order to generate a new random component whenever the unit is spawned let's first make sure that it works on the ones on the scene so let's save and now here on our Bakers for this zombie let's set this one with a random seed of some random number let's say 56 and for this one let's say 32 so as long as they are different it won't work typ with this let's play and test and if there it is right away they are moving to different positions and they are randomizing different locations on all the time all right awesome so yep everything is working correctly now all we need to do is just add the same logic onto the zombie spawner so over here on the zombie spawner system we count on the timer and then we spawn the zombie entity okay so far so good then afterwards let's add that random component however adding a component will be a structal change so if here we do state.ent manager add component data if we do this this actually going to throw an error now I'm actually not entirely sure why this one throws an error but inen it doesn't but either way Yep this one will throw an error so instead let's not immediately add a component instead let's use the normal en command buffer so up here let's just grab it so the entity command buffer and let's simply go into the same one so system API let's get the single ton for the end simulation command buffer system let's go inside grab the Singleton for this one and let's call create command buffer passing the state. world unmanaged okay so we have the ant command buffer and then down here now we can do that one so we can call add component and let's add onto this zombie and add a new random walking component and now here we just need to initialize all the parameters so first for the origin position the origin is going to be wherever this unit is being spawned so let's use exactly this one and for the first Target position which is supposed to be a random position but we can set it to exactly this one which means it will generate a random position on the next frame okay and then for the distance distance Min distance Max let's actually expose these values on the over here the zombie spawner component so let's go to this one and do exactly that so a public float random walking distance Min and then we have the distance Max let's expose these in the authoring component and pass it in in that one so both the Min and the maximum okay and now back here on the zombie soner system over here we can go inside the zombie spawner let's read it in this case the distance Min and then the distance Max okay so the final component is just the random one let's construct a brand new random and for the seed let's start with just one just for testing again this will not exactly work but let's test we just need to make sure to assign these values so back in the editor here let's go on the zombie spawner and first of all let's enable this game object okay and let's set up these let's say three and 10 okay that should do it let's disable the other two zombies and let's test and see where exactly these spawn zombies will go okay that one spawn is going down there that one spawn going down there spawn going down there so yep we have the exact same thing since all of them are being spawned with the exact same seed all of them are following the exact same random positions now to solve it like I said you could randomize the number or for example use the clock time that could work but with those technically we could still end up with multiple units using the exact same scene so something that is both simpler and actually guaranteed to be unique is to really just use the zombie entity use the index so we go inside the entity and we grab the index and Y this basically an in value that defines the index for this entity this one is guaranteed to be unique for all of the alive entities so this way basically it guarantees that every single zombie entity is going to have a different random see it we just need to convert this into a uint because that's what that one takes okay so that's it let's test and see if all of them are going to random positions and by the way here on the random walking system we can now get rid of our log just like this okay so there's zombie first one going up second one going a bit more to the side that one going over there that one going down and that one going down so yep they are indeed going to random positions each zombie that spawns is getting a different seed and because that they are generating different random positions all right awesome so here we implemented a really nice random walking logic as units spawn they randomly walk around their spawn area in doing so we also learn how to work with the random type inside the mathematics library and how that type is different from the default Unity random class by using this type instead of a random class we can now use burst to make this code super fast so with this our zombies are looking quite nice they spawn they move around I can use my units I can approach and I can shoot them however one thing we don't have is some kind of visual for the health right now the enemies they just take some bullets and eventually they die would be nice to have some kind of health bar to be able to see what health they have so let's add that in the next lecture hello and welcome I'm your codm in this lecture we're going to learn how to create a nice health bar now this is a very important lecture because it requires us to learn some tricks for how to scale transforms and also make them face the camera we need to do that and we're also going to make sure that our health bar is as the couple Des can be from the rest of our code which requires some interesting logic okay so here we have a bunch of stuff working we've got our units we've got some enemies being spawned and they're randomly walking around then I can move with my units around and when they get close they shoot the enemies but there's no feedback there's no way to tell which of these enemies has been damaged or not they have a health but there's no way to see it so let's build a nice health bar now first let's set up the structure for the Heth bar and in terms of building that you might first think to make it just in UI now that's a good option if you're making a game kind of like an FPS where you just have your own health but in an RTS with tons of units in the world you really want a health bar to also exist in the world you want a health bar per object on top of each object and in terms of making a world health bar let's just go inside the Bas unit yep inside this prefab now one thing I normally do when I want to make health bars for units is just create a world space canvas so go into UI create a canvas and build this then over here on the render mode set it to World space and then inside this canvas create images for displaying the health bar that's what I normally do however like this we are not using dots specifically not using dots rendering so if we use this approach our game will end up being very slow since we're going to end up having hundreds or even thousands of canvases being rendered so let us not use this approach let's do something else we want to render it just like our normal units using the same rendering system so let's use a normal mesh Filer and mesh render now for the setup first let's construct just an empty game object name this the health bar let's put it first of all in 0 and then just lift it up on the I something like this okay now inside it let's make Another Empty game object call this the background and for this one let's add both a mesh filter and a mesh render for the mesh filter let's go with a quad and for the mesh render let's choose go over here on the materials General and choose the gray material and if there it is it's on the other side but don't worry about that like I said we're eventually going to make this face the camera so it doesn't matter that it's only rendered on one side so on this let's scale it so on while let's put it something like3 okay we have a nice rectangle this is going to be our background now let's duplicate this so duplicate the background name this one the bar let's move it on the Z just by a tiny bit so literally over there on the Z by 0.01 that's just so we don't have issues with Z fighting if both of them are on the exact same position then we're going to see some flickering but if they are slightly off like by that amount that is more than enough that will make sure this one renders on top of the other one okay so for this one we want it in Red so let's choose over here the health bar material yep just like that then for scaling the health bar as unit takes damage for doing that we're going to want to modify over here the scale modify the X just like this except not really like this this is scaling from the center this is not what we want usually health bar scale from the sides now doing that is actually quite simple we just need to change the pivot for this object and the way we do that is with another game object so inside the health bar let's construct a new empty game object call this one the bar and this one let's offset it to the left side in this case since the background bar has a size of one let's put it literally on minus5 and that makes it perfectly on that side and now we can make the one the visual a child of this one and just like this now if we scale this one on the X yep now it does scale correctly okay so far so good so this going to be the structure for our health bar now let's apply some logic to it so first let's make the component to store some data so on the authoring let's create a new mon Behavior script for the health bar authoring on this one let's make the same stuff as usual so public struct health bar I component data and that appear make a class for the baker Baker health bar authoring and let's implement this get the entity and add a component on this entity a new help bar okay just like this so now over here for the data we're going to essentially need references to two things first we're going to need references to the visual health bar so let's make a public of type entity for the bar visual entity and secondly we're going to need a reference to the parent entity that has the health component so let's put public entity for the health entity yep just like this and like we saw previously on the baker let's add them as game objects so the this one is going to be a game object for the bar visual game object and another public game object for the health game object then over here we need construct for the bar visual entity let's call get entity on the authoring dot this Cas the bar visual game object with Dynamic okay and same thing for the other one for the health entity go inside the health game object okay yep like this let's save then here in the editor let's choose the health bar so this one the parent game object and let's add the health bar authoring and drag the references so for the bar visual object that is this one again it is this one not the child one that actually has the visual we want the one where we made the special pivot so let's drag this one and for the health the health is going to be on the base unit so yep just like this by the way here you might be thinking wouldn't it be better to place this component either directly on the bar visual or perhaps on the unit that actually has the health component that way technically we would avoid one of these references and the answer is yep you could do that and it would likely be a tiny bit faster since we would only need one reference but the performance difference is so tiny and in doing either of those methods we are really complicating the structure of our object either we would have this health bar component inside a CH object that would make it look very messy with the health bar the main health bar that one having no component or if we place that one on the unit object if so then we are kind of tightly coupling this unit to the health bar we want it to be as separate as possible so that is why I prefer keeping things like this keeping the help bar over here with references to everything that it needs that way this health bar over here is as self-contained as possible which is important because later on in the future we are going to have things other than units that also have health like for example the buildings and by keeping this structure by keeping this one as self-contained as possible we are going to be able to reuse this health bar on other systems other buildings and so on but again let me also point out that refactoring is always a possibility so if later on you find out that for some reason your health bar is your main performance bottleneck if so you can always come back here and refactor so always remember refactoring is always an option okay so here we have our health bar we have the component with all our data so now let's make the system to run it so in our systems let's create a new entities I system for the health bar system and now here let's do our update and on update let's do system api. querying let's query for the health bar and for this one we're really just going to read the references so let's make it ref R for our health bar and this is the Min one that we need so let's just do this so for each doing a ref rro on our health bar like this like this okay so then from inside this health bar inside we have references to the bar Visual and the health entity so let's go on the health entity and let's grab the health component so system API let's get the component component of type Health inside of this entity so this returns a health component okay and now for calculating the size for our health bar we're going to need to normalize our health so let's define a float for the health normalized and normalizing the value is actually quite simple we just take the health amount and divid by the maximum so that means we also need to sore the maximum so we're here on the health components sort the health amount and the health amount Max and let's make sure to pass this in over here on the baker so the health amount Max authoring that Health amount Max okay so now over here the health amount divide by health. Health amount Max and let's just make sure to convert one of these into a float so we get a nice normalized value now with this value we can really just apply it to the bar visual so let's go system API get the component of local transform to modify the scale and we want the one that is inside the health bar let's read the bar visual entity so this Returns the local transform for the bar visual local transform and actually we want to modify it so instead of get component let's use get component RW which returns a ref RW this makes it super easy to modify this one so then let's go into the Val RW and set the scale set the scale to the health normalized okay yep just like this now you might be guessing this won't exactly work but still let's say like this let's save everything and then here in the editor let's just make sure to assign the health amount Max over here on the base unit let's go on to the health authoring and set the health am Max also to 100 okay that's it let's exit and make sure to save the base prefab and now let's test okay so here we are and right away our units do have their health bar now they are sometimes visible sometimes invisible that has to do with the rotation because again it's only visible in one way but that's not a problem we're going to solve that in a little bit when we make sure that the health bar always looks at the screen and now if we try attacking in unit to make it easier to see and let's actually stop playing and over here let's disable the zombie spawner and just enable this one just so we have just one to test okay let's see so we have that one and now let's move closer with one of these units and see if that one starts taking damage and there you go it does start taking damage there's our zombie with a health bar and the health bar is indeed shrinking however it's shrinking in a strange way it is not going right to left instead it's actually scaling across all the axes at the same time whereas the goal is to only scale the visual bar just on the X so this means that it's time for us to look at the baking logic so over here on the health bar authoring so far we've pretty much always been using the transform usage flags and putting them as Dynamic now this great this means that the transform can change but making it like this also makes it so that the scale can only be uniform meaning it has to have the exact same scale on the X Y and Zed it cannot have a different thing on the X different on the Y and Z now this is a performance thing it is much faster if the scale is uniform but in our case we do do not want it to be uniform we want the X to be something we change and we want the Y and Z to remain at one so here for the usage Flags instead of dynamic let's go with this one non-uniform scale and if just like this let's save and now if we inspect one of these entities over here on the zombie unit let's go select the health bar and select the bar so this is the one that has a reference and the inspector if we go into runtime mode and up here we do see now it has this component a post transform Matrix this component basally applies a second transformation on top of the regular transform which in this case will allow us to scale the visual just on the a you can note how for example on the main zombie unit which set as just Dynamic Yep this one does not have that component and also by the way even without explicitly baking something as non-uniform if the game object has a non-uniform scale like for example the background where we set yep we set a non-uniform scale with a yf3 just by doing that it does automatically add the post transform Matrix so if in the authoring game object you already modified scale to nonuniform then when the entity gets baked it already has this component or of course if we are explicitly over here saying non-uniform then it does also add that component okay so here on our health bar system instead of working with this local transform instead let's go system API let's get the component r w in this case let's grab that one so that's the post transform Matrix and it's from the health bar value r o and let's grab the bar visual entity so this will return a ref RW of post transform Matrix let's call it the bar visual post transform Matrix okay yep we have this one and then from that one we can go inside the value r w and for the value this one takes in a value of type float 4x4 so let's put that float 4x4 this one over here basically it's same Matrix 4x4 and this one thankfully this one has a helper function over here for the scale and we can set the scale and there's a version that takes x y and Zen so that's exactly what we want let's put on the X the health normalized then on the Y one and Zed also one and Y just like this let's test okay here we are and let's approach just with one of these soldiers and start shooting and seeing and Y there you go it is indeed working look at that the scale is indeed modifying perfectly exactly right to left exactly as we want it all right awesome so it's working now let's add three more features to our health bar first one is let's make it look towards the camera so basically we just need to grab this local transform for the health bar and make it face the camera so the way we can make it face the camera is essentially by grabbing the camera's forward vector we apply that same forward Vector to the bar and it will be looking towards the camera so first let's grab the vector so Vector three for camera forward and we can grab camera. Main and grab the transform. forward and here the sectionally added system. numerics that is not the one we want we want the vector 3 that exists inside Unity engine so y like this one camera. main and yep like this except this might actually throw an error it has to do with the difference between the lifespan of dot systems and the lifespan of just game objects on the scene that has to do with how the dots bootstrapper Works how it automatically creates the systems and starts them running so on the first update the camera might not exactly exist it might only exist on like update 2 or three so let's add some safety code here so by default let's default it to Vector 3.0 and then check if camera. main is not NN so if the camera has been initialized if so then we can DET set it so camera forward equals this like this okay so we have our camera forward Vector now the goal is for the health bar to beot rated towards this exact same forward Vector however this is actually a tricky thing that took me a while to figure out while researching for this course if we just take this and we apply it to the bar rotation which by the way let's actually include over here in the query let's include a refr W Local transform and over here we need to include that one so let's put the ref RW local transform okay we have this now if we go local transform and write towards the rotation if we do this and use Quan do Lo rotation to convert this one the camera forward convert this one into a quitan let's use math. up okay if we do this let's see what does this do and nope it doesn't actually work doesn't actually seem to do anything look at that as the units rotate it is still clearly not looking towards the camera basically this is actually the exact same issue that we had on the bullet spawn and how we need to have a local position and converted into a global position over here it's the exact same thing the health bar that one is a child of another transform so we need to convert the camera forward from a GL Global Vector into a local Vector now thankfully that's actually quite easy we just need a reference to the parent local transform and the parent is going to be the same one that has the health component so let's go system API let's get the component and it's going to be the local transform of the health bar let's grab the value R and the health entity so this one is going to be a local transform for the parent local transform and now we can rotate this health bar and for the rotation for that we use the parent local transform and we use inverse transform rotation so this will convert a global rotation onto a local rotation exactly what we want so let's do it just like this and yep with this let's save and test and yep right away it does work so our units can move around and you can see yep like that it does work all right awesome okay so now for the second thing let's make the bar only show up if the bar is not full now this is really a personal preference kind of thing but since our game is going to have tons of units I think it looks better if the bars aren't always visible by default for doing this we can use some super simple logic so over here we have the health bar normalized and when the bar is full we can just hide it so if this one if it is 1f if so the health bar is full so we can hide this so local transform we can go into the value RW and set the scale in order to hide it let's set it to zero and if not then let's set it into one and if that's it super simple let's test and if right away the bars are not visible so the zombie over there has no health bar but as we approach and starts getting shot once get shots once yes there you go it does show up the health bar and it does go down okay great and now for adding a really nice bonus in order to make this code slightly more performant let's make it only update when something actually changes as opposed to what it is right now where even these units who have the health bar invisible even these are still constantly updating their health bar on every single update so that's really quite tful for this we can once again use the exact same event logic we've already used for the unit selection logic let's use an event to the f when the health changes so let's go over here onto our health component and let's set an event so public bow on health changed I'm using change just in case it supports both Health going down taking damage and health going up healing okay so we have this and then let's go into our reset event system and on this one let's do the same thing let's reset our event so in this case that's the health so we go into the health for the component query for health and we don't need the WID present okay cyle through the health then health. Val RW and on health change reset into false also by the way one thing that I forgot a while over here for the update and group right now we are already making it updating the simulation system group that's great but this is not necessarily guaranteed to end up at the end looking at our systems window we can see yep there's the reset event system and just by chance it did end up at the end but like I said this is somewhat random between Unity builds so on your PC it might not end up at the end let's make it explicitly update only at the very end so for that over here on the attribute we can use the option or the last and set this one equals true okay now this one will guarantee it runs at the very end of theate simulation system group okay so that's the reset that sounds good and then on the health bar system on this one first of all let's make it run before the events are reset so we can just put update and group on the type of on The Late simulation system group okay then down here for running our logic now one thing is the rotation here this one we need to run all the time not just on the event update however we only need to run it all the time if the bar is actually visible so we can check if the local transform the value r o do scale if the scale does have one F then the health bar is visible yep if so the health bar is visible great now let's check if the health has been changed or not so here if health and let's check on health changed so if that one is false meaning the health did not change if so then let's just skip let's just continue and if it did change then let's continue running this logic by the way let's get rid of these comments just like this okay this should do it and to validate let's just do over here debug.log and say health visual update okay let's see how often this one runs it should not run on every single update over here the logic should be set up correctly all that's left is to fire off this event so let's go here onto the bond mover system this is where we are actually dealing damage to the units over here we are counting down the health so really all we need is just over here on health changed and set it to true and yeah that's it so this one all set it to true then the health bar system will update it and then reset events we'll reset it back into false now just one more thing over here on the health authoring let's defa it true just to force the health bar to actually update so this one equals true okay just like this let's save everything and let's test looking out down at the log we can see we have a bunch of updates so all of them updated just once as soon as they starting which makes sense but they are not updating right now now if I take one of these units and I move it should only update once every time that unit is shot and there you go only when the unit is shot does it update and now when STS moving yep there you go it stops updating all right awesome this is working perfectly so let's remove the log now let's just solve one issue it's this bur eror over here it is on the health bar system and selling us the manage function Unity engine camera get main is not supported so this is the usual burst limitation of not being able to access managed objects and the camera itself that is a managed object so we cannot access camera. main inside bursted code now even though this is an error it does not stop us from playing the game so we can head on play and everything does work so it's technically not a problem however this error existing that does mean that we cannot make a build if we try we get an error and the build fails and thankfully in order to solve this actually quite simple here on the alar system the issue is we cannot have both burst compile and grab the camera. main so to fix this let's really just disable burst compile on this function so like this this will not be using burst which means it will be a little bit slow but will not throw this error and also by the way don't worry too much about the speed of this system we're going to refactor all of this use the job system in a future lecture okay so that's really it let's save and I'll wait for it to to compound and Y we have no more errors okay so here everything is working perfectly the units have a health bar and that health bar only shows up when actually takes damage so if I move now it does show up the health bar updates to show the health of the unit it correctly scales it shows and hides depending on if the unit is fully alive or not and it only updates when something changes so that's perfect here we built a really nice salar but our units are also still looking quite a bit too basic just shooting the bullets it doesn't have much impact so let's add a nice visual light and learn about companion components in the next lecture hello and welcome I'm your Cod monkey in this lecture we're going to add some nice lights to our shooting visual this will also help us learn more about what are companion game objects and how they work alongside dots entities okay so here's our game so far we have our units we can control them there are some zombies and our units can approach and they can shoot so yep that works but the shooting looks a bit too basic just like this the bullet simply spawns let's head some nice lights when we shoot so first things first let's just build our light so inside the NTI subscene let's construct and let's actually build the light directly we could make it a child of a game object this one is going to be super simple so let's just create a straight Point light let's name this the shoot light then over here for the settings for the color let's make it a slight orange okay like this and for the intensity let's make it really intense like 20f and over here on the scene let's just lift it up a bit so we can see the intensity yep that's good and for the range let's put a bit lower just five that's good enough and down here for the Shadows let's maybe go with hard Shadows but with low resolution okay that's it pretty simple and also by the way here we do see a message that has to do with Shadow Atlas technically we could disable Shadows here but I think with hard Shadows looks a little bit nicer so what we can do is just go into our settings go into our render pipeline asset and over here on the lighting tab we see additional lights and over here we see the shadow Atlas resolution so if you want you can play around these values or disable Shadows like I said both Works my case I'm going to move this up to 4K just because I really like having some lights okay so yep that's good here we have our shoot light set up and again if we look down here onto the empty baking preview we can see there are a bunch of companion game object components so this is just like we saw in the beginning of the course for the Sprite render basically Unity dots does not currently support lights natively so what it does is basically creates an entity that will match exactly this game object so both the entity and the game object are linked if I move the game object around the entity moves with it but importantly the game object still exists as opposed to the normal baking process where the game object is gone and all the N exists meaning this is not going to be as performant as using native dots entities but it's still going to be fast enough and it also means it is possible to use lights in our scene basically the fact that it's compan game object doesn't actually mean you can't use it it just means it won't be as performant in this case doesn't really matter too much because our light isn't going to live for too long but do be aware of compan game objects and how they are special okay so what exactly do we want to do with this light basically we we want to spawn it when unit shoots and then destroy itself after a short amount of time so let's handle the spawning logic which for spawning first of all we actually need to make this into a prefab so on our prefabs folder let's just drag it over there okay great then for dynamically Spa in the prefab we need to add the reference over here on our entity references so over here let's add the same thing so another field for the shoot light prefab entity and up here for the shoot light Prefab game object and then over here same thing shoot light game object okay okay like this then for spawning it's on the shoot logic so let's go into our shoot attack system yep over here let's scroll down to where we are spawning our bullet here it is so we spawn the bullet and afterwards let's spawn the light so let's use state. entity manager to instantiate let's grab the enties references and we can grab the shoot light prefab so this will be an entity for our shoot light entity okay great and then all we need to do is just position it and it's going to have the exact same position as the bullet so we can actually just copy that one in order to end up on the exact same position so it should light empty spawn on the exact same position okay that's really it just like this we should already be spawning the lights so let's test over here let's just delete the prefab from the scene and let's go over here on the enties references and let's drag the shoot light prefab okay let's test okay here we are let's select just one soldier move closer and let's see and there you go it does work it does spawn the light okay great now obviously we need the light to eventually vanish so let's do that let's make a component to store a timer so on the authoring construct a mon Behavior script shoot light authoring then over here the usual standard stuff struct for the shoot light I component data and up here our Baker shoot light authoring grab the entity and add a component on this entity a new shoot light okay so now what that do you need is really just a timer so up here a public flow timer and let's also Define it up here on the authoring component and then just pass through so so super simple and stuff okay let's save this in the editor let's select the prefab so the shoot light and let's add the shoot light authoring component and then for Tim let's put it 0.05 so this is pretty much just going to spawn for about one or two frames okay so that's good that's data now let's make a system to actually destroy it so on our systems let's construct a new entities I system for the shoot light destroy system and over here let's keep our update just like this let's do a query so system API let's do a query query for our shoot light component and we're going to want to write to it so ref RW and this really the only one we need so let's do a for each ref RW for the shoot light okay we have this and over here let's count on the timer so shoot light let's go into value RW for the timer minus equals and it's on system api. time. Delta time and then if this one is low enough so the shoot light value r o grab the timer if it is under zerof if so then we want to destroy it and for destroying as usual let's use an N command buffer so ENT command buffer and let's grab it so system API get the singl ton of the N simulation in command buffer system grab the singl ton and from the singl ton create the command buffer and just pass in state. world and manage okay so then over here we can just go en command buffer and call destroy entity and now here we need a reference to our entity so let's modify our query here and add withd nty access which means we need to add our entity over here so entity entity let's just format this tip like this pass in and Destroy This entity okay like this so let's test so here we are let's move with one see if it spawns and destroys itself and it there you go it does spawn and does destroy itself all right awesome so this working perfectly fine however here in our shoot attack system on this one I don't think it makes sense for this system to be responsible for both spawning the bullets and spawning just a normal visual effect this system should really only handle logic so let's separate the visuals from the logic like I normally do let's use events except of course we have to use the special dos events so let's go here on the shoot attack component and on this one let's make an event so public ball on shoot okay great so now let's go on the shoot attack system and on this one instead of doing all this let's just go into our shoot attack value r w and set on shoot equals true then on the reset event system on this one let's reset it so let's make another query this time listen to the shoot attack and let's go on that one and set the on shoot back into false okay so like this all of it is working so let's save all of it all we need is now an event to actually spawn the light so let's make a new system so new entities eye system called the shoot light spawner system and over here first let's make it run before the reset events so as always update and group on the type of for theate simulation system group and let's get rid of this one and this one okay so now here let's do a query system API without query let's cycle through all the shoot attack and we just need to read it so ref on the shoot attack let's do for each ref r on the shoot attack shoot attack in this okay so now let's test if shoot attack let's read the value if the on shoot has been triggered if so then here we want to spawn the light so let's go on the shoot attack system over here let's just copy this logic so let's go over here paste this logic which means we need the entities references so let's also copy that one go up here just like this okay so we have that one we can spawn the shoot light except for setting it up for setting up the position this is a bit a tricky question here we don't know exactly where we should spawn the light all we know is that an event just happened now technically we can go inside the shoot attack and grab the bullet spawn local position we can grab that and do the same cations so that would work but this is also the perfect time to see how we can add extra data with our events now instead of storing just a bullion which really doesn't store any data really just stores true or false so instead of that let's create a new struct to store all our data so inside here let's make a public struct call it Ono shoot event then inside let's have a bullion call it is triggered this will be true when the event is triggered and then reset and then let's add any extra that we want like in this case we want a flow three for the shoot from position okay yep like this and I on the UN shoot event instead of being of type ball it's of type on shoot event and over here on the shoot attack system instead of just setting that one to True let's go into the on shoot and let's set the is trigger into true let's actually rename this instead of is trigger is triggered okay the event is has been triggered and then for the shoot attack for the other one for the shoot from position let's pass in the B spawn wor position okay yep that one does and over here let's not spawn that one great now let's go onto the reset events and over here let's modify that one so we just need to reset the is trigger great and finally over here on the shoot light spawner on shoot dot is triggered if the event is triggered let's go inside again the shoot attack let's read the value the on shoot and here we have the shoot from position and now we can convert okay this should do it so now let's test and let's also enable all our zombie units okay let's test so here we are and if I move a little bit closer and there you go it is indeed spawning the lights on all of them all the units they do see they do fire and they do spawn some lights all right awesome so here we have added a really nice light to our shooting everything looks quite a bit more Polished in doing so we'll learn more about companion components and very importantly we'll learn how to separate our logic from visuals using events and we learn how to handle events and dots with extra data okay great so with this our units can now shoot it would be nice for the enemies to also have some kind of attack so let's Implement a nice melee attack for the zombies in the next lecture hello and welcome I'm your codm in this lecture we're going to learn how to handle melee attacks so our zombies will find Targets move closer and attack okay so we already have quite a lot of things our units can move around they can find Targets and they can shoot but the zombies are still not doing anything so let's add a nice meley attack onto our zombies and this task is actually a great example of one of the powerful features of dots or rather a data oriented design it's the fact that systems and components really only care about themselves we already made our fine Target component in system that logic only cares about finding targets it does not care if the target is going to be attacked with a bullet or with a fist it does not matter it just finds targets that's it so for our melee action we can reuse the exact same fine Target system all we need to do is make sure that zombie already has the fine Target system which it does so if we inspect the zombie unit and we scroll down yep it already has the fine Target authoring and already has the target authoring so the zombies are already good enough for finding targets let's just increase the number over here just for testing let's put it 15 okay great so just like this already working let's just quickly validate it so over here let's get one of these units close to a zombie and now if you pause and let's select one of these zombie units and let's go put our inspector into runtime mode and find the target component and if there ises any yep it did find a soldier unit so yep just like this our zombies are already finding targets like I said this is a very real use case of the benefit of reusing systems and dots as long as we are clever with the components they use and how we make our systems as long as we make them as self-contained as possible then we can reuse them in many use cases so since finding Target is already working let's just handle the Melech Logic on top of that so first let's make a component to handle our data so in our authoring let's go create a new mon Behavior script for the melee attack authoring and on this one let's first make the whole thing so struct for melee attack it's an i component data and on this one let's make the baker class as always Baker on melee attack authoring let's Implement that one get the entity and add a component on the entty a new melee attack okay so now what that do we need just like in our shoot attack we're going to need to have some kind of timer we don't want to attack on every single update so up here the usual float for a timer and another one for a timer Max and let's expose just the timer Max on our authoring component and pass it in over here so timer Max equals authoring timer Max okay yep just like this let's attach this component to our zombie so here let's select our zombie prefab yep and let's attach the melee attack authoring then for the Tim let's put it some like 0.5 okay so far so good now let's make the system to run this so in our systems folder let's construct a new entities eye system for the melee attack system on this one let's keep just the update just like this let us cycle through everything so SYM API doing a query and first we're going to need the local transform we're eventually going to need to know if this unit is close enough to attack we're just going to read it so ref R of the local transform then we also need the melee attack that one has a timer so we're going to write to it so our melee attack and we're also going to need to know what Target we're attacking so ref R for our Target okay let's do the four each for this ref and the local transform local transform then a ref RW for the Mele attack and finally ref for our Target okay y That's our query so now first let's check if the target is null so up here let's check Target value R and if the target entity is entity. null if so that means we have no targets so let's just skip let's just continue Okay then if we do have a Target here let's see if the target is close enough to attack so for that let's grab the target position so grab the local transform for the Target local transform we go inside the system API get the component of type local transform of the target. value Arrow Target ENT okay with this we have the teral transform so now for finding the distance let's you mat that distance and again we don't really care about the actual value so let's use distance Square the distance between the local transform. value. position so this position distance between that and the target local transform. position let's check if this distance is close enough to attack so the fin a float for the melee attack distance squared and let's put it at some like 2f and we check if the distance if it is bigger than this then that means the target is too far and if not then Target is close enough to attack now over here on doing just a distance check this actually going to have an interesting error an interesting problem but we're going to see that in a little bit for now this is great so we test distance between this unit and Target and if it is too far then really over here all we want want to do is move closer so let's actually also add a ref RW for our unit mover component and let's define it up here as well the unit mover so if the target is too far let's move closer so let's value our W set the target position to the Target local transform. position okay and if the target is close enough to attack then first let's stop moving so let's stay moving exactly where we are so set down to that position okay we stop moving then let's count down the attack timer so let's go inside the m attack the value r w and for the timer let's count down by System api. time. Delta time count down the timer then just check if value for the melee attack let's read the value of the timer and if it is still above zero then it's not yet time to attack if so let's continue but if not then let's reset the timer so go in the value RW for the timer and set it to Mele attack let's read the timer Max okay so then down here let's just attack our enemy in this case let's deal damage to the Target Health instantly ly so let's do it just like we did on the bullet so let's actually go onto the bullet mover system and over here let's see how we are dealing damage and yep that's it very simple we get the target deal damage and fire the event so up here same thing let's grab the Target and then just deal the damage amount so that kind of means we also need to store the damage amount so over here on the mill attack let's store that public H for the damage amount and we also need it on the authoring component and then down here so Dage amount authoring Dage amount so then over here we can just just go into the melee attack and read damage amount apply that damage to the health fire the event and yep that's it so just like this it should first test if it has a Target if so then check distance if too far move closer towards the target if close enough to the attack then stop moving and actually attack okay so let's save everything and let's test here in the editor let's just make sure that the zombie actually has quite a bit of health so let's keep just one zombie let's get rid of the other ones just temporarily let's put that one on authoring and let's see for our health component let's put it with 10,000 instead of 100 and on the melee attack authoring let's also make it give some damage but let's apply it on the prefab itself let's give 10 damage okay with this let's test so here we are let's take one of these soldiers get close enough for the zombie to start chasing me and there you go the zombie is chasing me the unit is attacking and now as zombie gets close and yep there you go as soon as he gets within range it does indeed deal damage all right awesome so yeah part logic as you can see it is already working thanks to reusing our fine system thanks to that and our knowledge of dots based on everything we already learned in this course because that we managed to build this new interaction actually very quickly and just for fun to see the adaptability of dots let's do something funny here so let's take one of our soldiers and let me just duplicate it just to make a nice fun test let's put it over there near that one and on this Soldier let's go down and get rid of the shoot attack authoring again I'm just modifying this Soldier just for a quick test I am not modifying the actual pream and now let's add the Mele attack authoring and set pretty much the same thing so that and let's say 100 okay yep like this let's test and yep there's our Millie Soldier constantly going towards the other one and yep both of them are indeed dealing damage so yep it works this is how easy it is to change behavior when working with a data oriented design all it really depends is just what components are attached to the entity so if you change what components are on certain entity you can easily change its Behavior okay so that's great now let's cover the potential issue with distance that I mentioned a while ago so this working this zombie gets closing up the soldier and attacks that works but now if we see something first of all let's get rid of this testing soldier Okay and let's actually grab another one of these soldiers for testing okay this one going to use this one for testing and on this one let's say that this instead of being this soldier that we have right here this is actually meant to be the tank unit that we're going to create later on this course so let's say this one actually has a big c so over here on the capsu collider right now it has the same size as that but let's say the size is actually super big so let's say it has a radius of four so Yep this is supposedly how big the unit is again eventually we're going to create some tank units which are going to have roughly this size so if we do this and we test let's see exactly what happens okay this is the big one let's move closer and see okay the zombie is coming in and nope there you go that is what is happening the zombie is constantly basically pushing the soldier down it never gets close enough to attack the issue is because the size of the collider if the collider is big enough and the soldier is trying to get within two units but because the collider is too big it can never get there so it's constantly moving towards the same position constantly trying to push it so this is the issue we need to solve we need to make sure that the melee attack logic is not depended on the Coller size so here on the melee attack system on the logic for testing if we should attack here we can't just ask for distance because this will break if the colliders are too big and at the same time you might think okay over here so the solution is me too big but if so then it won't look broken on a smaller C it won't do a melee attack from like a mile away so the solution is to not modify distance here this one is good the solution is to actually have two checks we can have a simple distance check just because it is super simple super fast so let's put pretty much like this let's define a ball for is close enough to attack and it w be close enough if this one is under the melee attack distance okay and then on this one let's just replace not if it is not close enough to attack then Target is too far move closer if not it is closed okay great and then let's define another bullion so bullion let's call it if is touching Target and let's default this to false and then let's check if it is not close enough to attack if not is close enough to attack that means it is not within the attack distance when calculating just distance itself so that might mean that it is generally too far or it might mean that it is close enough to attack but the collor doesn't let it get close enough so over here let's do that test to see which one it is and the way we are going to define whether we are close enough to attack is like I said here is by testing if we are touching the target we're basically going to do a ray cast starting from this unit going towards the target unit we're going to do a ray cast just a tiny bit bigger than the cider for this unit and basally if that one manages to hit the target then we can assume both units are touching each other sove over here let's do a recast which means we need to get the physics World Singleton so let's do that so system API call get Singleton get the physics World Singleton get this one so that the physics World Singleton like this then we're going to grab the Collision world just going pH World Singleton and grab it okay so now we have this Collision world and over here we just want to do a ray cast meaning we just want to do cast Ray and this one takes in a raycast input so let's construct it so raycast input for the raycast input and let's make a new one like this now this one takes a start and for the start we can start on the origin of this unit so let's do local transform let's read the value of the position okay and then for the end for this one we need to know the size the C for this unit now we can either up here add some components in our query for the physics components and use that to get the actual collider but that can become a little bit complex given how we might have different collider shapes so inside of that the simplest way is really just add another field in our melee attack so over here let's just add that so a public float for the collider size yep like this and let's put it on the Baker and pass it in so authoring do col size with that we can now go back here and we just need to get the direction towards the target then multiply that vector by the collider size and eventually we have our end position so let's find find a flow three call it the direction to Target and for this one target local transform sort the usual thing let's grab the position minus this unit's position okay we have the Target and let's normalize it so math. normalize and then down here on the end so the end position is going to be the current position plus direction to the Target multiplied by let's go into melee tag and let's read the C size and Y just like this although like this if we input the exact same C size then it's going to be mathematically perfect just barely touching it so let's add a little bit of an offset just to make sure that we have the actual Collision being tested so let's give it just a little bit of extra space so up here let's find a float for the distance extra to test our recast and let's put it some like4 f so that should be more than good enough so here let's multiply Direction by the collider size plus our small offset okay so that should do it finally we just need the Collision filter now here we could reuse the same thing that we already used for doing a collision filter just for the units but instead just for fun let's actually hit everything let's do that just to be a little bit different and just to see how we can use these super useful constants so instead of doing a bunch of things with M masks instead of that we can just go inside Collision filter and we have two constants we have default and we have zero so zero doesn't hit anything whereas default this one makes the rast belong to all layers and hit on layers so yep we can use this one in the scenario just like this that's our input let's pass it in over here and then for the other one we can either go with this version which will just return a single thing that it hits now this will likely work but when we have a ton of units we might actually have some units close to other units so for example if two zombies are attacking a soldier it might actually hit first the other zombie that is near it as opposed to the soldier so instead of this version let's go with this one that basically has all the hits so that requires us to create a native list of rast hits so let's build exactly that and let's build it up here so we can then reuse it so the native list of raycast hit so The raycast Hit List let's construct it with allocator DOT okay that's our list and now in our recast before we do it let's make sure to clear our list and put an in over here this one has the ref keyword don't forget that just like this okay so now this one will return true if it hits at least one thing then all we need to do is just cycle through this entire list and see if what we hit was the Target that we're looking for so let's see for each for each on the ray cast hit Ray cast hit in the ray cast Hit List cyle through all of them now we just check in here we have the ray castet we have the entity this The Entity that we hit and really just check if this one is a target so let's check if this one equals the one that is on Target on the target component so let's read the target entty if so then we have rast H Target that means we are close enough to attack this entity so here we can set our buan is touching Target equals true and let's break out of the cycle okay yep just like this then down here for the en logic if it is not close enough to attack and is not touching the target then that means the target is too far whereas if it's either close enough to attack or is actually touching the target touching the col if so then we're going to do our regular attack logic so that's it basically we have two checks just a simple distance check and then we have a more complex recast with this we should be able to attack regardless of how big is the size of the collider so let's go ahead and save both of these then over here in the editor let's choose our zombie unit prefab and on this one let's set the col size so let's see yep here we are using the capsu Coller on 0.5 so let's try using that value and let's see okay so there they are this is the one that is actually pretty big let's get close enough and see if that one starts touching the collider and you there you go as soon as it starts touching the collider even though the distance is still pretty far yep it does consider it to be close enough to attack so that's it even with a soldier that has a giant Coller the zombie still does a melee attack as long as it's touching the target cider all right awesome so here let's just get rid of this testing unit and on this zombie unit let's just revert it back so up here on this component let's revert those changes so it has the same amount of health and on the zombie unit let's make sure the prefab is all set up correctly yep it does seem correctly so let's just enable the other zombie unit and this zombie spawner and let's test so yep here we are and a bunch of zombies let's let a bunch of them spawn yep there you go a bunch of zombies now our soldiers go in start shooting so the soldiers attack the zombies but now the zombies also attack the soldiers so they get close enough they start dealing damage and a bunch of soldiers are going to start dying and there you go they're starting to be overwhelmed by all of these zombies and yep everything does work so now the zombies are not just there to catch bullets they can also actually damage our units okay awesome so with this we have two factions that can fight each other so a lot of our systems are already working great now one annoying thing is we still have these soldiers getting stuck while attacking so here if I try to control one of these soldiers I can move it around around okay but if it has a Target nope I cannot move it so let's finally solve that we need to create some move of right logic so let's do that in the next lecture hello and welcome I'm your Cod Mony in this lecture we're going to create a move override component so that we can keep giving orders to our units even while the AI is trying to attack enemies so we basically want to manually override the AI State okay so here we have our units everything works great but when they get close enough to attack as soon as they are within range they start attacking and I cannot move it away so as long as they have a Target then I can no longer control the units we want a way to be able to override that default AI movement but before that let's actually solve one small annoying thing so right now as soon as we h on play right now the units by default they're all going to 0000 0 now that's because that's a default Flo three value later on when we create buildings and set up unit spawning this is not going to be an issue we're going to give the unit a Rel position as soon as they are spawn but for units that we are placing directly in the subscene for that we want them to be able to stay exactly where we dro so let's just quickly solve that we really just need to make one special component that basically only exists for one frame it will set up the unit set up the target position and destroy that component so it only runs once so y let's do exactly that so on the authoring folder let's create a new mon Behavior call it setup unit mover default position authoring and then over here let's do the usual stuff so public struck setup unit mover default position it's an i component data and let's use the classic Baker so we can add it to the unit just like this and if that's it we do not want any data this is really just a tag component so that's it let's save and now let's attach this component to the units placed in the scene the soldier units importantly that's these units on the scene we want this to be an overridden component we do not want it to apply to the prefab like I said later on for units that we're going to spawn dynamically we're going to give them default positions as soon as we spawn them so we only need the special component on the ones that are spawned on the sub scene so up here let's just drag our component that's it nothing else now let's make the system to run it so a new entities I system for the setup unit mover default position system and over here let's keep just our update then let's do a system api. query so for the query we want to set the unit mover to the current position which means we need the enal transform we just need to write it so ref R O then we need the unit mover so that we can write to it so ref RW for the unit mover so we can set our position and finally we just need our component so just ref for the setup unit mover default position so yep these are the three ones let's just do for each including all of these so let's write all of this okay like this so we simply want to set the unit mover so unit mover let's write to it and let's write Target position to be this local transform let's read the current position so that's it super simple and importantly we only want to run this once so let's make sure to remove that component let's use an entity command buffer to do it so entity command buffer and as always let's go system API let's call get Singleton to get the N simulation the Singleton for that one and let's create the command buffer using statea world and manage okay we have the N command buffer so we set up the unit and then we go here and we call remove component and remove this one the setup unit on this entity which means we need the entity reference so let's add with nty XIs and add the entity over here so entity entity and yep let's remove this compon component on this entity so that's it super simple this logic will run just once because we are removing the component and it's going to do whatever setup logic we want now let's add a quick log just to verify so here debug on log and it's actually not the debug inside Diagnostics we add the one inside Unity engine let's do this one say just setup and let's make sure this one only runs as many times as we have units in our seene okay let's test and if it works the units did stay there and over here we can see the setup did only run for as many as we have units all right awesome so this by the way is a great example of how you can do any kind of setup that you want you can just make a tag component and then have a system that goes through that tag and removes that tag at the end meaning it only runs whatever setup you want just once so yep this works it's all fine great so with that done now let's make the move override let's begin by making the authoring component so a new mon Behavior call this move override authoring okay here let's write the usual stuff so public struct for the move override I component data and inside really just want to store a float three for the Target position just like this and now let's make the class for the Baker and add component on this synthy a new move over I and now here let us not write the target position over here on the authoring this one is really just going to be set by code so we don't need to add it here so this target position is what will override the unit mover's position and like name implies this one will be an override meaning we want to essentially Force unit to go to this position but after it's done we want to essentially disable this move over ride and go back into the usual AI so for that let's also make this an I enable component that way we can enable or disable it we enable and set Target position the unit gets there disables this and continues growing on with the rest of the logic and by default enable components start off as enabled but for this one we want to start off as disabled so let's set the component enabled on the Move override on this entity and let's set it to false okay yep just like this let's save and now here in the editor let's add it but we want to make sure to add it just as so unit so don't add it on the base unit or the zombie only the soldiers can have the move over rine so let's add the move over rine and yep just like this okay so now let's make the system that is going to run this so on our systems let's construct a new eye system call the move override system and now here let's keep just our update let's do our system api. query and let's query first of all for the local transform so we know our position and let's read it so ref rro for the local transform then we also need to read the move over right so we at the Target position so ref R for the move override and of course by adding this that means that this query will only run when the move override is actually enabled and finally we just need our unit mover component we need to be able to write to it so ref RW for the unit mover component okay yep like this let's write the for each for all of these okay so now here for the logic it's actually pretty simple first we test the distance towards the target position so math. distance or actually let's use it distance Square from this local transform do value r position towards the target position which is the move override value Arrow Target position yep and we check if the unit is too far so let's actually use the constant that we have on the unit mover system the reach Target position distance squared so if the unit is too far from this distance if so then we want to move closer and if not then we have reach the move override position so if it is too far then we want to move closer so just go into the unit mover value RW set the target position to be the move over the target position and when we get there when we do we really just want to disable the move over right so for doing this we can actually learn something very useful over here to disable this component we can use the system API and call set component enabled so you can do this on the Move override pass in the NTI reference and set it as false so we could do something like this however there's actually a better simpler approach it's actually over here on the query so we can query for ref or refr W those are references to our components but then we also have another special type called enabled and we have enabled ref and enabl ref RW this one basically lets you read or read and write the actual enabled state of that component so if we do enable refr W of the move override this will actually give us the move override enabled component and now with this one we can very easily either make it enabled or disabled so in this case to disable it let's access the value r w and just set it to false and if that's it this one will disable our component okay so just like this this system should be working so let's save it okay so here we are and we have all of these units and if I take one of them and let's look in the inspector in runtime mode and now here scroll down let's see yep here we have the move override and Target position is defaulting to 0 0 yep and we can see that the unit is not on 00 0 so it is not moving towards this move override position and now as soon as I enable this y there you go the unit starts moving starts going towards 00 and then let's see what happens and if there you go as soon as it gets there it sets that one back into false all right so yep everything is working now let's just set this component through gameplay we want to set it when we give the unit an order so over here on the unit selection manager let's go down to where we are doing our right click in order to tell it to move so over here we grab the unit mover and we grab the slide component so instead of setting the unit mover directly instead of that let's get rid of this and let's add with present we need to say with present just in case the move override is not already enabled of move override then here for the component again we are not going to modify the unit mover so we can just replace this with the move override replace all of these references and let's also rename this so here we can use the super useful Visual Studio shortcut to rename and we'll rename all of them that's the move override array and this one is the move override and same thing we go inside the array we grab it we modify the target position and then we save it back onto the array so if that works except over here we are not enabling it so let's also go to the entity manager and let's set the component enabled it is going to be on this entity so let's grab the enti array on the same index set it to true and it's going to set it to true for the move override component okay yep that's it so we assigned the target position correctly and we set the array and we set the move override to enabled which will then make the unit go there and keep going until they get there so that's it let's save okay so here we are let's inspect that unit and scrolling down we can see the move over right is disabled now as I right click yep there you go it does get the target position does get it enabled and when it gets there it becomes disable so that one is indeed working however now if I spawn some zombies let's see so spawn some zombies this one get closer now try to move and nope I still cannot override it now this actually easy to solve we just need one more thing it's over here on the shoot attack system so we have our query which does our a on Logic for shooting the Target and essentially what we want is we want to make sure we only run this logic when the move override is not enabled so up here for our query let's set the option with disabled for the move override meaning this logic will only run if the move override is disabled if it is enabled then just let do its thing when it becomes disabled then runs this logic so y that's really all we need and let's also make sure to also add this on the melee attack system exactly the same thing just like this let's save it okay here we are with a bunch of soldiers and a bunch of zombies get close get them all close enough to start attacking and they get close they start shooting and I click to move and yep it does work I can control them tell them to move they go back they start shooting and everything works all right awesome however in implementing this we broke the melee attacks so we already implement the melee attack logic but right now if I approach one of these enemies if I I get really close and hope the enemies are not attacking the player they are no longer running the melee attack logic now the reason for this is because we implement the move override so that's how we can have some Target either a shoot Target or a melee Target and we can still override movement and when we implemented that we messed up over here the melee attack system we can see here on the melee attack system and basically it's over here on the query so on this query we added with disabled move override this means that units will only do the melee attack if they have no move override which makes sense that's what we want but like this this also means that this query will not match anything that does not have a move override component so this query works great for player units that do a melee attack but does not work well for the enemies because the enemies do not have the move override now to fix this we have two options we can either add some logic to make sure that this really only stops the friendlies from attacking so we could remove the wi over here and simply add an extra logic and check if this entity if this one does have the move override is it disabled we could go with that option or we can simply add the move override to also the zombies both those options work great let's do the easy one of just adding the component to the zombies this might also be helpful later on in case we want to force a zombie to go to a certain place so if we just want to add that component to all them let's go inside our prefabs and to modify all of them let's make sure we want to modify the base unit so on the soldier itself let's go down and on Soldier let's get rid of the move override we don't want that one instead we want to add it to the base unit that way it gets attached to all them so the move override authoring just like this okay that should do it so let's test okay here we are and if we approach zombies let's see if they come to attack and if there you go they are now running the Mele attack logic all right awesome so here we have added a really important move override logic right now with this we have full control of our units we can tell them to move we can tell them to attack and we can override their AI in order to move to a different place hello and welcome I'm your kmy and congratulations on watching through this entire free course video here you'll learn a ton about how Unity dots works and how to make an awesome RTS game you'll learn what exactly is dots how to create entities components and systems and how to make it all super fast with the job system in burst with this knowledge you can now go make some super awesome games that push the CPU to the absolute max if you want to continue this project then you can check out the link in the description the phone course is 17 hours long so 10 hours more than this one it is played across 18 lectures so in the remaining lectures we're still going to learn a bunch of really awesome stuff for example how to make a custom dots animation system build that from scratch we're going learn how to implement a grid symen dots again all data oriented and we're going to implement some nice flow field pathf finding this is a super awesome type of path finding it is absolutely perfect for games like this with tons of units we're also going to learn how to refactor a ton of the systems that we built and make them into super fast bursted jobs then we're going to learn some awesome stuff like how to make a persistent fogar system this one looks really cool how to add some buildings to the game add resource noes super fun ragd dolls and a bunch more so the remaining lectures in the complete course they are full of awesome knowledge check it out to the link description but if you can afford then that's fine I hope you learn a ton from this awesome free video here you learn more than enough knowledge to start applying dots to your own games now you have knowledge of this super awesome tool that will help you whenever you encounter any kind of performance issues also remember how you don't have to go fullone dots or fullone game objects you can make some both so you can keep making games mainly with game objects and then use dots just for the performance intensive Parts remember how dots is really just another tool in your tool belt and now you know how to use this really awesome tool so definitely make sure you use it wisely all right so I hope you learned a lot from this free video go ah and like the video and subscribe if you haven't already thanks for watching and I'll see you next time
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472
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489
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490
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491
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503
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507
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508
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509
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510
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511
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512
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513
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514
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515
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516
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517
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518
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519
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520
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522
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523
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525
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526
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528
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529
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530
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531
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532
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533
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534
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535
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536
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537
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538
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539
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540
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541
00:16:26,800 --> 00:16:28,480
542
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543
00:16:30,639 --> 00:16:31,920
544
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545
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546
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547
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548
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549
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550
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551
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552
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553
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554
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555
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556
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557
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558
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559
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560
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561
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562
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563
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564
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565
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566
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567
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568
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569
00:17:19,559 --> 00:17:21,480
570
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571
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572
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573
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574
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575
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576
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577
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578
00:17:35,360 --> 00:17:37,480
579
00:17:37,480 --> 00:17:39,200
580
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581
00:17:41,080 --> 00:17:42,520
582
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583
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584
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585
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586
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587
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588
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589
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590
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591
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592
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593
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594
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595
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596
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597
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598
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599
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600
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601
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602
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603
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604
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605
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606
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607
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608
00:18:33,400 --> 00:18:35,480
609
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610
00:18:37,000 --> 00:18:38,679
611
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612
00:18:40,120 --> 00:18:41,400
613
00:18:41,400 --> 00:18:43,159
614
00:18:43,159 --> 00:18:44,799
615
00:18:44,799 --> 00:18:47,080
616
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617
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618
00:18:50,919 --> 00:18:52,320
619
00:18:52,320 --> 00:18:54,360
620
00:18:54,360 --> 00:18:55,720
621
00:18:55,720 --> 00:18:58,000
622
00:18:58,000 --> 00:18:59,840
623
00:18:59,840 --> 00:19:01,840
624
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625
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626
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627
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628
00:19:09,159 --> 00:19:10,520
629
00:19:10,520 --> 00:19:11,960
630
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631
00:19:13,760 --> 00:19:15,679
632
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633
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634
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635
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636
00:19:22,960 --> 00:19:25,120
637
00:19:25,120 --> 00:19:27,320
638
00:19:27,320 --> 00:19:29,880
639
00:19:29,880 --> 00:19:31,679
640
00:19:31,679 --> 00:19:33,640
641
00:19:33,640 --> 00:19:36,200
642
00:19:36,200 --> 00:19:37,880
643
00:19:37,880 --> 00:19:39,440
644
00:19:39,440 --> 00:19:41,000
645
00:19:41,000 --> 00:19:42,880
646
00:19:42,880 --> 00:19:44,400
647
00:19:44,400 --> 00:19:46,440
648
00:19:46,440 --> 00:19:48,400
649
00:19:48,400 --> 00:19:50,240
650
00:19:50,240 --> 00:19:52,240
651
00:19:52,240 --> 00:19:54,400
652
00:19:54,400 --> 00:19:57,039
653
00:19:57,039 --> 00:19:59,080
654
00:19:59,080 --> 00:20:00,720
655
00:20:00,720 --> 00:20:02,400
656
00:20:02,400 --> 00:20:04,200
657
00:20:04,200 --> 00:20:06,280
658
00:20:06,280 --> 00:20:08,559
659
00:20:08,559 --> 00:20:10,080
660
00:20:10,080 --> 00:20:12,080
661
00:20:12,080 --> 00:20:14,760
662
00:20:14,760 --> 00:20:16,240
663
00:20:16,240 --> 00:20:18,520
664
00:20:18,520 --> 00:20:20,799
665
00:20:20,799 --> 00:20:22,880
666
00:20:22,880 --> 00:20:24,880
667
00:20:24,880 --> 00:20:27,799
668
00:20:27,799 --> 00:20:30,080
669
00:20:30,080 --> 00:20:31,400
670
00:20:31,400 --> 00:20:33,480
671
00:20:33,480 --> 00:20:35,799
672
00:20:35,799 --> 00:20:38,200
673
00:20:38,200 --> 00:20:40,159
674
00:20:40,159 --> 00:20:41,840
675
00:20:41,840 --> 00:20:43,360
676
00:20:43,360 --> 00:20:44,919
677
00:20:44,919 --> 00:20:46,799
678
00:20:46,799 --> 00:20:48,159
679
00:20:48,159 --> 00:20:50,200
680
00:20:50,200 --> 00:20:52,039
681
00:20:52,039 --> 00:20:54,440
682
00:20:54,440 --> 00:20:55,880
683
00:20:55,880 --> 00:20:57,919
684
00:20:57,919 --> 00:20:59,679
685
00:20:59,679 --> 00:21:00,960
686
00:21:00,960 --> 00:21:03,000
687
00:21:03,000 --> 00:21:04,760
688
00:21:04,760 --> 00:21:07,159
689
00:21:07,159 --> 00:21:08,480
690
00:21:08,480 --> 00:21:10,000
691
00:21:10,000 --> 00:21:12,039
692
00:21:12,039 --> 00:21:14,159
693
00:21:14,159 --> 00:21:15,440
694
00:21:15,440 --> 00:21:17,360
695
00:21:17,360 --> 00:21:19,400
696
00:21:19,400 --> 00:21:20,960
697
00:21:20,960 --> 00:21:23,159
698
00:21:23,159 --> 00:21:24,840
699
00:21:24,840 --> 00:21:26,679
700
00:21:26,679 --> 00:21:28,799
701
00:21:28,799 --> 00:21:30,480
702
00:21:30,480 --> 00:21:33,120
703
00:21:33,120 --> 00:21:34,919
704
00:21:34,919 --> 00:21:36,279
705
00:21:36,279 --> 00:21:38,760
706
00:21:38,760 --> 00:21:40,000
707
00:21:40,000 --> 00:21:41,600
708
00:21:41,600 --> 00:21:44,240
709
00:21:44,240 --> 00:21:46,000
710
00:21:46,000 --> 00:21:48,840
711
00:21:48,840 --> 00:21:50,720
712
00:21:50,720 --> 00:21:53,000
713
00:21:53,000 --> 00:21:55,039
714
00:21:55,039 --> 00:21:57,480
715
00:21:57,480 --> 00:22:00,080
716
00:22:00,080 --> 00:22:02,159
717
00:22:02,159 --> 00:22:04,240
718
00:22:04,240 --> 00:22:06,360
719
00:22:06,360 --> 00:22:08,720
720
00:22:08,720 --> 00:22:10,919
721
00:22:10,919 --> 00:22:13,600
722
00:22:13,600 --> 00:22:15,440
723
00:22:15,440 --> 00:22:17,240
724
00:22:17,240 --> 00:22:18,880
725
00:22:18,880 --> 00:22:20,559
726
00:22:20,559 --> 00:22:22,640
727
00:22:22,640 --> 00:22:24,440
728
00:22:24,440 --> 00:22:26,080
729
00:22:26,080 --> 00:22:28,159
730
00:22:28,159 --> 00:22:29,679
731
00:22:29,679 --> 00:22:31,240
732
00:22:31,240 --> 00:22:33,000
733
00:22:33,000 --> 00:22:34,799
734
00:22:34,799 --> 00:22:36,960
735
00:22:36,960 --> 00:22:38,600
736
00:22:38,600 --> 00:22:40,799
737
00:22:40,799 --> 00:22:42,880
738
00:22:42,880 --> 00:22:45,080
739
00:22:45,080 --> 00:22:46,679
740
00:22:46,679 --> 00:22:49,720
741
00:22:49,720 --> 00:22:51,640
742
00:22:51,640 --> 00:22:53,440
743
00:22:53,440 --> 00:22:55,240
744
00:22:55,240 --> 00:22:57,559
745
00:22:57,559 --> 00:22:59,480
746
00:22:59,480 --> 00:23:00,919
747
00:23:00,919 --> 00:23:04,200
748
00:23:04,400 --> 00:23:06,760
749
00:23:06,760 --> 00:23:08,480
750
00:23:08,480 --> 00:23:10,400
751
00:23:10,400 --> 00:23:12,720
752
00:23:12,720 --> 00:23:14,039
753
00:23:14,039 --> 00:23:15,640
754
00:23:15,640 --> 00:23:17,520
755
00:23:17,520 --> 00:23:19,400
756
00:23:19,400 --> 00:23:21,480
757
00:23:21,480 --> 00:23:23,520
758
00:23:23,520 --> 00:23:25,320
759
00:23:25,320 --> 00:23:27,240
760
00:23:27,240 --> 00:23:29,360
761
00:23:29,360 --> 00:23:31,120
762
00:23:31,120 --> 00:23:32,960
763
00:23:32,960 --> 00:23:34,559
764
00:23:34,559 --> 00:23:36,760
765
00:23:36,760 --> 00:23:38,559
766
00:23:38,559 --> 00:23:40,279
767
00:23:40,279 --> 00:23:42,159
768
00:23:42,159 --> 00:23:44,279
769
00:23:44,279 --> 00:23:45,720
770
00:23:45,720 --> 00:23:47,039
771
00:23:47,039 --> 00:23:49,080
772
00:23:49,080 --> 00:23:50,840
773
00:23:50,840 --> 00:23:53,080
774
00:23:53,080 --> 00:23:54,720
775
00:23:54,720 --> 00:23:56,600
776
00:23:56,600 --> 00:23:58,440
777
00:23:58,440 --> 00:24:00,039
778
00:24:00,039 --> 00:24:01,840
779
00:24:01,840 --> 00:24:03,480
780
00:24:03,480 --> 00:24:05,120
781
00:24:05,120 --> 00:24:07,360
782
00:24:07,360 --> 00:24:09,279
783
00:24:09,279 --> 00:24:11,200
784
00:24:11,200 --> 00:24:12,760
785
00:24:12,760 --> 00:24:14,559
786
00:24:14,559 --> 00:24:16,520
787
00:24:16,520 --> 00:24:18,159
788
00:24:18,159 --> 00:24:19,559
789
00:24:19,559 --> 00:24:21,840
790
00:24:21,840 --> 00:24:23,559
791
00:24:23,559 --> 00:24:25,360
792
00:24:25,360 --> 00:24:26,760
793
00:24:26,760 --> 00:24:28,640
794
00:24:28,640 --> 00:24:30,480
795
00:24:30,480 --> 00:24:32,679
796
00:24:32,679 --> 00:24:34,640
797
00:24:34,640 --> 00:24:36,600
798
00:24:36,600 --> 00:24:37,720
799
00:24:37,720 --> 00:24:39,559
800
00:24:39,559 --> 00:24:41,039
801
00:24:41,039 --> 00:24:42,399
802
00:24:42,399 --> 00:24:44,360
803
00:24:44,360 --> 00:24:46,159
804
00:24:46,159 --> 00:24:47,799
805
00:24:47,799 --> 00:24:49,600
806
00:24:49,600 --> 00:24:51,679
807
00:24:51,679 --> 00:24:53,000
808
00:24:53,000 --> 00:24:55,120
809
00:24:55,120 --> 00:24:56,520
810
00:24:56,520 --> 00:24:58,480
811
00:24:58,480 --> 00:25:00,399
812
00:25:00,399 --> 00:25:02,200
813
00:25:02,200 --> 00:25:04,640
814
00:25:04,640 --> 00:25:06,360
815
00:25:06,360 --> 00:25:07,919
816
00:25:07,919 --> 00:25:10,240
817
00:25:10,240 --> 00:25:12,480
818
00:25:12,480 --> 00:25:14,080
819
00:25:14,080 --> 00:25:15,720
820
00:25:15,720 --> 00:25:17,919
821
00:25:17,919 --> 00:25:19,360
822
00:25:19,360 --> 00:25:20,679
823
00:25:20,679 --> 00:25:22,480
824
00:25:22,480 --> 00:25:24,360
825
00:25:24,360 --> 00:25:26,440
826
00:25:26,440 --> 00:25:27,760
827
00:25:27,760 --> 00:25:29,679
828
00:25:29,679 --> 00:25:31,840
829
00:25:31,840 --> 00:25:33,399
830
00:25:33,399 --> 00:25:35,440
831
00:25:35,440 --> 00:25:37,360
832
00:25:37,360 --> 00:25:39,039
833
00:25:39,039 --> 00:25:41,399
834
00:25:41,399 --> 00:25:43,000
835
00:25:43,000 --> 00:25:44,919
836
00:25:44,919 --> 00:25:46,440
837
00:25:46,440 --> 00:25:48,520
838
00:25:48,520 --> 00:25:50,039
839
00:25:50,039 --> 00:25:51,480
840
00:25:51,480 --> 00:25:54,159
841
00:25:54,159 --> 00:25:55,640
842
00:25:55,640 --> 00:25:57,880
843
00:25:57,880 --> 00:25:59,799
844
00:25:59,799 --> 00:26:01,600
845
00:26:01,600 --> 00:26:03,200
846
00:26:03,200 --> 00:26:04,960
847
00:26:04,960 --> 00:26:06,640
848
00:26:06,640 --> 00:26:08,520
849
00:26:08,520 --> 00:26:10,679
850
00:26:10,679 --> 00:26:12,200
851
00:26:12,200 --> 00:26:14,279
852
00:26:14,279 --> 00:26:15,640
853
00:26:15,640 --> 00:26:17,600
854
00:26:17,600 --> 00:26:19,720
855
00:26:19,720 --> 00:26:21,559
856
00:26:21,559 --> 00:26:23,520
857
00:26:23,520 --> 00:26:26,080
858
00:26:26,080 --> 00:26:27,880
859
00:26:27,880 --> 00:26:29,120
860
00:26:29,120 --> 00:26:30,840
861
00:26:30,840 --> 00:26:32,600
862
00:26:32,600 --> 00:26:35,080
863
00:26:35,080 --> 00:26:36,840
864
00:26:36,840 --> 00:26:38,360
865
00:26:38,360 --> 00:26:41,200
866
00:26:41,200 --> 00:26:43,120
867
00:26:43,120 --> 00:26:45,000
868
00:26:45,000 --> 00:26:46,559
869
00:26:46,559 --> 00:26:48,880
870
00:26:48,880 --> 00:26:51,039
871
00:26:51,039 --> 00:26:53,240
872
00:26:53,240 --> 00:26:54,679
873
00:26:54,679 --> 00:26:57,240
874
00:26:57,240 --> 00:26:58,520
875
00:26:58,520 --> 00:27:00,559
876
00:27:00,559 --> 00:27:02,360
877
00:27:02,360 --> 00:27:04,200
878
00:27:04,200 --> 00:27:06,039
879
00:27:06,039 --> 00:27:07,960
880
00:27:07,960 --> 00:27:10,039
881
00:27:10,039 --> 00:27:12,120
882
00:27:12,120 --> 00:27:13,840
883
00:27:13,840 --> 00:27:15,520
884
00:27:15,520 --> 00:27:17,919
885
00:27:17,919 --> 00:27:19,880
886
00:27:19,880 --> 00:27:21,679
887
00:27:21,679 --> 00:27:23,159
888
00:27:23,159 --> 00:27:24,480
889
00:27:24,480 --> 00:27:25,960
890
00:27:25,960 --> 00:27:28,200
891
00:27:28,200 --> 00:27:30,039
892
00:27:30,039 --> 00:27:31,760
893
00:27:31,760 --> 00:27:33,600
894
00:27:33,600 --> 00:27:35,799
895
00:27:35,799 --> 00:27:37,640
896
00:27:37,640 --> 00:27:39,559
897
00:27:39,559 --> 00:27:42,159
898
00:27:42,159 --> 00:27:44,200
899
00:27:44,200 --> 00:27:46,679
900
00:27:46,679 --> 00:27:48,760
901
00:27:48,760 --> 00:27:50,559
902
00:27:50,559 --> 00:27:52,519
903
00:27:52,519 --> 00:27:54,279
904
00:27:54,279 --> 00:27:56,279
905
00:27:56,279 --> 00:27:57,679
906
00:27:57,679 --> 00:27:59,360
907
00:27:59,360 --> 00:28:01,880
908
00:28:01,880 --> 00:28:03,320
909
00:28:03,320 --> 00:28:05,080
910
00:28:05,080 --> 00:28:07,120
911
00:28:07,120 --> 00:28:09,480
912
00:28:09,480 --> 00:28:11,159
913
00:28:11,159 --> 00:28:13,200
914
00:28:13,200 --> 00:28:14,960
915
00:28:14,960 --> 00:28:16,960
916
00:28:16,960 --> 00:28:19,000
917
00:28:19,000 --> 00:28:20,679
918
00:28:20,679 --> 00:28:22,760
919
00:28:22,760 --> 00:28:24,640
920
00:28:24,640 --> 00:28:26,559
921
00:28:26,559 --> 00:28:28,000
922
00:28:28,000 --> 00:28:29,640
923
00:28:29,640 --> 00:28:31,320
924
00:28:31,320 --> 00:28:33,720
925
00:28:33,720 --> 00:28:35,760
926
00:28:35,760 --> 00:28:37,360
927
00:28:37,360 --> 00:28:38,799
928
00:28:38,799 --> 00:28:40,559
929
00:28:40,559 --> 00:28:42,880
930
00:28:42,880 --> 00:28:44,840
931
00:28:44,840 --> 00:28:46,799
932
00:28:46,799 --> 00:28:48,640
933
00:28:48,640 --> 00:28:50,960
934
00:28:50,960 --> 00:28:52,120
935
00:28:52,120 --> 00:28:54,279
936
00:28:54,279 --> 00:28:55,880
937
00:28:55,880 --> 00:28:57,480
938
00:28:57,480 --> 00:28:59,279
939
00:28:59,279 --> 00:29:01,279
940
00:29:01,279 --> 00:29:03,200
941
00:29:03,200 --> 00:29:04,760
942
00:29:04,760 --> 00:29:06,080
943
00:29:06,080 --> 00:29:07,720
944
00:29:07,720 --> 00:29:09,200
945
00:29:09,200 --> 00:29:11,000
946
00:29:11,000 --> 00:29:12,640
947
00:29:12,640 --> 00:29:14,600
948
00:29:14,600 --> 00:29:16,559
949
00:29:16,559 --> 00:29:18,320
950
00:29:18,320 --> 00:29:20,039
951
00:29:20,039 --> 00:29:21,840
952
00:29:21,840 --> 00:29:23,960
953
00:29:23,960 --> 00:29:26,360
954
00:29:26,360 --> 00:29:28,240
955
00:29:28,240 --> 00:29:29,679
956
00:29:29,679 --> 00:29:31,600
957
00:29:31,600 --> 00:29:32,960
958
00:29:32,960 --> 00:29:35,000
959
00:29:35,000 --> 00:29:36,360
960
00:29:36,360 --> 00:29:37,960
961
00:29:37,960 --> 00:29:39,559
962
00:29:39,559 --> 00:29:41,440
963
00:29:41,440 --> 00:29:42,880
964
00:29:42,880 --> 00:29:44,480
965
00:29:44,480 --> 00:29:46,480
966
00:29:46,480 --> 00:29:48,200
967
00:29:48,200 --> 00:29:51,159
968
00:29:51,159 --> 00:29:52,720
969
00:29:52,720 --> 00:29:54,600
970
00:29:54,600 --> 00:29:57,360
971
00:29:57,360 --> 00:29:59,039
972
00:29:59,039 --> 00:30:02,559
973
00:30:02,559 --> 00:30:04,159
974
00:30:04,159 --> 00:30:05,679
975
00:30:05,679 --> 00:30:07,559
976
00:30:07,559 --> 00:30:09,600
977
00:30:09,600 --> 00:30:11,519
978
00:30:11,519 --> 00:30:13,799
979
00:30:13,799 --> 00:30:15,480
980
00:30:15,480 --> 00:30:17,159
981
00:30:17,159 --> 00:30:18,600
982
00:30:18,600 --> 00:30:20,679
983
00:30:20,679 --> 00:30:22,559
984
00:30:22,559 --> 00:30:24,559
985
00:30:24,559 --> 00:30:26,200
986
00:30:26,200 --> 00:30:28,279
987
00:30:28,279 --> 00:30:30,320
988
00:30:30,320 --> 00:30:32,440
989
00:30:32,440 --> 00:30:34,600
990
00:30:34,600 --> 00:30:36,159
991
00:30:36,159 --> 00:30:37,960
992
00:30:37,960 --> 00:30:39,760
993
00:30:39,760 --> 00:30:41,760
994
00:30:41,760 --> 00:30:43,080
995
00:30:43,080 --> 00:30:45,039
996
00:30:45,039 --> 00:30:46,880
997
00:30:46,880 --> 00:30:48,880
998
00:30:48,880 --> 00:30:51,039
999
00:30:51,039 --> 00:30:53,279
1000
00:30:53,279 --> 00:30:56,399
1001
00:30:56,399 --> 00:30:57,960
1002
00:30:57,960 --> 00:30:59,720
1003
00:30:59,720 --> 00:31:01,919
1004
00:31:01,919 --> 00:31:03,600
1005
00:31:03,600 --> 00:31:05,399
1006
00:31:05,399 --> 00:31:07,639
1007
00:31:07,639 --> 00:31:09,559
1008
00:31:09,559 --> 00:31:11,399
1009
00:31:11,399 --> 00:31:13,240
1010
00:31:13,240 --> 00:31:15,000
1011
00:31:15,000 --> 00:31:16,720
1012
00:31:16,720 --> 00:31:18,600
1013
00:31:18,600 --> 00:31:20,320
1014
00:31:20,320 --> 00:31:22,919
1015
00:31:22,919 --> 00:31:24,519
1016
00:31:24,519 --> 00:31:26,000
1017
00:31:26,000 --> 00:31:27,399
1018
00:31:27,399 --> 00:31:29,320
1019
00:31:29,320 --> 00:31:30,919
1020
00:31:30,919 --> 00:31:32,880
1021
00:31:32,880 --> 00:31:34,279
1022
00:31:34,279 --> 00:31:36,600
1023
00:31:36,600 --> 00:31:38,399
1024
00:31:38,399 --> 00:31:40,440
1025
00:31:40,440 --> 00:31:43,120
1026
00:31:43,120 --> 00:31:44,559
1027
00:31:44,559 --> 00:31:46,120
1028
00:31:46,120 --> 00:31:48,559
1029
00:31:48,559 --> 00:31:50,240
1030
00:31:50,240 --> 00:31:52,320
1031
00:31:52,320 --> 00:31:53,960
1032
00:31:53,960 --> 00:31:55,919
1033
00:31:55,919 --> 00:31:58,480
1034
00:31:58,480 --> 00:31:59,840
1035
00:31:59,840 --> 00:32:01,320
1036
00:32:01,320 --> 00:32:03,279
1037
00:32:03,279 --> 00:32:05,000
1038
00:32:05,000 --> 00:32:06,480
1039
00:32:06,480 --> 00:32:08,200
1040
00:32:08,200 --> 00:32:10,159
1041
00:32:10,159 --> 00:32:12,080
1042
00:32:12,080 --> 00:32:13,880
1043
00:32:13,880 --> 00:32:16,120
1044
00:32:16,120 --> 00:32:17,880
1045
00:32:17,880 --> 00:32:19,840
1046
00:32:19,840 --> 00:32:21,320
1047
00:32:21,320 --> 00:32:23,360
1048
00:32:23,360 --> 00:32:25,360
1049
00:32:25,360 --> 00:32:27,080
1050
00:32:27,080 --> 00:32:28,760
1051
00:32:28,760 --> 00:32:30,399
1052
00:32:30,399 --> 00:32:32,559
1053
00:32:32,559 --> 00:32:34,360
1054
00:32:34,360 --> 00:32:36,120
1055
00:32:36,120 --> 00:32:38,399
1056
00:32:38,399 --> 00:32:40,360
1057
00:32:40,360 --> 00:32:41,960
1058
00:32:41,960 --> 00:32:43,679
1059
00:32:43,679 --> 00:32:45,760
1060
00:32:45,760 --> 00:32:47,919
1061
00:32:47,919 --> 00:32:49,960
1062
00:32:49,960 --> 00:32:51,799
1063
00:32:51,799 --> 00:32:53,840
1064
00:32:53,840 --> 00:32:55,840
1065
00:32:55,840 --> 00:32:58,240
1066
00:32:58,240 --> 00:33:00,120
1067
00:33:00,120 --> 00:33:02,279
1068
00:33:02,279 --> 00:33:04,159
1069
00:33:04,159 --> 00:33:06,120
1070
00:33:06,120 --> 00:33:08,080
1071
00:33:08,080 --> 00:33:09,360
1072
00:33:09,360 --> 00:33:11,159
1073
00:33:11,159 --> 00:33:13,279
1074
00:33:13,279 --> 00:33:15,200
1075
00:33:15,200 --> 00:33:17,080
1076
00:33:17,080 --> 00:33:19,159
1077
00:33:19,159 --> 00:33:20,440
1078
00:33:20,440 --> 00:33:22,240
1079
00:33:22,240 --> 00:33:23,760
1080
00:33:23,760 --> 00:33:25,440
1081
00:33:25,440 --> 00:33:26,760
1082
00:33:26,760 --> 00:33:28,559
1083
00:33:28,559 --> 00:33:30,519
1084
00:33:30,519 --> 00:33:32,720
1085
00:33:32,720 --> 00:33:35,320
1086
00:33:35,320 --> 00:33:37,559
1087
00:33:37,559 --> 00:33:39,440
1088
00:33:39,440 --> 00:33:41,519
1089
00:33:41,519 --> 00:33:43,399
1090
00:33:43,399 --> 00:33:45,200
1091
00:33:45,200 --> 00:33:47,000
1092
00:33:47,000 --> 00:33:48,600
1093
00:33:48,600 --> 00:33:50,320
1094
00:33:50,320 --> 00:33:52,320
1095
00:33:52,320 --> 00:33:54,440
1096
00:33:54,440 --> 00:33:56,480
1097
00:33:56,480 --> 00:33:58,320
1098
00:33:58,320 --> 00:34:00,279
1099
00:34:00,279 --> 00:34:02,440
1100
00:34:02,440 --> 00:34:04,600
1101
00:34:04,600 --> 00:34:06,120
1102
00:34:06,120 --> 00:34:07,799
1103
00:34:07,799 --> 00:34:09,839
1104
00:34:09,839 --> 00:34:11,199
1105
00:34:11,199 --> 00:34:13,040
1106
00:34:13,040 --> 00:34:15,079
1107
00:34:15,079 --> 00:34:16,960
1108
00:34:16,960 --> 00:34:18,839
1109
00:34:18,839 --> 00:34:20,839
1110
00:34:20,839 --> 00:34:22,520
1111
00:34:22,520 --> 00:34:24,159
1112
00:34:24,159 --> 00:34:25,639
1113
00:34:25,639 --> 00:34:27,719
1114
00:34:27,719 --> 00:34:29,679
1115
00:34:29,679 --> 00:34:32,000
1116
00:34:32,000 --> 00:34:34,199
1117
00:34:34,199 --> 00:34:35,800
1118
00:34:35,800 --> 00:34:38,079
1119
00:34:39,359 --> 00:34:41,719
1120
00:34:41,719 --> 00:34:43,239
1121
00:34:43,239 --> 00:34:44,599
1122
00:34:44,599 --> 00:34:46,280
1123
00:34:46,280 --> 00:34:48,320
1124
00:34:48,320 --> 00:34:49,599
1125
00:34:49,599 --> 00:34:51,079
1126
00:34:51,079 --> 00:34:53,199
1127
00:34:53,199 --> 00:34:54,760
1128
00:34:54,760 --> 00:34:56,359
1129
00:34:56,359 --> 00:34:58,200
1130
00:34:58,200 --> 00:35:00,160
1131
00:35:00,160 --> 00:35:02,000
1132
00:35:02,000 --> 00:35:03,640
1133
00:35:03,640 --> 00:35:05,480
1134
00:35:05,480 --> 00:35:07,040
1135
00:35:07,040 --> 00:35:08,440
1136
00:35:08,440 --> 00:35:09,960
1137
00:35:09,960 --> 00:35:12,160
1138
00:35:12,160 --> 00:35:13,480
1139
00:35:13,480 --> 00:35:15,280
1140
00:35:15,280 --> 00:35:16,920
1141
00:35:16,920 --> 00:35:18,920
1142
00:35:18,920 --> 00:35:20,520
1143
00:35:20,520 --> 00:35:21,960
1144
00:35:21,960 --> 00:35:24,000
1145
00:35:24,000 --> 00:35:25,359
1146
00:35:25,359 --> 00:35:26,839
1147
00:35:26,839 --> 00:35:28,040
1148
00:35:28,040 --> 00:35:29,640
1149
00:35:29,640 --> 00:35:31,520
1150
00:35:31,520 --> 00:35:33,599
1151
00:35:33,599 --> 00:35:35,720
1152
00:35:35,720 --> 00:35:37,800
1153
00:35:37,800 --> 00:35:40,599
1154
00:35:40,599 --> 00:35:42,599
1155
00:35:42,599 --> 00:35:44,200
1156
00:35:44,200 --> 00:35:46,400
1157
00:35:46,400 --> 00:35:48,000
1158
00:35:48,000 --> 00:35:49,760
1159
00:35:49,760 --> 00:35:51,680
1160
00:35:51,680 --> 00:35:53,440
1161
00:35:53,440 --> 00:35:55,119
1162
00:35:55,119 --> 00:35:57,119
1163
00:35:57,119 --> 00:35:58,680
1164
00:35:58,680 --> 00:36:00,359
1165
00:36:00,359 --> 00:36:01,680
1166
00:36:01,680 --> 00:36:03,319
1167
00:36:03,319 --> 00:36:05,160
1168
00:36:05,160 --> 00:36:07,400
1169
00:36:07,400 --> 00:36:09,839
1170
00:36:09,839 --> 00:36:11,680
1171
00:36:11,680 --> 00:36:13,119
1172
00:36:13,119 --> 00:36:15,040
1173
00:36:15,040 --> 00:36:16,960
1174
00:36:16,960 --> 00:36:18,599
1175
00:36:18,599 --> 00:36:20,720
1176
00:36:20,720 --> 00:36:22,280
1177
00:36:22,280 --> 00:36:23,960
1178
00:36:23,960 --> 00:36:26,079
1179
00:36:26,079 --> 00:36:27,839
1180
00:36:27,839 --> 00:36:29,440
1181
00:36:29,440 --> 00:36:30,960
1182
00:36:30,960 --> 00:36:32,800
1183
00:36:32,800 --> 00:36:34,480
1184
00:36:34,480 --> 00:36:36,160
1185
00:36:36,160 --> 00:36:37,960
1186
00:36:37,960 --> 00:36:40,040
1187
00:36:40,040 --> 00:36:42,800
1188
00:36:42,800 --> 00:36:44,200
1189
00:36:44,200 --> 00:36:45,960
1190
00:36:45,960 --> 00:36:47,760
1191
00:36:47,760 --> 00:36:49,200
1192
00:36:49,200 --> 00:36:50,800
1193
00:36:50,800 --> 00:36:52,359
1194
00:36:52,359 --> 00:36:53,880
1195
00:36:53,880 --> 00:36:56,280
1196
00:36:56,280 --> 00:36:57,800
1197
00:36:57,800 --> 00:37:00,200
1198
00:37:00,200 --> 00:37:02,440
1199
00:37:02,440 --> 00:37:04,240
1200
00:37:04,240 --> 00:37:06,200
1201
00:37:06,200 --> 00:37:07,200
1202
00:37:07,200 --> 00:37:09,920
1203
00:37:09,920 --> 00:37:11,880
1204
00:37:11,880 --> 00:37:13,920
1205
00:37:13,920 --> 00:37:15,920
1206
00:37:15,920 --> 00:37:17,599
1207
00:37:17,599 --> 00:37:19,280
1208
00:37:19,280 --> 00:37:20,760
1209
00:37:20,760 --> 00:37:22,599
1210
00:37:22,599 --> 00:37:24,640
1211
00:37:24,640 --> 00:37:26,240
1212
00:37:26,240 --> 00:37:27,520
1213
00:37:27,520 --> 00:37:29,119
1214
00:37:29,119 --> 00:37:30,960
1215
00:37:30,960 --> 00:37:32,599
1216
00:37:32,599 --> 00:37:34,480
1217
00:37:34,480 --> 00:37:36,440
1218
00:37:36,440 --> 00:37:38,280
1219
00:37:38,280 --> 00:37:39,920
1220
00:37:39,920 --> 00:37:42,160
1221
00:37:42,160 --> 00:37:43,920
1222
00:37:43,920 --> 00:37:45,440
1223
00:37:45,440 --> 00:37:47,480
1224
00:37:47,480 --> 00:37:49,160
1225
00:37:49,160 --> 00:37:51,079
1226
00:37:51,079 --> 00:37:52,720
1227
00:37:52,720 --> 00:37:54,319
1228
00:37:54,319 --> 00:37:56,280
1229
00:37:56,280 --> 00:37:58,040
1230
00:37:58,040 --> 00:37:59,960
1231
00:37:59,960 --> 00:38:01,760
1232
00:38:01,760 --> 00:38:03,640
1233
00:38:03,640 --> 00:38:06,119
1234
00:38:06,119 --> 00:38:08,040
1235
00:38:08,040 --> 00:38:09,800
1236
00:38:09,800 --> 00:38:11,119
1237
00:38:11,119 --> 00:38:12,680
1238
00:38:12,680 --> 00:38:14,200
1239
00:38:14,200 --> 00:38:15,720
1240
00:38:15,720 --> 00:38:17,119
1241
00:38:17,119 --> 00:38:19,319
1242
00:38:19,319 --> 00:38:20,680
1243
00:38:20,680 --> 00:38:22,520
1244
00:38:22,520 --> 00:38:24,640
1245
00:38:24,640 --> 00:38:26,440
1246
00:38:26,440 --> 00:38:27,760
1247
00:38:27,760 --> 00:38:29,359
1248
00:38:29,359 --> 00:38:30,960
1249
00:38:30,960 --> 00:38:33,040
1250
00:38:33,040 --> 00:38:35,160
1251
00:38:35,160 --> 00:38:37,079
1252
00:38:37,079 --> 00:38:38,960
1253
00:38:38,960 --> 00:38:40,839
1254
00:38:40,839 --> 00:38:42,640
1255
00:38:42,640 --> 00:38:44,560
1256
00:38:44,560 --> 00:38:46,640
1257
00:38:46,640 --> 00:38:48,960
1258
00:38:48,960 --> 00:38:50,960
1259
00:38:50,960 --> 00:38:53,319
1260
00:38:53,319 --> 00:38:54,920
1261
00:38:54,920 --> 00:38:56,800
1262
00:38:56,800 --> 00:38:58,440
1263
00:38:58,440 --> 00:39:00,440
1264
00:39:00,440 --> 00:39:02,480
1265
00:39:02,480 --> 00:39:04,400
1266
00:39:04,400 --> 00:39:06,200
1267
00:39:06,200 --> 00:39:07,640
1268
00:39:07,640 --> 00:39:08,960
1269
00:39:08,960 --> 00:39:10,760
1270
00:39:10,760 --> 00:39:12,359
1271
00:39:12,359 --> 00:39:13,960
1272
00:39:13,960 --> 00:39:15,920
1273
00:39:15,920 --> 00:39:17,520
1274
00:39:17,520 --> 00:39:19,480
1275
00:39:19,480 --> 00:39:21,240
1276
00:39:21,240 --> 00:39:23,319
1277
00:39:23,319 --> 00:39:24,880
1278
00:39:24,880 --> 00:39:26,720
1279
00:39:26,720 --> 00:39:28,680
1280
00:39:28,680 --> 00:39:30,680
1281
00:39:30,680 --> 00:39:32,839
1282
00:39:32,839 --> 00:39:34,560
1283
00:39:34,560 --> 00:39:36,280
1284
00:39:36,280 --> 00:39:38,160
1285
00:39:38,160 --> 00:39:40,520
1286
00:39:40,520 --> 00:39:42,680
1287
00:39:42,680 --> 00:39:45,000
1288
00:39:45,000 --> 00:39:46,599
1289
00:39:46,599 --> 00:39:48,240
1290
00:39:48,240 --> 00:39:50,079
1291
00:39:50,079 --> 00:39:51,680
1292
00:39:51,680 --> 00:39:53,240
1293
00:39:53,240 --> 00:39:55,520
1294
00:39:55,520 --> 00:39:57,480
1295
00:39:57,480 --> 00:39:58,920
1296
00:39:58,920 --> 00:40:01,000
1297
00:40:01,000 --> 00:40:02,280
1298
00:40:02,280 --> 00:40:04,319
1299
00:40:04,319 --> 00:40:05,920
1300
00:40:05,920 --> 00:40:07,839
1301
00:40:07,839 --> 00:40:09,400
1302
00:40:09,400 --> 00:40:10,960
1303
00:40:10,960 --> 00:40:12,680
1304
00:40:12,680 --> 00:40:14,200
1305
00:40:14,200 --> 00:40:15,960
1306
00:40:15,960 --> 00:40:17,280
1307
00:40:17,280 --> 00:40:19,319
1308
00:40:19,319 --> 00:40:21,200
1309
00:40:21,200 --> 00:40:23,319
1310
00:40:23,319 --> 00:40:25,319
1311
00:40:25,319 --> 00:40:26,680
1312
00:40:26,680 --> 00:40:28,200
1313
00:40:28,200 --> 00:40:29,880
1314
00:40:29,880 --> 00:40:31,480
1315
00:40:31,480 --> 00:40:33,200
1316
00:40:33,200 --> 00:40:34,960
1317
00:40:34,960 --> 00:40:36,319
1318
00:40:36,319 --> 00:40:37,640
1319
00:40:37,640 --> 00:40:38,960
1320
00:40:38,960 --> 00:40:40,480
1321
00:40:40,480 --> 00:40:42,200
1322
00:40:42,200 --> 00:40:44,160
1323
00:40:44,160 --> 00:40:46,240
1324
00:40:46,240 --> 00:40:47,760
1325
00:40:47,760 --> 00:40:49,280
1326
00:40:49,280 --> 00:40:50,640
1327
00:40:50,640 --> 00:40:52,720
1328
00:40:52,720 --> 00:40:54,040
1329
00:40:54,040 --> 00:40:55,560
1330
00:40:55,560 --> 00:40:57,440
1331
00:40:57,440 --> 00:40:59,160
1332
00:40:59,160 --> 00:41:01,200
1333
00:41:01,200 --> 00:41:02,599
1334
00:41:02,599 --> 00:41:04,400
1335
00:41:04,400 --> 00:41:06,520
1336
00:41:06,520 --> 00:41:09,079
1337
00:41:09,079 --> 00:41:11,000
1338
00:41:11,000 --> 00:41:12,839
1339
00:41:12,839 --> 00:41:14,119
1340
00:41:14,119 --> 00:41:16,240
1341
00:41:16,240 --> 00:41:17,760
1342
00:41:17,760 --> 00:41:19,720
1343
00:41:19,720 --> 00:41:22,240
1344
00:41:22,240 --> 00:41:23,400
1345
00:41:23,400 --> 00:41:24,760
1346
00:41:24,760 --> 00:41:26,760
1347
00:41:26,760 --> 00:41:28,520
1348
00:41:28,520 --> 00:41:30,240
1349
00:41:30,240 --> 00:41:31,680
1350
00:41:31,680 --> 00:41:33,280
1351
00:41:33,280 --> 00:41:35,000
1352
00:41:35,000 --> 00:41:37,079
1353
00:41:37,079 --> 00:41:38,920
1354
00:41:38,920 --> 00:41:40,760
1355
00:41:40,760 --> 00:41:42,680
1356
00:41:42,680 --> 00:41:44,280
1357
00:41:44,280 --> 00:41:45,599
1358
00:41:45,599 --> 00:41:47,480
1359
00:41:47,480 --> 00:41:48,720
1360
00:41:48,720 --> 00:41:50,200
1361
00:41:50,200 --> 00:41:51,920
1362
00:41:51,920 --> 00:41:53,640
1363
00:41:53,640 --> 00:41:55,000
1364
00:41:55,000 --> 00:41:56,560
1365
00:41:56,560 --> 00:41:58,000
1366
00:41:58,000 --> 00:42:00,160
1367
00:42:00,160 --> 00:42:01,800
1368
00:42:01,800 --> 00:42:03,640
1369
00:42:03,640 --> 00:42:05,240
1370
00:42:05,240 --> 00:42:06,599
1371
00:42:06,599 --> 00:42:08,240
1372
00:42:08,240 --> 00:42:09,640
1373
00:42:09,640 --> 00:42:11,160
1374
00:42:11,160 --> 00:42:12,760
1375
00:42:12,760 --> 00:42:14,480
1376
00:42:14,480 --> 00:42:15,760
1377
00:42:15,760 --> 00:42:17,319
1378
00:42:17,319 --> 00:42:18,599
1379
00:42:18,599 --> 00:42:20,359
1380
00:42:20,359 --> 00:42:22,119
1381
00:42:22,119 --> 00:42:24,040
1382
00:42:24,040 --> 00:42:25,359
1383
00:42:25,359 --> 00:42:27,200
1384
00:42:27,200 --> 00:42:29,200
1385
00:42:29,200 --> 00:42:31,200
1386
00:42:31,200 --> 00:42:32,760
1387
00:42:32,760 --> 00:42:34,280
1388
00:42:34,280 --> 00:42:36,359
1389
00:42:36,359 --> 00:42:37,720
1390
00:42:37,720 --> 00:42:39,319
1391
00:42:39,319 --> 00:42:40,839
1392
00:42:40,839 --> 00:42:42,680
1393
00:42:42,680 --> 00:42:44,319
1394
00:42:44,319 --> 00:42:45,800
1395
00:42:45,800 --> 00:42:47,160
1396
00:42:47,160 --> 00:42:49,400
1397
00:42:49,400 --> 00:42:51,200
1398
00:42:51,200 --> 00:42:52,960
1399
00:42:52,960 --> 00:42:54,880
1400
00:42:54,880 --> 00:42:56,920
1401
00:42:56,920 --> 00:42:58,920
1402
00:42:58,920 --> 00:43:00,960
1403
00:43:00,960 --> 00:43:02,400
1404
00:43:02,400 --> 00:43:04,079
1405
00:43:04,079 --> 00:43:05,720
1406
00:43:05,720 --> 00:43:07,480
1407
00:43:07,480 --> 00:43:08,920
1408
00:43:08,920 --> 00:43:11,200
1409
00:43:11,200 --> 00:43:12,640
1410
00:43:12,640 --> 00:43:14,599
1411
00:43:14,599 --> 00:43:16,319
1412
00:43:16,319 --> 00:43:17,960
1413
00:43:17,960 --> 00:43:19,800
1414
00:43:19,800 --> 00:43:22,040
1415
00:43:22,040 --> 00:43:23,200
1416
00:43:23,200 --> 00:43:24,960
1417
00:43:24,960 --> 00:43:26,800
1418
00:43:26,800 --> 00:43:28,559
1419
00:43:28,559 --> 00:43:31,240
1420
00:43:31,240 --> 00:43:33,200
1421
00:43:33,200 --> 00:43:34,720
1422
00:43:34,720 --> 00:43:36,119
1423
00:43:36,119 --> 00:43:37,839
1424
00:43:37,839 --> 00:43:40,559
1425
00:43:40,559 --> 00:43:41,720
1426
00:43:41,720 --> 00:43:43,720
1427
00:43:43,720 --> 00:43:45,280
1428
00:43:45,280 --> 00:43:47,240
1429
00:43:47,240 --> 00:43:48,640
1430
00:43:48,640 --> 00:43:50,319
1431
00:43:50,319 --> 00:43:52,280
1432
00:43:52,280 --> 00:43:53,920
1433
00:43:53,920 --> 00:43:55,559
1434
00:43:55,559 --> 00:43:58,280
1435
00:43:58,280 --> 00:43:59,599
1436
00:43:59,599 --> 00:44:01,400
1437
00:44:01,400 --> 00:44:02,760
1438
00:44:02,760 --> 00:44:04,240
1439
00:44:04,240 --> 00:44:06,000
1440
00:44:06,000 --> 00:44:07,920
1441
00:44:07,920 --> 00:44:09,720
1442
00:44:09,720 --> 00:44:11,559
1443
00:44:11,559 --> 00:44:13,359
1444
00:44:13,359 --> 00:44:14,960
1445
00:44:14,960 --> 00:44:16,599
1446
00:44:16,599 --> 00:44:18,440
1447
00:44:18,440 --> 00:44:20,040
1448
00:44:20,040 --> 00:44:21,839
1449
00:44:21,839 --> 00:44:23,640
1450
00:44:23,640 --> 00:44:25,000
1451
00:44:25,000 --> 00:44:26,839
1452
00:44:26,839 --> 00:44:28,839
1453
00:44:28,839 --> 00:44:30,720
1454
00:44:30,720 --> 00:44:32,240
1455
00:44:32,240 --> 00:44:33,839
1456
00:44:33,839 --> 00:44:35,920
1457
00:44:35,920 --> 00:44:37,440
1458
00:44:37,440 --> 00:44:39,400
1459
00:44:39,400 --> 00:44:41,359
1460
00:44:41,359 --> 00:44:42,880
1461
00:44:42,880 --> 00:44:44,599
1462
00:44:44,599 --> 00:44:46,520
1463
00:44:46,520 --> 00:44:48,280
1464
00:44:48,280 --> 00:44:50,280
1465
00:44:50,280 --> 00:44:52,680
1466
00:44:52,680 --> 00:44:54,119
1467
00:44:54,119 --> 00:44:56,000
1468
00:44:56,000 --> 00:44:57,559
1469
00:44:57,559 --> 00:45:00,119
1470
00:45:00,119 --> 00:45:01,800
1471
00:45:01,800 --> 00:45:03,800
1472
00:45:03,800 --> 00:45:05,440
1473
00:45:05,440 --> 00:45:07,480
1474
00:45:07,480 --> 00:45:08,599
1475
00:45:08,599 --> 00:45:10,359
1476
00:45:10,359 --> 00:45:11,680
1477
00:45:11,680 --> 00:45:13,559
1478
00:45:13,559 --> 00:45:15,240
1479
00:45:15,240 --> 00:45:16,920
1480
00:45:16,920 --> 00:45:18,440
1481
00:45:18,440 --> 00:45:20,079
1482
00:45:20,079 --> 00:45:21,839
1483
00:45:21,839 --> 00:45:23,400
1484
00:45:23,400 --> 00:45:25,079
1485
00:45:25,079 --> 00:45:26,720
1486
00:45:26,720 --> 00:45:28,079
1487
00:45:28,079 --> 00:45:29,680
1488
00:45:29,680 --> 00:45:31,640
1489
00:45:31,640 --> 00:45:33,480
1490
00:45:33,480 --> 00:45:35,559
1491
00:45:35,559 --> 00:45:37,280
1492
00:45:37,280 --> 00:45:39,160
1493
00:45:39,160 --> 00:45:40,839
1494
00:45:40,839 --> 00:45:42,440
1495
00:45:42,440 --> 00:45:45,680
1496
00:45:45,680 --> 00:45:48,119
1497
00:45:48,119 --> 00:45:50,119
1498
00:45:50,119 --> 00:45:52,000
1499
00:45:52,000 --> 00:45:54,000
1500
00:45:54,000 --> 00:45:55,640
1501
00:45:55,640 --> 00:45:57,720
1502
00:45:57,720 --> 00:46:00,040
1503
00:46:00,040 --> 00:46:01,440
1504
00:46:01,440 --> 00:46:03,480
1505
00:46:03,480 --> 00:46:05,240
1506
00:46:05,240 --> 00:46:06,640
1507
00:46:06,640 --> 00:46:08,359
1508
00:46:08,359 --> 00:46:10,359
1509
00:46:10,359 --> 00:46:12,200
1510
00:46:12,200 --> 00:46:14,280
1511
00:46:14,280 --> 00:46:15,800
1512
00:46:15,800 --> 00:46:17,160
1513
00:46:17,160 --> 00:46:19,960
1514
00:46:19,960 --> 00:46:21,319
1515
00:46:21,319 --> 00:46:22,839
1516
00:46:22,839 --> 00:46:25,079
1517
00:46:25,079 --> 00:46:26,960
1518
00:46:26,960 --> 00:46:28,480
1519
00:46:28,480 --> 00:46:29,800
1520
00:46:29,800 --> 00:46:31,599
1521
00:46:31,599 --> 00:46:32,839
1522
00:46:32,839 --> 00:46:33,920
1523
00:46:33,920 --> 00:46:35,400
1524
00:46:35,400 --> 00:46:37,200
1525
00:46:37,200 --> 00:46:38,640
1526
00:46:38,640 --> 00:46:40,720
1527
00:46:40,720 --> 00:46:42,680
1528
00:46:42,680 --> 00:46:44,240
1529
00:46:44,240 --> 00:46:45,800
1530
00:46:45,800 --> 00:46:48,040
1531
00:46:48,040 --> 00:46:49,559
1532
00:46:49,559 --> 00:46:51,599
1533
00:46:51,599 --> 00:46:53,440
1534
00:46:53,440 --> 00:46:55,280
1535
00:46:55,280 --> 00:46:57,119
1536
00:46:57,119 --> 00:46:58,720
1537
00:46:58,720 --> 00:47:00,960
1538
00:47:00,960 --> 00:47:02,599
1539
00:47:02,599 --> 00:47:04,160
1540
00:47:04,160 --> 00:47:06,359
1541
00:47:06,359 --> 00:47:08,000
1542
00:47:08,000 --> 00:47:09,480
1543
00:47:09,480 --> 00:47:11,200
1544
00:47:11,200 --> 00:47:12,640
1545
00:47:12,640 --> 00:47:14,480
1546
00:47:14,480 --> 00:47:15,920
1547
00:47:15,920 --> 00:47:17,800
1548
00:47:17,800 --> 00:47:19,640
1549
00:47:19,640 --> 00:47:21,440
1550
00:47:21,440 --> 00:47:23,480
1551
00:47:23,480 --> 00:47:25,480
1552
00:47:25,480 --> 00:47:27,280
1553
00:47:27,280 --> 00:47:28,559
1554
00:47:28,559 --> 00:47:30,200
1555
00:47:30,200 --> 00:47:32,000
1556
00:47:32,000 --> 00:47:33,480
1557
00:47:33,480 --> 00:47:35,160
1558
00:47:35,160 --> 00:47:37,319
1559
00:47:37,319 --> 00:47:38,920
1560
00:47:38,920 --> 00:47:40,839
1561
00:47:40,839 --> 00:47:43,119
1562
00:47:43,119 --> 00:47:44,559
1563
00:47:44,559 --> 00:47:46,079
1564
00:47:46,079 --> 00:47:47,440
1565
00:47:47,440 --> 00:47:49,040
1566
00:47:49,040 --> 00:47:50,880
1567
00:47:50,880 --> 00:47:52,599
1568
00:47:52,599 --> 00:47:54,319
1569
00:47:54,319 --> 00:47:55,880
1570
00:47:55,880 --> 00:47:57,119
1571
00:47:57,119 --> 00:47:59,160
1572
00:47:59,160 --> 00:48:00,720
1573
00:48:00,720 --> 00:48:02,920
1574
00:48:02,920 --> 00:48:04,680
1575
00:48:04,680 --> 00:48:07,160
1576
00:48:07,160 --> 00:48:09,079
1577
00:48:09,079 --> 00:48:11,160
1578
00:48:11,160 --> 00:48:13,119
1579
00:48:13,119 --> 00:48:14,559
1580
00:48:14,559 --> 00:48:16,160
1581
00:48:16,160 --> 00:48:17,440
1582
00:48:17,440 --> 00:48:18,960
1583
00:48:18,960 --> 00:48:20,720
1584
00:48:20,720 --> 00:48:22,800
1585
00:48:22,800 --> 00:48:25,280
1586
00:48:25,280 --> 00:48:26,800
1587
00:48:26,800 --> 00:48:28,559
1588
00:48:28,559 --> 00:48:30,160
1589
00:48:30,160 --> 00:48:31,920
1590
00:48:31,920 --> 00:48:33,880
1591
00:48:33,880 --> 00:48:35,440
1592
00:48:35,440 --> 00:48:36,960
1593
00:48:36,960 --> 00:48:38,480
1594
00:48:38,480 --> 00:48:40,280
1595
00:48:40,280 --> 00:48:41,720
1596
00:48:41,720 --> 00:48:43,359
1597
00:48:43,359 --> 00:48:44,880
1598
00:48:44,880 --> 00:48:46,760
1599
00:48:46,760 --> 00:48:48,160
1600
00:48:48,160 --> 00:48:49,799
1601
00:48:49,799 --> 00:48:51,680
1602
00:48:51,680 --> 00:48:53,680
1603
00:48:53,680 --> 00:48:56,079
1604
00:48:56,079 --> 00:48:57,960
1605
00:48:57,960 --> 00:49:00,119
1606
00:49:00,119 --> 00:49:01,760
1607
00:49:01,760 --> 00:49:03,280
1608
00:49:03,280 --> 00:49:04,880
1609
00:49:04,880 --> 00:49:06,520
1610
00:49:06,520 --> 00:49:08,640
1611
00:49:08,640 --> 00:49:11,640
1612
00:49:11,640 --> 00:49:13,640
1613
00:49:13,640 --> 00:49:15,559
1614
00:49:15,559 --> 00:49:17,920
1615
00:49:17,920 --> 00:49:19,160
1616
00:49:19,160 --> 00:49:20,760
1617
00:49:20,760 --> 00:49:22,240
1618
00:49:22,240 --> 00:49:24,040
1619
00:49:24,040 --> 00:49:25,799
1620
00:49:25,799 --> 00:49:27,119
1621
00:49:27,119 --> 00:49:28,680
1622
00:49:28,680 --> 00:49:29,920
1623
00:49:29,920 --> 00:49:31,559
1624
00:49:31,559 --> 00:49:33,400
1625
00:49:33,400 --> 00:49:35,599
1626
00:49:35,599 --> 00:49:37,799
1627
00:49:37,799 --> 00:49:39,480
1628
00:49:39,480 --> 00:49:41,040
1629
00:49:41,040 --> 00:49:42,839
1630
00:49:42,839 --> 00:49:44,839
1631
00:49:44,839 --> 00:49:46,599
1632
00:49:46,599 --> 00:49:48,160
1633
00:49:48,160 --> 00:49:49,640
1634
00:49:49,640 --> 00:49:51,319
1635
00:49:51,319 --> 00:49:52,960
1636
00:49:52,960 --> 00:49:54,599
1637
00:49:54,599 --> 00:49:56,079
1638
00:49:56,079 --> 00:49:57,760
1639
00:49:57,760 --> 00:49:59,599
1640
00:49:59,599 --> 00:50:01,520
1641
00:50:01,520 --> 00:50:03,880
1642
00:50:03,880 --> 00:50:05,359
1643
00:50:05,359 --> 00:50:07,079
1644
00:50:07,079 --> 00:50:08,720
1645
00:50:08,720 --> 00:50:10,720
1646
00:50:10,720 --> 00:50:12,799
1647
00:50:12,799 --> 00:50:14,920
1648
00:50:14,920 --> 00:50:16,920
1649
00:50:16,920 --> 00:50:18,359
1650
00:50:18,359 --> 00:50:20,599
1651
00:50:20,599 --> 00:50:22,760
1652
00:50:22,760 --> 00:50:24,160
1653
00:50:24,160 --> 00:50:25,599
1654
00:50:25,599 --> 00:50:27,119
1655
00:50:27,119 --> 00:50:28,799
1656
00:50:28,799 --> 00:50:30,520
1657
00:50:30,520 --> 00:50:31,920
1658
00:50:31,920 --> 00:50:33,559
1659
00:50:33,559 --> 00:50:35,359
1660
00:50:35,359 --> 00:50:37,400
1661
00:50:37,400 --> 00:50:39,359
1662
00:50:39,359 --> 00:50:41,400
1663
00:50:41,400 --> 00:50:43,119
1664
00:50:43,119 --> 00:50:46,200
1665
00:50:46,559 --> 00:50:48,880
1666
00:50:48,880 --> 00:50:50,599
1667
00:50:50,599 --> 00:50:51,960
1668
00:50:51,960 --> 00:50:53,440
1669
00:50:53,440 --> 00:50:55,359
1670
00:50:55,359 --> 00:50:56,920
1671
00:50:56,920 --> 00:50:58,680
1672
00:50:58,680 --> 00:51:00,319
1673
00:51:00,319 --> 00:51:02,640
1674
00:51:02,640 --> 00:51:04,280
1675
00:51:04,280 --> 00:51:05,760
1676
00:51:05,760 --> 00:51:07,359
1677
00:51:07,359 --> 00:51:09,000
1678
00:51:09,000 --> 00:51:10,720
1679
00:51:10,720 --> 00:51:12,440
1680
00:51:12,440 --> 00:51:14,280
1681
00:51:14,280 --> 00:51:15,839
1682
00:51:15,839 --> 00:51:17,599
1683
00:51:17,599 --> 00:51:19,119
1684
00:51:19,119 --> 00:51:20,640
1685
00:51:20,640 --> 00:51:22,200
1686
00:51:22,200 --> 00:51:23,920
1687
00:51:23,920 --> 00:51:26,000
1688
00:51:26,000 --> 00:51:27,799
1689
00:51:27,799 --> 00:51:29,240
1690
00:51:29,240 --> 00:51:30,839
1691
00:51:30,839 --> 00:51:33,079
1692
00:51:33,079 --> 00:51:35,000
1693
00:51:35,000 --> 00:51:36,440
1694
00:51:36,440 --> 00:51:38,280
1695
00:51:38,280 --> 00:51:39,760
1696
00:51:39,760 --> 00:51:41,480
1697
00:51:41,480 --> 00:51:42,880
1698
00:51:42,880 --> 00:51:44,240
1699
00:51:44,240 --> 00:51:45,680
1700
00:51:45,680 --> 00:51:47,520
1701
00:51:47,520 --> 00:51:49,040
1702
00:51:49,040 --> 00:51:50,599
1703
00:51:50,599 --> 00:51:52,160
1704
00:51:52,160 --> 00:51:54,440
1705
00:51:54,440 --> 00:51:56,319
1706
00:51:56,319 --> 00:51:57,680
1707
00:51:57,680 --> 00:51:59,280
1708
00:51:59,280 --> 00:52:00,799
1709
00:52:00,799 --> 00:52:02,359
1710
00:52:02,359 --> 00:52:04,319
1711
00:52:04,319 --> 00:52:05,920
1712
00:52:05,920 --> 00:52:07,400
1713
00:52:07,400 --> 00:52:09,200
1714
00:52:09,200 --> 00:52:10,559
1715
00:52:10,559 --> 00:52:12,599
1716
00:52:12,599 --> 00:52:14,599
1717
00:52:14,599 --> 00:52:16,799
1718
00:52:16,799 --> 00:52:18,559
1719
00:52:18,559 --> 00:52:20,160
1720
00:52:20,160 --> 00:52:21,440
1721
00:52:21,440 --> 00:52:23,400
1722
00:52:23,400 --> 00:52:25,079
1723
00:52:25,079 --> 00:52:26,760
1724
00:52:26,760 --> 00:52:28,880
1725
00:52:28,880 --> 00:52:30,680
1726
00:52:30,680 --> 00:52:32,319
1727
00:52:32,319 --> 00:52:34,280
1728
00:52:34,280 --> 00:52:36,200
1729
00:52:36,200 --> 00:52:37,720
1730
00:52:37,720 --> 00:52:40,040
1731
00:52:40,040 --> 00:52:41,520
1732
00:52:41,520 --> 00:52:42,960
1733
00:52:42,960 --> 00:52:45,920
1734
00:52:45,920 --> 00:52:47,520
1735
00:52:47,520 --> 00:52:50,079
1736
00:52:50,079 --> 00:52:51,920
1737
00:52:51,920 --> 00:52:54,000
1738
00:52:54,000 --> 00:52:55,760
1739
00:52:55,760 --> 00:52:57,319
1740
00:52:57,319 --> 00:53:00,200
1741
00:53:00,200 --> 00:53:02,480
1742
00:53:02,480 --> 00:53:03,960
1743
00:53:03,960 --> 00:53:05,359
1744
00:53:05,359 --> 00:53:07,240
1745
00:53:07,240 --> 00:53:08,880
1746
00:53:08,880 --> 00:53:11,079
1747
00:53:11,079 --> 00:53:13,200
1748
00:53:13,200 --> 00:53:15,240
1749
00:53:15,240 --> 00:53:18,400
1750
00:53:18,400 --> 00:53:20,799
1751
00:53:20,799 --> 00:53:22,880
1752
00:53:22,880 --> 00:53:24,960
1753
00:53:24,960 --> 00:53:26,760
1754
00:53:26,760 --> 00:53:28,400
1755
00:53:28,400 --> 00:53:29,920
1756
00:53:29,920 --> 00:53:31,640
1757
00:53:31,640 --> 00:53:33,359
1758
00:53:33,359 --> 00:53:34,720
1759
00:53:34,720 --> 00:53:36,040
1760
00:53:36,040 --> 00:53:37,760
1761
00:53:37,760 --> 00:53:39,799
1762
00:53:39,799 --> 00:53:41,599
1763
00:53:41,599 --> 00:53:43,040
1764
00:53:43,040 --> 00:53:44,720
1765
00:53:44,720 --> 00:53:46,720
1766
00:53:46,720 --> 00:53:49,119
1767
00:53:49,119 --> 00:53:51,559
1768
00:53:51,559 --> 00:53:53,119
1769
00:53:53,119 --> 00:53:54,760
1770
00:53:54,760 --> 00:53:56,440
1771
00:53:56,440 --> 00:53:57,599
1772
00:53:57,599 --> 00:53:59,880
1773
00:53:59,880 --> 00:54:01,720
1774
00:54:01,720 --> 00:54:04,079
1775
00:54:04,079 --> 00:54:05,680
1776
00:54:05,680 --> 00:54:07,319
1777
00:54:07,319 --> 00:54:09,359
1778
00:54:09,359 --> 00:54:11,079
1779
00:54:11,079 --> 00:54:12,799
1780
00:54:12,799 --> 00:54:14,680
1781
00:54:14,680 --> 00:54:16,960
1782
00:54:16,960 --> 00:54:18,480
1783
00:54:18,480 --> 00:54:20,400
1784
00:54:20,400 --> 00:54:21,720
1785
00:54:21,720 --> 00:54:23,640
1786
00:54:23,640 --> 00:54:25,640
1787
00:54:25,640 --> 00:54:27,559
1788
00:54:27,559 --> 00:54:29,720
1789
00:54:29,720 --> 00:54:31,280
1790
00:54:31,280 --> 00:54:32,640
1791
00:54:32,640 --> 00:54:35,280
1792
00:54:35,280 --> 00:54:36,920
1793
00:54:36,920 --> 00:54:38,839
1794
00:54:38,839 --> 00:54:40,599
1795
00:54:40,599 --> 00:54:42,040
1796
00:54:42,040 --> 00:54:43,960
1797
00:54:43,960 --> 00:54:45,599
1798
00:54:45,599 --> 00:54:47,079
1799
00:54:47,079 --> 00:54:48,599
1800
00:54:48,599 --> 00:54:50,480
1801
00:54:50,480 --> 00:54:52,040
1802
00:54:52,040 --> 00:54:54,720
1803
00:54:54,720 --> 00:54:56,559
1804
00:54:56,559 --> 00:54:58,640
1805
00:54:58,640 --> 00:55:00,119
1806
00:55:00,119 --> 00:55:01,760
1807
00:55:01,760 --> 00:55:04,480
1808
00:55:04,480 --> 00:55:06,280
1809
00:55:06,280 --> 00:55:07,880
1810
00:55:07,880 --> 00:55:09,280
1811
00:55:09,280 --> 00:55:11,079
1812
00:55:11,079 --> 00:55:13,160
1813
00:55:13,160 --> 00:55:15,240
1814
00:55:15,240 --> 00:55:16,839
1815
00:55:16,839 --> 00:55:18,040
1816
00:55:18,040 --> 00:55:19,640
1817
00:55:19,640 --> 00:55:21,240
1818
00:55:21,240 --> 00:55:24,119
1819
00:55:24,119 --> 00:55:26,079
1820
00:55:26,079 --> 00:55:28,559
1821
00:55:28,559 --> 00:55:30,599
1822
00:55:30,599 --> 00:55:32,079
1823
00:55:32,079 --> 00:55:34,520
1824
00:55:34,520 --> 00:55:36,680
1825
00:55:36,680 --> 00:55:38,000
1826
00:55:38,000 --> 00:55:39,280
1827
00:55:39,280 --> 00:55:41,480
1828
00:55:41,480 --> 00:55:43,359
1829
00:55:43,359 --> 00:55:46,119
1830
00:55:46,119 --> 00:55:48,440
1831
00:55:48,440 --> 00:55:50,079
1832
00:55:50,079 --> 00:55:51,839
1833
00:55:51,839 --> 00:55:53,720
1834
00:55:53,720 --> 00:55:55,680
1835
00:55:55,680 --> 00:55:57,240
1836
00:55:57,240 --> 00:55:59,359
1837
00:55:59,359 --> 00:56:01,160
1838
00:56:01,160 --> 00:56:02,799
1839
00:56:02,799 --> 00:56:05,000
1840
00:56:05,000 --> 00:56:06,920
1841
00:56:06,920 --> 00:56:08,160
1842
00:56:08,160 --> 00:56:09,920
1843
00:56:09,920 --> 00:56:11,280
1844
00:56:11,280 --> 00:56:13,319
1845
00:56:13,319 --> 00:56:14,960
1846
00:56:14,960 --> 00:56:16,880
1847
00:56:16,880 --> 00:56:18,559
1848
00:56:18,559 --> 00:56:20,200
1849
00:56:20,200 --> 00:56:21,720
1850
00:56:21,720 --> 00:56:23,240
1851
00:56:23,240 --> 00:56:25,400
1852
00:56:25,400 --> 00:56:27,319
1853
00:56:27,319 --> 00:56:28,720
1854
00:56:28,720 --> 00:56:30,000
1855
00:56:30,000 --> 00:56:32,000
1856
00:56:32,000 --> 00:56:34,200
1857
00:56:34,200 --> 00:56:36,000
1858
00:56:36,000 --> 00:56:37,760
1859
00:56:37,760 --> 00:56:39,200
1860
00:56:39,200 --> 00:56:40,880
1861
00:56:40,880 --> 00:56:42,359
1862
00:56:42,359 --> 00:56:43,839
1863
00:56:43,839 --> 00:56:45,200
1864
00:56:45,200 --> 00:56:47,640
1865
00:56:47,640 --> 00:56:49,240
1866
00:56:49,240 --> 00:56:51,160
1867
00:56:51,160 --> 00:56:52,760
1868
00:56:52,760 --> 00:56:54,680
1869
00:56:54,680 --> 00:56:56,680
1870
00:56:56,680 --> 00:56:59,240
1871
00:56:59,240 --> 00:57:00,960
1872
00:57:00,960 --> 00:57:03,160
1873
00:57:03,160 --> 00:57:04,480
1874
00:57:04,480 --> 00:57:06,160
1875
00:57:06,160 --> 00:57:07,920
1876
00:57:07,920 --> 00:57:09,559
1877
00:57:09,559 --> 00:57:11,440
1878
00:57:11,440 --> 00:57:13,119
1879
00:57:13,119 --> 00:57:14,640
1880
00:57:14,640 --> 00:57:16,280
1881
00:57:16,280 --> 00:57:18,400
1882
00:57:18,400 --> 00:57:20,079
1883
00:57:20,079 --> 00:57:21,920
1884
00:57:21,920 --> 00:57:23,839
1885
00:57:23,839 --> 00:57:25,680
1886
00:57:25,680 --> 00:57:27,200
1887
00:57:27,200 --> 00:57:28,799
1888
00:57:28,799 --> 00:57:30,319
1889
00:57:30,319 --> 00:57:32,000
1890
00:57:32,000 --> 00:57:33,480
1891
00:57:33,480 --> 00:57:35,240
1892
00:57:35,240 --> 00:57:36,520
1893
00:57:36,520 --> 00:57:38,319
1894
00:57:38,319 --> 00:57:41,760
1895
00:57:41,760 --> 00:57:44,079
1896
00:57:44,079 --> 00:57:46,280
1897
00:57:46,280 --> 00:57:48,079
1898
00:57:48,079 --> 00:57:49,799
1899
00:57:49,799 --> 00:57:51,440
1900
00:57:51,440 --> 00:57:52,760
1901
00:57:52,760 --> 00:57:54,400
1902
00:57:54,400 --> 00:57:56,319
1903
00:57:56,319 --> 00:57:57,799
1904
00:57:57,799 --> 00:57:59,280
1905
00:57:59,280 --> 00:58:00,920
1906
00:58:00,920 --> 00:58:02,720
1907
00:58:02,720 --> 00:58:04,359
1908
00:58:04,359 --> 00:58:06,480
1909
00:58:06,480 --> 00:58:08,280
1910
00:58:08,280 --> 00:58:09,720
1911
00:58:09,720 --> 00:58:11,799
1912
00:58:11,799 --> 00:58:13,200
1913
00:58:13,200 --> 00:58:14,799
1914
00:58:14,799 --> 00:58:16,400
1915
00:58:16,400 --> 00:58:17,920
1916
00:58:17,920 --> 00:58:20,000
1917
00:58:20,000 --> 00:58:21,920
1918
00:58:21,920 --> 00:58:23,920
1919
00:58:23,920 --> 00:58:26,400
1920
00:58:26,400 --> 00:58:27,760
1921
00:58:27,760 --> 00:58:29,599
1922
00:58:29,599 --> 00:58:31,880
1923
00:58:31,880 --> 00:58:33,599
1924
00:58:33,599 --> 00:58:34,839
1925
00:58:34,839 --> 00:58:36,720
1926
00:58:36,720 --> 00:58:38,280
1927
00:58:38,280 --> 00:58:39,880
1928
00:58:39,880 --> 00:58:41,440
1929
00:58:41,440 --> 00:58:43,240
1930
00:58:43,240 --> 00:58:44,680
1931
00:58:44,680 --> 00:58:46,039
1932
00:58:46,039 --> 00:58:47,760
1933
00:58:47,760 --> 00:58:49,760
1934
00:58:49,760 --> 00:58:51,720
1935
00:58:51,720 --> 00:58:53,039
1936
00:58:53,039 --> 00:58:54,480
1937
00:58:54,480 --> 00:58:56,240
1938
00:58:56,240 --> 00:58:57,839
1939
00:58:57,839 --> 00:58:59,079
1940
00:58:59,079 --> 00:59:00,799
1941
00:59:00,799 --> 00:59:02,640
1942
00:59:02,640 --> 00:59:04,319
1943
00:59:04,319 --> 00:59:05,960
1944
00:59:05,960 --> 00:59:07,480
1945
00:59:07,480 --> 00:59:09,160
1946
00:59:09,160 --> 00:59:10,720
1947
00:59:10,720 --> 00:59:12,720
1948
00:59:12,720 --> 00:59:14,760
1949
00:59:14,760 --> 00:59:16,480
1950
00:59:16,480 --> 00:59:17,960
1951
00:59:17,960 --> 00:59:19,400
1952
00:59:19,400 --> 00:59:21,599
1953
00:59:21,599 --> 00:59:23,400
1954
00:59:23,400 --> 00:59:25,079
1955
00:59:25,079 --> 00:59:27,240
1956
00:59:27,240 --> 00:59:29,280
1957
00:59:29,280 --> 00:59:31,559
1958
00:59:31,559 --> 00:59:33,880
1959
00:59:33,880 --> 00:59:35,760
1960
00:59:35,760 --> 00:59:37,720
1961
00:59:37,720 --> 00:59:39,760
1962
00:59:39,760 --> 00:59:41,200
1963
00:59:41,200 --> 00:59:42,559
1964
00:59:42,559 --> 00:59:44,559
1965
00:59:44,559 --> 00:59:46,680
1966
00:59:46,680 --> 00:59:48,240
1967
00:59:48,240 --> 00:59:49,799
1968
00:59:49,799 --> 00:59:51,960
1969
00:59:51,960 --> 00:59:54,039
1970
00:59:54,039 --> 00:59:55,880
1971
00:59:55,880 --> 00:59:57,640
1972
00:59:57,640 --> 00:59:59,520
1973
00:59:59,520 --> 01:00:02,119
1974
01:00:02,119 --> 01:00:04,319
1975
01:00:04,319 --> 01:00:06,760
1976
01:00:06,760 --> 01:00:08,599
1977
01:00:08,599 --> 01:00:10,480
1978
01:00:10,480 --> 01:00:12,240
1979
01:00:12,240 --> 01:00:14,079
1980
01:00:14,079 --> 01:00:15,920
1981
01:00:15,920 --> 01:00:18,000
1982
01:00:18,000 --> 01:00:20,039
1983
01:00:20,039 --> 01:00:21,559
1984
01:00:21,559 --> 01:00:23,359
1985
01:00:23,359 --> 01:00:25,400
1986
01:00:25,400 --> 01:00:27,520
1987
01:00:27,520 --> 01:00:29,839
1988
01:00:29,839 --> 01:00:31,720
1989
01:00:31,720 --> 01:00:33,680
1990
01:00:33,680 --> 01:00:35,280
1991
01:00:35,280 --> 01:00:37,200
1992
01:00:37,200 --> 01:00:39,319
1993
01:00:39,319 --> 01:00:41,200
1994
01:00:41,200 --> 01:00:42,960
1995
01:00:42,960 --> 01:00:44,559
1996
01:00:44,559 --> 01:00:46,319
1997
01:00:46,319 --> 01:00:48,760
1998
01:00:48,760 --> 01:00:50,640
1999
01:00:50,640 --> 01:00:52,880
2000
01:00:52,880 --> 01:00:54,680
2001
01:00:54,680 --> 01:00:56,160
2002
01:00:56,160 --> 01:00:58,079
2003
01:00:58,079 --> 01:01:00,119
2004
01:01:00,119 --> 01:01:02,359
2005
01:01:02,359 --> 01:01:04,000
2006
01:01:04,000 --> 01:01:06,119
2007
01:01:06,119 --> 01:01:07,839
2008
01:01:07,839 --> 01:01:09,839
2009
01:01:09,839 --> 01:01:12,520
2010
01:01:12,520 --> 01:01:14,440
2011
01:01:14,440 --> 01:01:16,079
2012
01:01:16,079 --> 01:01:17,640
2013
01:01:17,640 --> 01:01:19,200
2014
01:01:19,200 --> 01:01:21,160
2015
01:01:21,160 --> 01:01:23,280
2016
01:01:23,280 --> 01:01:25,480
2017
01:01:25,480 --> 01:01:27,079
2018
01:01:27,079 --> 01:01:28,880
2019
01:01:28,880 --> 01:01:30,720
2020
01:01:30,720 --> 01:01:33,039
2021
01:01:33,039 --> 01:01:35,240
2022
01:01:35,240 --> 01:01:37,359
2023
01:01:37,359 --> 01:01:39,240
2024
01:01:39,240 --> 01:01:40,520
2025
01:01:40,520 --> 01:01:42,119
2026
01:01:42,119 --> 01:01:44,039
2027
01:01:44,039 --> 01:01:46,160
2028
01:01:46,160 --> 01:01:47,920
2029
01:01:47,920 --> 01:01:49,920
2030
01:01:49,920 --> 01:01:51,520
2031
01:01:51,520 --> 01:01:53,359
2032
01:01:53,359 --> 01:01:55,599
2033
01:01:55,599 --> 01:01:57,520
2034
01:01:57,520 --> 01:01:59,200
2035
01:01:59,200 --> 01:02:01,359
2036
01:02:01,359 --> 01:02:03,760
2037
01:02:03,760 --> 01:02:05,599
2038
01:02:05,599 --> 01:02:07,520
2039
01:02:07,520 --> 01:02:09,480
2040
01:02:09,480 --> 01:02:11,240
2041
01:02:11,240 --> 01:02:13,480
2042
01:02:13,480 --> 01:02:15,200
2043
01:02:15,200 --> 01:02:16,920
2044
01:02:16,920 --> 01:02:18,480
2045
01:02:18,480 --> 01:02:21,079
2046
01:02:21,079 --> 01:02:23,240
2047
01:02:23,240 --> 01:02:25,160
2048
01:02:25,160 --> 01:02:27,480
2049
01:02:27,480 --> 01:02:29,599
2050
01:02:29,599 --> 01:02:31,920
2051
01:02:31,920 --> 01:02:33,559
2052
01:02:33,559 --> 01:02:35,359
2053
01:02:35,359 --> 01:02:37,200
2054
01:02:37,200 --> 01:02:39,440
2055
01:02:39,440 --> 01:02:41,520
2056
01:02:41,520 --> 01:02:43,319
2057
01:02:43,319 --> 01:02:45,319
2058
01:02:45,319 --> 01:02:47,200
2059
01:02:47,200 --> 01:02:49,079
2060
01:02:49,079 --> 01:02:51,240
2061
01:02:51,240 --> 01:02:52,920
2062
01:02:52,920 --> 01:02:55,920
2063
01:02:55,920 --> 01:02:58,119
2064
01:02:58,119 --> 01:02:59,880
2065
01:02:59,880 --> 01:03:01,680
2066
01:03:01,680 --> 01:03:04,119
2067
01:03:04,119 --> 01:03:06,039
2068
01:03:06,039 --> 01:03:07,760
2069
01:03:07,760 --> 01:03:09,880
2070
01:03:09,880 --> 01:03:11,599
2071
01:03:11,599 --> 01:03:12,799
2072
01:03:12,799 --> 01:03:14,599
2073
01:03:14,599 --> 01:03:16,559
2074
01:03:16,559 --> 01:03:18,880
2075
01:03:18,880 --> 01:03:21,440
2076
01:03:21,440 --> 01:03:23,119
2077
01:03:23,119 --> 01:03:25,119
2078
01:03:25,119 --> 01:03:26,559
2079
01:03:26,559 --> 01:03:28,480
2080
01:03:28,480 --> 01:03:30,279
2081
01:03:30,279 --> 01:03:32,799
2082
01:03:32,799 --> 01:03:34,119
2083
01:03:34,119 --> 01:03:36,039
2084
01:03:36,039 --> 01:03:37,760
2085
01:03:37,760 --> 01:03:39,520
2086
01:03:39,520 --> 01:03:41,520
2087
01:03:41,520 --> 01:03:43,440
2088
01:03:43,440 --> 01:03:45,440
2089
01:03:45,440 --> 01:03:46,960
2090
01:03:46,960 --> 01:03:48,640
2091
01:03:48,640 --> 01:03:50,680
2092
01:03:50,680 --> 01:03:52,279
2093
01:03:52,279 --> 01:03:54,319
2094
01:03:54,319 --> 01:03:55,960
2095
01:03:55,960 --> 01:03:57,799
2096
01:03:57,799 --> 01:03:59,520
2097
01:03:59,520 --> 01:04:01,279
2098
01:04:01,279 --> 01:04:02,839
2099
01:04:02,839 --> 01:04:04,400
2100
01:04:04,400 --> 01:04:06,079
2101
01:04:06,079 --> 01:04:07,720
2102
01:04:07,720 --> 01:04:09,319
2103
01:04:09,319 --> 01:04:11,760
2104
01:04:11,760 --> 01:04:13,880
2105
01:04:13,880 --> 01:04:16,599
2106
01:04:16,599 --> 01:04:18,559
2107
01:04:18,559 --> 01:04:20,119
2108
01:04:20,119 --> 01:04:22,799
2109
01:04:22,799 --> 01:04:24,400
2110
01:04:24,400 --> 01:04:26,440
2111
01:04:26,440 --> 01:04:28,319
2112
01:04:28,319 --> 01:04:29,640
2113
01:04:29,640 --> 01:04:31,559
2114
01:04:31,559 --> 01:04:33,160
2115
01:04:33,160 --> 01:04:34,880
2116
01:04:34,880 --> 01:04:36,480
2117
01:04:36,480 --> 01:04:37,599
2118
01:04:37,599 --> 01:04:39,200
2119
01:04:39,200 --> 01:04:41,119
2120
01:04:41,119 --> 01:04:43,160
2121
01:04:43,160 --> 01:04:44,720
2122
01:04:44,720 --> 01:04:47,119
2123
01:04:47,119 --> 01:04:49,079
2124
01:04:49,079 --> 01:04:51,079
2125
01:04:51,079 --> 01:04:53,039
2126
01:04:53,039 --> 01:04:54,960
2127
01:04:54,960 --> 01:04:56,920
2128
01:04:56,920 --> 01:04:58,440
2129
01:04:58,440 --> 01:05:00,720
2130
01:05:00,720 --> 01:05:02,799
2131
01:05:02,799 --> 01:05:04,640
2132
01:05:04,640 --> 01:05:06,359
2133
01:05:06,359 --> 01:05:08,000
2134
01:05:08,000 --> 01:05:09,640
2135
01:05:09,640 --> 01:05:11,520
2136
01:05:11,520 --> 01:05:13,480
2137
01:05:13,480 --> 01:05:15,799
2138
01:05:15,799 --> 01:05:18,279
2139
01:05:18,279 --> 01:05:19,920
2140
01:05:19,920 --> 01:05:21,680
2141
01:05:21,680 --> 01:05:23,559
2142
01:05:23,559 --> 01:05:24,720
2143
01:05:24,720 --> 01:05:27,000
2144
01:05:27,000 --> 01:05:29,000
2145
01:05:29,000 --> 01:05:30,760
2146
01:05:30,760 --> 01:05:32,400
2147
01:05:32,400 --> 01:05:34,000
2148
01:05:34,000 --> 01:05:35,920
2149
01:05:35,920 --> 01:05:37,640
2150
01:05:37,640 --> 01:05:39,599
2151
01:05:39,599 --> 01:05:41,400
2152
01:05:41,400 --> 01:05:43,680
2153
01:05:43,680 --> 01:05:45,680
2154
01:05:45,680 --> 01:05:47,880
2155
01:05:47,880 --> 01:05:49,680
2156
01:05:49,680 --> 01:05:52,760
2157
01:05:52,760 --> 01:05:54,039
2158
01:05:54,039 --> 01:05:55,880
2159
01:05:55,880 --> 01:05:58,160
2160
01:05:58,160 --> 01:06:00,319
2161
01:06:00,319 --> 01:06:01,799
2162
01:06:01,799 --> 01:06:03,640
2163
01:06:03,640 --> 01:06:05,079
2164
01:06:05,079 --> 01:06:07,079
2165
01:06:07,079 --> 01:06:08,920
2166
01:06:08,920 --> 01:06:10,079
2167
01:06:10,079 --> 01:06:12,119
2168
01:06:12,119 --> 01:06:14,160
2169
01:06:14,160 --> 01:06:16,039
2170
01:06:16,039 --> 01:06:17,440
2171
01:06:17,440 --> 01:06:19,720
2172
01:06:19,720 --> 01:06:22,160
2173
01:06:22,160 --> 01:06:24,359
2174
01:06:24,359 --> 01:06:26,520
2175
01:06:26,520 --> 01:06:29,039
2176
01:06:29,039 --> 01:06:30,760
2177
01:06:30,760 --> 01:06:32,559
2178
01:06:32,559 --> 01:06:34,799
2179
01:06:34,799 --> 01:06:36,799
2180
01:06:36,799 --> 01:06:39,119
2181
01:06:39,119 --> 01:06:40,839
2182
01:06:40,839 --> 01:06:42,440
2183
01:06:42,440 --> 01:06:44,000
2184
01:06:44,000 --> 01:06:45,520
2185
01:06:45,520 --> 01:06:47,359
2186
01:06:47,359 --> 01:06:48,960
2187
01:06:48,960 --> 01:06:50,680
2188
01:06:50,680 --> 01:06:53,440
2189
01:06:53,440 --> 01:06:55,279
2190
01:06:55,279 --> 01:06:57,240
2191
01:06:57,240 --> 01:06:59,400
2192
01:06:59,400 --> 01:07:00,880
2193
01:07:00,880 --> 01:07:03,039
2194
01:07:03,039 --> 01:07:04,920
2195
01:07:04,920 --> 01:07:07,200
2196
01:07:07,200 --> 01:07:09,319
2197
01:07:09,319 --> 01:07:11,640
2198
01:07:11,640 --> 01:07:12,880
2199
01:07:12,880 --> 01:07:14,359
2200
01:07:14,359 --> 01:07:15,760
2201
01:07:15,760 --> 01:07:17,760
2202
01:07:17,760 --> 01:07:19,400
2203
01:07:19,400 --> 01:07:21,559
2204
01:07:21,559 --> 01:07:23,680
2205
01:07:23,680 --> 01:07:25,160
2206
01:07:25,160 --> 01:07:27,000
2207
01:07:27,000 --> 01:07:28,920
2208
01:07:28,920 --> 01:07:30,200
2209
01:07:30,200 --> 01:07:31,720
2210
01:07:31,720 --> 01:07:33,359
2211
01:07:33,359 --> 01:07:34,880
2212
01:07:34,880 --> 01:07:37,359
2213
01:07:37,359 --> 01:07:39,880
2214
01:07:39,880 --> 01:07:41,760
2215
01:07:41,760 --> 01:07:43,079
2216
01:07:43,079 --> 01:07:45,200
2217
01:07:45,200 --> 01:07:47,319
2218
01:07:47,319 --> 01:07:48,680
2219
01:07:48,680 --> 01:07:50,359
2220
01:07:50,359 --> 01:07:52,599
2221
01:07:52,599 --> 01:07:54,400
2222
01:07:54,400 --> 01:07:56,039
2223
01:07:56,039 --> 01:07:57,799
2224
01:07:57,799 --> 01:07:59,760
2225
01:07:59,760 --> 01:08:01,400
2226
01:08:01,400 --> 01:08:02,960
2227
01:08:02,960 --> 01:08:04,640
2228
01:08:04,640 --> 01:08:06,000
2229
01:08:06,000 --> 01:08:07,520
2230
01:08:07,520 --> 01:08:09,440
2231
01:08:09,440 --> 01:08:10,760
2232
01:08:10,760 --> 01:08:12,440
2233
01:08:12,440 --> 01:08:13,839
2234
01:08:13,839 --> 01:08:15,839
2235
01:08:15,839 --> 01:08:17,880
2236
01:08:17,880 --> 01:08:19,600
2237
01:08:19,600 --> 01:08:20,880
2238
01:08:20,880 --> 01:08:22,719
2239
01:08:22,719 --> 01:08:24,920
2240
01:08:24,920 --> 01:08:27,040
2241
01:08:27,040 --> 01:08:29,158
2242
01:08:29,158 --> 01:08:31,040
2243
01:08:31,040 --> 01:08:32,799
2244
01:08:32,799 --> 01:08:34,198
2245
01:08:34,198 --> 01:08:35,880
2246
01:08:35,880 --> 01:08:37,399
2247
01:08:37,399 --> 01:08:39,399
2248
01:08:39,399 --> 01:08:41,479
2249
01:08:41,479 --> 01:08:42,719
2250
01:08:42,719 --> 01:08:44,158
2251
01:08:44,158 --> 01:08:45,640
2252
01:08:45,640 --> 01:08:47,960
2253
01:08:47,960 --> 01:08:50,319
2254
01:08:50,319 --> 01:08:51,679
2255
01:08:51,679 --> 01:08:52,880
2256
01:08:52,880 --> 01:08:54,520
2257
01:08:54,520 --> 01:08:56,439
2258
01:08:56,439 --> 01:08:58,198
2259
01:08:58,198 --> 01:08:59,719
2260
01:08:59,719 --> 01:09:01,439
2261
01:09:01,439 --> 01:09:03,238
2262
01:09:03,238 --> 01:09:05,600
2263
01:09:05,600 --> 01:09:08,080
2264
01:09:08,080 --> 01:09:10,560
2265
01:09:10,560 --> 01:09:12,600
2266
01:09:12,600 --> 01:09:14,600
2267
01:09:14,600 --> 01:09:16,359
2268
01:09:16,359 --> 01:09:18,679
2269
01:09:18,679 --> 01:09:20,359
2270
01:09:20,359 --> 01:09:22,560
2271
01:09:22,560 --> 01:09:24,679
2272
01:09:24,679 --> 01:09:26,238
2273
01:09:26,238 --> 01:09:28,399
2274
01:09:28,399 --> 01:09:30,000
2275
01:09:30,000 --> 01:09:32,839
2276
01:09:32,839 --> 01:09:34,359
2277
01:09:34,359 --> 01:09:35,920
2278
01:09:35,920 --> 01:09:37,600
2279
01:09:37,600 --> 01:09:39,399
2280
01:09:39,399 --> 01:09:41,080
2281
01:09:41,080 --> 01:09:43,000
2282
01:09:43,000 --> 01:09:44,640
2283
01:09:44,640 --> 01:09:46,759
2284
01:09:46,759 --> 01:09:48,279
2285
01:09:48,279 --> 01:09:50,600
2286
01:09:50,600 --> 01:09:52,238
2287
01:09:52,238 --> 01:09:54,279
2288
01:09:54,279 --> 01:09:55,880
2289
01:09:55,880 --> 01:09:57,640
2290
01:09:57,640 --> 01:09:59,400
2291
01:09:59,400 --> 01:10:00,760
2292
01:10:00,760 --> 01:10:02,679
2293
01:10:02,679 --> 01:10:04,560
2294
01:10:04,560 --> 01:10:06,640
2295
01:10:06,640 --> 01:10:08,800
2296
01:10:08,800 --> 01:10:11,159
2297
01:10:11,159 --> 01:10:12,640
2298
01:10:12,640 --> 01:10:14,280
2299
01:10:14,280 --> 01:10:15,880
2300
01:10:15,880 --> 01:10:17,679
2301
01:10:17,679 --> 01:10:19,400
2302
01:10:19,400 --> 01:10:22,120
2303
01:10:22,120 --> 01:10:23,920
2304
01:10:23,920 --> 01:10:26,000
2305
01:10:26,000 --> 01:10:27,760
2306
01:10:27,760 --> 01:10:29,400
2307
01:10:29,400 --> 01:10:31,280
2308
01:10:31,280 --> 01:10:32,880
2309
01:10:32,880 --> 01:10:35,080
2310
01:10:35,080 --> 01:10:37,199
2311
01:10:37,199 --> 01:10:39,120
2312
01:10:39,120 --> 01:10:40,760
2313
01:10:40,760 --> 01:10:42,320
2314
01:10:42,320 --> 01:10:44,000
2315
01:10:44,000 --> 01:10:45,679
2316
01:10:45,679 --> 01:10:47,280
2317
01:10:47,280 --> 01:10:48,840
2318
01:10:48,840 --> 01:10:50,320
2319
01:10:50,320 --> 01:10:52,120
2320
01:10:52,120 --> 01:10:54,120
2321
01:10:54,120 --> 01:10:56,719
2322
01:10:56,719 --> 01:10:58,880
2323
01:10:58,880 --> 01:11:00,600
2324
01:11:00,600 --> 01:11:02,040
2325
01:11:02,040 --> 01:11:04,679
2326
01:11:04,679 --> 01:11:06,400
2327
01:11:06,400 --> 01:11:08,239
2328
01:11:08,239 --> 01:11:10,000
2329
01:11:10,000 --> 01:11:11,719
2330
01:11:11,719 --> 01:11:13,640
2331
01:11:13,640 --> 01:11:15,560
2332
01:11:15,560 --> 01:11:17,360
2333
01:11:17,360 --> 01:11:19,280
2334
01:11:19,280 --> 01:11:21,440
2335
01:11:21,440 --> 01:11:23,400
2336
01:11:23,400 --> 01:11:25,640
2337
01:11:25,640 --> 01:11:27,199
2338
01:11:27,199 --> 01:11:28,960
2339
01:11:28,960 --> 01:11:31,000
2340
01:11:31,000 --> 01:11:32,760
2341
01:11:32,760 --> 01:11:34,440
2342
01:11:34,440 --> 01:11:36,199
2343
01:11:36,199 --> 01:11:38,239
2344
01:11:38,239 --> 01:11:39,960
2345
01:11:39,960 --> 01:11:41,760
2346
01:11:41,760 --> 01:11:43,520
2347
01:11:43,520 --> 01:11:44,920
2348
01:11:44,920 --> 01:11:46,719
2349
01:11:46,719 --> 01:11:47,840
2350
01:11:47,840 --> 01:11:50,320
2351
01:11:50,320 --> 01:11:52,080
2352
01:11:52,080 --> 01:11:54,520
2353
01:11:54,520 --> 01:11:56,239
2354
01:11:56,239 --> 01:11:57,920
2355
01:11:57,920 --> 01:12:00,239
2356
01:12:00,239 --> 01:12:02,080
2357
01:12:02,080 --> 01:12:03,880
2358
01:12:03,880 --> 01:12:05,760
2359
01:12:05,760 --> 01:12:07,239
2360
01:12:07,239 --> 01:12:09,199
2361
01:12:09,199 --> 01:12:11,520
2362
01:12:11,520 --> 01:12:13,239
2363
01:12:13,239 --> 01:12:15,679
2364
01:12:15,679 --> 01:12:17,199
2365
01:12:17,199 --> 01:12:19,600
2366
01:12:19,600 --> 01:12:20,840
2367
01:12:20,840 --> 01:12:22,880
2368
01:12:22,880 --> 01:12:25,239
2369
01:12:25,239 --> 01:12:26,639
2370
01:12:26,639 --> 01:12:28,760
2371
01:12:28,760 --> 01:12:30,760
2372
01:12:30,760 --> 01:12:32,520
2373
01:12:32,520 --> 01:12:34,040
2374
01:12:34,040 --> 01:12:36,040
2375
01:12:36,040 --> 01:12:37,239
2376
01:12:37,239 --> 01:12:38,960
2377
01:12:38,960 --> 01:12:40,840
2378
01:12:40,840 --> 01:12:42,600
2379
01:12:42,600 --> 01:12:45,080
2380
01:12:45,080 --> 01:12:47,040
2381
01:12:47,040 --> 01:12:48,719
2382
01:12:48,719 --> 01:12:50,960
2383
01:12:50,960 --> 01:12:53,159
2384
01:12:53,159 --> 01:12:55,159
2385
01:12:55,159 --> 01:12:56,600
2386
01:12:56,600 --> 01:12:58,840
2387
01:12:58,840 --> 01:13:00,800
2388
01:13:00,800 --> 01:13:02,840
2389
01:13:02,840 --> 01:13:04,600
2390
01:13:04,600 --> 01:13:08,400
2391
01:13:08,400 --> 01:13:10,760
2392
01:13:10,760 --> 01:13:12,920
2393
01:13:12,920 --> 01:13:14,760
2394
01:13:14,760 --> 01:13:16,560
2395
01:13:16,560 --> 01:13:18,600
2396
01:13:18,600 --> 01:13:20,080
2397
01:13:20,080 --> 01:13:22,440
2398
01:13:22,440 --> 01:13:24,520
2399
01:13:24,520 --> 01:13:26,280
2400
01:13:26,280 --> 01:13:28,040
2401
01:13:28,040 --> 01:13:30,120
2402
01:13:30,120 --> 01:13:31,880
2403
01:13:31,880 --> 01:13:33,440
2404
01:13:33,440 --> 01:13:35,600
2405
01:13:35,600 --> 01:13:37,320
2406
01:13:37,320 --> 01:13:39,639
2407
01:13:39,639 --> 01:13:41,400
2408
01:13:41,400 --> 01:13:42,800
2409
01:13:42,800 --> 01:13:44,840
2410
01:13:44,840 --> 01:13:46,440
2411
01:13:46,440 --> 01:13:48,360
2412
01:13:48,360 --> 01:13:50,320
2413
01:13:50,320 --> 01:13:51,840
2414
01:13:51,840 --> 01:13:53,400
2415
01:13:53,400 --> 01:13:55,239
2416
01:13:55,239 --> 01:13:57,480
2417
01:13:57,480 --> 01:13:59,280
2418
01:13:59,280 --> 01:14:01,080
2419
01:14:01,080 --> 01:14:02,920
2420
01:14:02,920 --> 01:14:04,400
2421
01:14:04,400 --> 01:14:06,560
2422
01:14:06,560 --> 01:14:08,880
2423
01:14:08,880 --> 01:14:10,239
2424
01:14:10,239 --> 01:14:11,840
2425
01:14:11,840 --> 01:14:14,199
2426
01:14:14,199 --> 01:14:15,960
2427
01:14:15,960 --> 01:14:17,639
2428
01:14:17,639 --> 01:14:19,840
2429
01:14:19,840 --> 01:14:22,600
2430
01:14:22,600 --> 01:14:25,080
2431
01:14:25,080 --> 01:14:27,280
2432
01:14:27,280 --> 01:14:29,360
2433
01:14:29,360 --> 01:14:31,600
2434
01:14:31,600 --> 01:14:33,760
2435
01:14:33,760 --> 01:14:35,000
2436
01:14:35,000 --> 01:14:36,080
2437
01:14:36,080 --> 01:14:37,480
2438
01:14:37,480 --> 01:14:39,600
2439
01:14:39,600 --> 01:14:41,719
2440
01:14:41,719 --> 01:14:43,719
2441
01:14:43,719 --> 01:14:45,800
2442
01:14:45,800 --> 01:14:47,920
2443
01:14:47,920 --> 01:14:49,120
2444
01:14:49,120 --> 01:14:51,080
2445
01:14:51,080 --> 01:14:52,719
2446
01:14:52,719 --> 01:14:54,400
2447
01:14:54,400 --> 01:14:56,199
2448
01:14:56,199 --> 01:14:57,760
2449
01:14:57,760 --> 01:14:59,360
2450
01:14:59,360 --> 01:15:01,199
2451
01:15:01,199 --> 01:15:03,000
2452
01:15:03,000 --> 01:15:05,120
2453
01:15:05,120 --> 01:15:07,360
2454
01:15:07,360 --> 01:15:09,000
2455
01:15:09,000 --> 01:15:11,280
2456
01:15:11,280 --> 01:15:12,840
2457
01:15:12,840 --> 01:15:14,920
2458
01:15:14,920 --> 01:15:16,120
2459
01:15:16,120 --> 01:15:18,320
2460
01:15:18,320 --> 01:15:19,719
2461
01:15:19,719 --> 01:15:21,960
2462
01:15:21,960 --> 01:15:23,840
2463
01:15:23,840 --> 01:15:25,760
2464
01:15:25,760 --> 01:15:27,920
2465
01:15:27,920 --> 01:15:29,600
2466
01:15:29,600 --> 01:15:31,719
2467
01:15:31,719 --> 01:15:33,080
2468
01:15:33,080 --> 01:15:34,880
2469
01:15:34,880 --> 01:15:36,880
2470
01:15:36,880 --> 01:15:38,719
2471
01:15:38,719 --> 01:15:40,400
2472
01:15:40,400 --> 01:15:41,600
2473
01:15:41,600 --> 01:15:43,719
2474
01:15:43,719 --> 01:15:45,880
2475
01:15:45,880 --> 01:15:48,040
2476
01:15:48,040 --> 01:15:50,000
2477
01:15:50,000 --> 01:15:51,600
2478
01:15:51,600 --> 01:15:53,400
2479
01:15:53,400 --> 01:15:54,960
2480
01:15:54,960 --> 01:15:56,440
2481
01:15:56,440 --> 01:15:58,280
2482
01:15:58,280 --> 01:16:00,199
2483
01:16:00,199 --> 01:16:02,120
2484
01:16:02,120 --> 01:16:03,639
2485
01:16:03,639 --> 01:16:05,760
2486
01:16:05,760 --> 01:16:07,360
2487
01:16:07,360 --> 01:16:09,280
2488
01:16:09,280 --> 01:16:10,960
2489
01:16:10,960 --> 01:16:12,600
2490
01:16:12,600 --> 01:16:14,280
2491
01:16:14,280 --> 01:16:16,480
2492
01:16:16,480 --> 01:16:17,920
2493
01:16:17,920 --> 01:16:20,000
2494
01:16:20,000 --> 01:16:21,719
2495
01:16:21,719 --> 01:16:23,719
2496
01:16:23,719 --> 01:16:25,840
2497
01:16:25,840 --> 01:16:28,000
2498
01:16:28,000 --> 01:16:29,360
2499
01:16:29,360 --> 01:16:31,440
2500
01:16:31,440 --> 01:16:33,880
2501
01:16:33,880 --> 01:16:36,000
2502
01:16:36,000 --> 01:16:37,920
2503
01:16:37,920 --> 01:16:39,719
2504
01:16:39,719 --> 01:16:41,639
2505
01:16:41,639 --> 01:16:44,000
2506
01:16:44,000 --> 01:16:45,719
2507
01:16:45,719 --> 01:16:47,400
2508
01:16:47,400 --> 01:16:49,400
2509
01:16:49,400 --> 01:16:51,239
2510
01:16:51,239 --> 01:16:52,920
2511
01:16:52,920 --> 01:16:55,120
2512
01:16:55,120 --> 01:16:57,080
2513
01:16:57,080 --> 01:16:58,679
2514
01:16:58,679 --> 01:17:01,719
2515
01:17:01,719 --> 01:17:03,679
2516
01:17:03,679 --> 01:17:06,080
2517
01:17:06,080 --> 01:17:08,440
2518
01:17:08,440 --> 01:17:10,159
2519
01:17:10,159 --> 01:17:12,320
2520
01:17:12,320 --> 01:17:14,560
2521
01:17:14,560 --> 01:17:16,440
2522
01:17:16,440 --> 01:17:18,639
2523
01:17:18,639 --> 01:17:20,239
2524
01:17:20,239 --> 01:17:21,920
2525
01:17:21,920 --> 01:17:23,679
2526
01:17:23,679 --> 01:17:25,800
2527
01:17:25,800 --> 01:17:27,480
2528
01:17:27,480 --> 01:17:30,159
2529
01:17:30,159 --> 01:17:31,639
2530
01:17:31,639 --> 01:17:33,800
2531
01:17:33,800 --> 01:17:35,840
2532
01:17:35,840 --> 01:17:37,600
2533
01:17:37,600 --> 01:17:39,600
2534
01:17:39,600 --> 01:17:42,159
2535
01:17:42,159 --> 01:17:44,360
2536
01:17:44,360 --> 01:17:46,000
2537
01:17:46,000 --> 01:17:47,440
2538
01:17:47,440 --> 01:17:49,239
2539
01:17:49,239 --> 01:17:50,960
2540
01:17:50,960 --> 01:17:52,800
2541
01:17:52,800 --> 01:17:54,560
2542
01:17:54,560 --> 01:17:56,239
2543
01:17:56,239 --> 01:17:58,000
2544
01:17:58,000 --> 01:18:00,239
2545
01:18:00,239 --> 01:18:02,159
2546
01:18:02,159 --> 01:18:04,040
2547
01:18:04,040 --> 01:18:06,280
2548
01:18:06,280 --> 01:18:08,080
2549
01:18:08,080 --> 01:18:09,679
2550
01:18:09,679 --> 01:18:12,000
2551
01:18:12,000 --> 01:18:13,840
2552
01:18:13,840 --> 01:18:16,000
2553
01:18:16,000 --> 01:18:17,600
2554
01:18:17,600 --> 01:18:19,840
2555
01:18:19,840 --> 01:18:22,000
2556
01:18:22,000 --> 01:18:23,840
2557
01:18:23,840 --> 01:18:26,080
2558
01:18:26,080 --> 01:18:27,920
2559
01:18:27,920 --> 01:18:29,639
2560
01:18:29,639 --> 01:18:31,520
2561
01:18:31,520 --> 01:18:34,120
2562
01:18:34,120 --> 01:18:35,920
2563
01:18:35,920 --> 01:18:37,760
2564
01:18:37,760 --> 01:18:39,440
2565
01:18:39,440 --> 01:18:41,040
2566
01:18:41,040 --> 01:18:43,159
2567
01:18:43,159 --> 01:18:45,120
2568
01:18:45,120 --> 01:18:47,280
2569
01:18:47,280 --> 01:18:49,360
2570
01:18:49,360 --> 01:18:50,800
2571
01:18:50,800 --> 01:18:52,560
2572
01:18:52,560 --> 01:18:54,800
2573
01:18:54,800 --> 01:18:56,199
2574
01:18:56,199 --> 01:18:57,760
2575
01:18:57,760 --> 01:18:59,400
2576
01:18:59,400 --> 01:19:01,199
2577
01:19:01,199 --> 01:19:03,400
2578
01:19:03,400 --> 01:19:05,960
2579
01:19:05,960 --> 01:19:07,840
2580
01:19:07,840 --> 01:19:09,440
2581
01:19:09,440 --> 01:19:11,960
2582
01:19:11,960 --> 01:19:13,440
2583
01:19:13,440 --> 01:19:14,880
2584
01:19:14,880 --> 01:19:17,080
2585
01:19:17,080 --> 01:19:18,840
2586
01:19:18,840 --> 01:19:20,400
2587
01:19:20,400 --> 01:19:22,880
2588
01:19:22,880 --> 01:19:24,960
2589
01:19:24,960 --> 01:19:27,320
2590
01:19:27,320 --> 01:19:29,600
2591
01:19:29,600 --> 01:19:32,199
2592
01:19:32,199 --> 01:19:33,760
2593
01:19:33,760 --> 01:19:35,520
2594
01:19:35,520 --> 01:19:37,560
2595
01:19:37,560 --> 01:19:39,080
2596
01:19:39,080 --> 01:19:40,760
2597
01:19:40,760 --> 01:19:42,080
2598
01:19:42,080 --> 01:19:43,760
2599
01:19:43,760 --> 01:19:45,719
2600
01:19:45,719 --> 01:19:47,440
2601
01:19:47,440 --> 01:19:49,400
2602
01:19:49,400 --> 01:19:51,080
2603
01:19:51,080 --> 01:19:53,000
2604
01:19:53,000 --> 01:19:55,159
2605
01:19:55,159 --> 01:19:57,400
2606
01:19:57,400 --> 01:19:59,639
2607
01:19:59,639 --> 01:20:01,520
2608
01:20:01,520 --> 01:20:03,199
2609
01:20:03,199 --> 01:20:05,520
2610
01:20:05,520 --> 01:20:07,719
2611
01:20:07,719 --> 01:20:09,520
2612
01:20:09,520 --> 01:20:11,400
2613
01:20:11,400 --> 01:20:12,880
2614
01:20:12,880 --> 01:20:14,320
2615
01:20:14,320 --> 01:20:16,199
2616
01:20:16,199 --> 01:20:18,199
2617
01:20:18,199 --> 01:20:20,280
2618
01:20:20,280 --> 01:20:21,800
2619
01:20:21,800 --> 01:20:23,760
2620
01:20:23,760 --> 01:20:25,920
2621
01:20:25,920 --> 01:20:28,080
2622
01:20:28,080 --> 01:20:30,120
2623
01:20:30,120 --> 01:20:32,159
2624
01:20:32,159 --> 01:20:34,080
2625
01:20:34,080 --> 01:20:36,280
2626
01:20:36,280 --> 01:20:38,320
2627
01:20:38,320 --> 01:20:40,320
2628
01:20:40,320 --> 01:20:41,840
2629
01:20:41,840 --> 01:20:43,679
2630
01:20:43,679 --> 01:20:45,639
2631
01:20:45,639 --> 01:20:47,760
2632
01:20:47,760 --> 01:20:49,840
2633
01:20:49,840 --> 01:20:51,920
2634
01:20:51,920 --> 01:20:53,600
2635
01:20:53,600 --> 01:20:56,040
2636
01:20:56,040 --> 01:20:58,440
2637
01:20:58,440 --> 01:21:00,480
2638
01:21:00,480 --> 01:21:02,199
2639
01:21:02,199 --> 01:21:04,120
2640
01:21:04,120 --> 01:21:06,159
2641
01:21:06,159 --> 01:21:08,520
2642
01:21:08,520 --> 01:21:10,120
2643
01:21:10,120 --> 01:21:12,440
2644
01:21:12,440 --> 01:21:14,719
2645
01:21:14,719 --> 01:21:17,280
2646
01:21:17,280 --> 01:21:18,840
2647
01:21:18,840 --> 01:21:20,840
2648
01:21:20,840 --> 01:21:22,840
2649
01:21:22,840 --> 01:21:25,120
2650
01:21:25,120 --> 01:21:26,920
2651
01:21:26,920 --> 01:21:28,800
2652
01:21:28,800 --> 01:21:30,520
2653
01:21:30,520 --> 01:21:32,320
2654
01:21:32,320 --> 01:21:34,600
2655
01:21:34,600 --> 01:21:36,000
2656
01:21:36,000 --> 01:21:37,960
2657
01:21:37,960 --> 01:21:39,840
2658
01:21:39,840 --> 01:21:41,800
2659
01:21:41,800 --> 01:21:43,440
2660
01:21:43,440 --> 01:21:45,440
2661
01:21:45,440 --> 01:21:47,239
2662
01:21:47,239 --> 01:21:48,679
2663
01:21:48,679 --> 01:21:50,679
2664
01:21:50,679 --> 01:21:53,120
2665
01:21:53,120 --> 01:21:55,440
2666
01:21:55,440 --> 01:21:56,760
2667
01:21:56,760 --> 01:21:58,840
2668
01:21:58,840 --> 01:22:00,360
2669
01:22:00,360 --> 01:22:02,360
2670
01:22:02,360 --> 01:22:03,800
2671
01:22:03,800 --> 01:22:05,840
2672
01:22:05,840 --> 01:22:07,320
2673
01:22:07,320 --> 01:22:09,280
2674
01:22:09,280 --> 01:22:11,159
2675
01:22:11,159 --> 01:22:13,360
2676
01:22:13,360 --> 01:22:15,080
2677
01:22:15,080 --> 01:22:17,520
2678
01:22:17,520 --> 01:22:19,280
2679
01:22:19,280 --> 01:22:21,080
2680
01:22:21,080 --> 01:22:23,280
2681
01:22:23,280 --> 01:22:24,960
2682
01:22:24,960 --> 01:22:27,560
2683
01:22:27,560 --> 01:22:29,719
2684
01:22:29,719 --> 01:22:31,760
2685
01:22:31,760 --> 01:22:33,360
2686
01:22:33,360 --> 01:22:34,920
2687
01:22:34,920 --> 01:22:36,800
2688
01:22:36,800 --> 01:22:38,600
2689
01:22:38,600 --> 01:22:40,760
2690
01:22:40,760 --> 01:22:42,440
2691
01:22:42,440 --> 01:22:45,360
2692
01:22:45,360 --> 01:22:47,040
2693
01:22:47,040 --> 01:22:48,719
2694
01:22:48,719 --> 01:22:50,480
2695
01:22:50,480 --> 01:22:52,600
2696
01:22:52,600 --> 01:22:55,239
2697
01:22:55,239 --> 01:22:57,080
2698
01:22:57,080 --> 01:22:59,000
2699
01:22:59,000 --> 01:23:01,560
2700
01:23:01,560 --> 01:23:03,560
2701
01:23:03,560 --> 01:23:05,760
2702
01:23:05,760 --> 01:23:08,040
2703
01:23:08,040 --> 01:23:10,239
2704
01:23:10,239 --> 01:23:12,360
2705
01:23:12,360 --> 01:23:14,000
2706
01:23:14,000 --> 01:23:15,800
2707
01:23:15,800 --> 01:23:17,560
2708
01:23:17,560 --> 01:23:19,960
2709
01:23:19,960 --> 01:23:21,880
2710
01:23:21,880 --> 01:23:23,719
2711
01:23:23,719 --> 01:23:25,639
2712
01:23:25,639 --> 01:23:26,920
2713
01:23:26,920 --> 01:23:28,920
2714
01:23:28,920 --> 01:23:30,920
2715
01:23:30,920 --> 01:23:32,320
2716
01:23:32,320 --> 01:23:34,520
2717
01:23:34,520 --> 01:23:36,400
2718
01:23:36,400 --> 01:23:38,600
2719
01:23:38,600 --> 01:23:41,040
2720
01:23:41,040 --> 01:23:42,639
2721
01:23:42,639 --> 01:23:44,000
2722
01:23:44,000 --> 01:23:45,960
2723
01:23:45,960 --> 01:23:47,600
2724
01:23:47,600 --> 01:23:49,920
2725
01:23:49,920 --> 01:23:51,440
2726
01:23:51,440 --> 01:23:53,440
2727
01:23:53,440 --> 01:23:55,480
2728
01:23:55,480 --> 01:23:56,920
2729
01:23:56,920 --> 01:23:59,080
2730
01:23:59,080 --> 01:24:01,080
2731
01:24:01,080 --> 01:24:03,320
2732
01:24:03,320 --> 01:24:05,080
2733
01:24:05,080 --> 01:24:07,199
2734
01:24:07,199 --> 01:24:09,840
2735
01:24:09,840 --> 01:24:11,920
2736
01:24:11,920 --> 01:24:13,600
2737
01:24:13,600 --> 01:24:14,639
2738
01:24:14,639 --> 01:24:16,800
2739
01:24:16,800 --> 01:24:18,960
2740
01:24:18,960 --> 01:24:20,920
2741
01:24:20,920 --> 01:24:22,960
2742
01:24:22,960 --> 01:24:25,280
2743
01:24:25,280 --> 01:24:27,320
2744
01:24:27,320 --> 01:24:28,880
2745
01:24:28,880 --> 01:24:30,760
2746
01:24:30,760 --> 01:24:33,120
2747
01:24:33,120 --> 01:24:35,480
2748
01:24:35,480 --> 01:24:37,760
2749
01:24:37,760 --> 01:24:39,960
2750
01:24:39,960 --> 01:24:42,159
2751
01:24:42,159 --> 01:24:44,159
2752
01:24:44,159 --> 01:24:45,880
2753
01:24:45,880 --> 01:24:47,560
2754
01:24:47,560 --> 01:24:49,360
2755
01:24:49,360 --> 01:24:51,119
2756
01:24:51,119 --> 01:24:52,600
2757
01:24:52,600 --> 01:24:54,920
2758
01:24:54,920 --> 01:24:56,840
2759
01:24:56,840 --> 01:24:58,679
2760
01:24:58,679 --> 01:25:00,400
2761
01:25:00,400 --> 01:25:02,520
2762
01:25:02,520 --> 01:25:04,159
2763
01:25:04,159 --> 01:25:06,040
2764
01:25:06,040 --> 01:25:08,400
2765
01:25:08,400 --> 01:25:10,480
2766
01:25:10,480 --> 01:25:12,440
2767
01:25:12,440 --> 01:25:13,800
2768
01:25:13,800 --> 01:25:15,760
2769
01:25:15,760 --> 01:25:17,880
2770
01:25:17,880 --> 01:25:20,199
2771
01:25:20,199 --> 01:25:22,600
2772
01:25:22,600 --> 01:25:24,320
2773
01:25:24,320 --> 01:25:25,560
2774
01:25:25,560 --> 01:25:27,239
2775
01:25:27,239 --> 01:25:29,320
2776
01:25:29,320 --> 01:25:31,760
2777
01:25:31,760 --> 01:25:33,719
2778
01:25:33,719 --> 01:25:35,880
2779
01:25:35,880 --> 01:25:37,560
2780
01:25:37,560 --> 01:25:39,679
2781
01:25:39,679 --> 01:25:41,920
2782
01:25:41,920 --> 01:25:44,040
2783
01:25:44,040 --> 01:25:45,840
2784
01:25:45,840 --> 01:25:47,520
2785
01:25:47,520 --> 01:25:49,119
2786
01:25:49,119 --> 01:25:51,280
2787
01:25:51,280 --> 01:25:52,639
2788
01:25:52,639 --> 01:25:55,480
2789
01:25:55,480 --> 01:25:57,960
2790
01:25:57,960 --> 01:26:00,320
2791
01:26:00,320 --> 01:26:01,760
2792
01:26:01,760 --> 01:26:03,880
2793
01:26:03,880 --> 01:26:05,600
2794
01:26:05,600 --> 01:26:07,480
2795
01:26:07,480 --> 01:26:09,159
2796
01:26:09,159 --> 01:26:11,199
2797
01:26:11,199 --> 01:26:12,840
2798
01:26:12,840 --> 01:26:15,159
2799
01:26:15,159 --> 01:26:16,920
2800
01:26:16,920 --> 01:26:19,119
2801
01:26:19,119 --> 01:26:20,719
2802
01:26:20,719 --> 01:26:22,719
2803
01:26:22,719 --> 01:26:24,400
2804
01:26:24,400 --> 01:26:26,560
2805
01:26:26,560 --> 01:26:29,119
2806
01:26:29,119 --> 01:26:31,639
2807
01:26:31,639 --> 01:26:33,719
2808
01:26:33,719 --> 01:26:35,280
2809
01:26:35,280 --> 01:26:37,840
2810
01:26:37,840 --> 01:26:39,639
2811
01:26:39,639 --> 01:26:41,840
2812
01:26:41,840 --> 01:26:44,520
2813
01:26:44,520 --> 01:26:46,639
2814
01:26:46,639 --> 01:26:48,440
2815
01:26:48,440 --> 01:26:50,239
2816
01:26:50,239 --> 01:26:51,920
2817
01:26:51,920 --> 01:26:53,800
2818
01:26:53,800 --> 01:26:55,719
2819
01:26:55,719 --> 01:26:57,920
2820
01:26:57,920 --> 01:26:59,760
2821
01:26:59,760 --> 01:27:01,080
2822
01:27:01,080 --> 01:27:03,320
2823
01:27:03,320 --> 01:27:05,760
2824
01:27:05,760 --> 01:27:07,440
2825
01:27:07,440 --> 01:27:09,280
2826
01:27:09,280 --> 01:27:10,639
2827
01:27:10,639 --> 01:27:12,760
2828
01:27:12,760 --> 01:27:14,400
2829
01:27:14,400 --> 01:27:15,840
2830
01:27:15,840 --> 01:27:17,320
2831
01:27:17,320 --> 01:27:18,560
2832
01:27:18,560 --> 01:27:20,360
2833
01:27:20,360 --> 01:27:21,600
2834
01:27:21,600 --> 01:27:23,400
2835
01:27:23,400 --> 01:27:25,159
2836
01:27:25,159 --> 01:27:26,639
2837
01:27:26,639 --> 01:27:28,440
2838
01:27:28,440 --> 01:27:30,119
2839
01:27:30,119 --> 01:27:31,840
2840
01:27:31,840 --> 01:27:33,960
2841
01:27:33,960 --> 01:27:35,600
2842
01:27:35,600 --> 01:27:37,360
2843
01:27:37,360 --> 01:27:39,199
2844
01:27:39,199 --> 01:27:40,760
2845
01:27:40,760 --> 01:27:42,840
2846
01:27:42,840 --> 01:27:44,560
2847
01:27:44,560 --> 01:27:46,239
2848
01:27:46,239 --> 01:27:47,880
2849
01:27:47,880 --> 01:27:49,600
2850
01:27:49,600 --> 01:27:51,360
2851
01:27:51,360 --> 01:27:53,119
2852
01:27:53,119 --> 01:27:54,840
2853
01:27:54,840 --> 01:27:56,480
2854
01:27:56,480 --> 01:27:58,080
2855
01:27:58,080 --> 01:27:59,960
2856
01:27:59,960 --> 01:28:01,440
2857
01:28:01,440 --> 01:28:03,320
2858
01:28:03,320 --> 01:28:05,239
2859
01:28:05,239 --> 01:28:06,800
2860
01:28:06,800 --> 01:28:08,760
2861
01:28:08,760 --> 01:28:10,520
2862
01:28:10,520 --> 01:28:12,400
2863
01:28:12,400 --> 01:28:14,199
2864
01:28:14,199 --> 01:28:16,119
2865
01:28:16,119 --> 01:28:18,159
2866
01:28:18,159 --> 01:28:20,199
2867
01:28:20,199 --> 01:28:22,600
2868
01:28:22,600 --> 01:28:24,719
2869
01:28:24,719 --> 01:28:26,760
2870
01:28:26,760 --> 01:28:28,719
2871
01:28:28,719 --> 01:28:30,719
2872
01:28:30,719 --> 01:28:32,600
2873
01:28:32,600 --> 01:28:35,119
2874
01:28:35,119 --> 01:28:37,199
2875
01:28:37,199 --> 01:28:38,920
2876
01:28:38,920 --> 01:28:40,760
2877
01:28:40,760 --> 01:28:42,639
2878
01:28:42,639 --> 01:28:45,159
2879
01:28:45,159 --> 01:28:47,440
2880
01:28:47,440 --> 01:28:49,480
2881
01:28:49,480 --> 01:28:51,400
2882
01:28:51,400 --> 01:28:53,000
2883
01:28:53,000 --> 01:28:55,159
2884
01:28:55,159 --> 01:28:57,239
2885
01:28:57,239 --> 01:28:59,360
2886
01:28:59,360 --> 01:29:01,480
2887
01:29:01,480 --> 01:29:03,320
2888
01:29:03,320 --> 01:29:05,199
2889
01:29:05,199 --> 01:29:07,080
2890
01:29:07,080 --> 01:29:08,880
2891
01:29:08,880 --> 01:29:10,520
2892
01:29:10,520 --> 01:29:12,040
2893
01:29:12,040 --> 01:29:13,639
2894
01:29:13,639 --> 01:29:15,960
2895
01:29:15,960 --> 01:29:18,199
2896
01:29:18,199 --> 01:29:19,960
2897
01:29:19,960 --> 01:29:21,719
2898
01:29:21,719 --> 01:29:23,719
2899
01:29:23,719 --> 01:29:25,480
2900
01:29:25,480 --> 01:29:27,239
2901
01:29:27,239 --> 01:29:29,000
2902
01:29:29,000 --> 01:29:30,679
2903
01:29:30,679 --> 01:29:32,920
2904
01:29:32,920 --> 01:29:34,800
2905
01:29:34,800 --> 01:29:37,480
2906
01:29:37,480 --> 01:29:38,960
2907
01:29:38,960 --> 01:29:40,159
2908
01:29:40,159 --> 01:29:41,639
2909
01:29:41,639 --> 01:29:43,560
2910
01:29:43,560 --> 01:29:45,239
2911
01:29:45,239 --> 01:29:47,920
2912
01:29:47,920 --> 01:29:49,960
2913
01:29:49,960 --> 01:29:51,440
2914
01:29:51,440 --> 01:29:53,440
2915
01:29:53,440 --> 01:29:56,199
2916
01:29:56,199 --> 01:29:57,840
2917
01:29:57,840 --> 01:30:00,119
2918
01:30:00,119 --> 01:30:01,719
2919
01:30:01,719 --> 01:30:02,880
2920
01:30:02,880 --> 01:30:04,400
2921
01:30:04,400 --> 01:30:06,639
2922
01:30:06,639 --> 01:30:08,280
2923
01:30:08,280 --> 01:30:10,520
2924
01:30:10,520 --> 01:30:13,360
2925
01:30:13,360 --> 01:30:15,040
2926
01:30:15,040 --> 01:30:17,199
2927
01:30:17,199 --> 01:30:18,719
2928
01:30:18,719 --> 01:30:20,520
2929
01:30:20,520 --> 01:30:22,280
2930
01:30:22,280 --> 01:30:24,440
2931
01:30:24,440 --> 01:30:26,360
2932
01:30:26,360 --> 01:30:28,080
2933
01:30:28,080 --> 01:30:29,920
2934
01:30:29,920 --> 01:30:31,639
2935
01:30:31,639 --> 01:30:33,920
2936
01:30:33,920 --> 01:30:36,320
2937
01:30:36,320 --> 01:30:38,320
2938
01:30:38,320 --> 01:30:40,600
2939
01:30:40,600 --> 01:30:42,440
2940
01:30:42,440 --> 01:30:44,320
2941
01:30:44,320 --> 01:30:46,360
2942
01:30:46,360 --> 01:30:48,280
2943
01:30:48,280 --> 01:30:50,119
2944
01:30:50,119 --> 01:30:51,840
2945
01:30:51,840 --> 01:30:54,040
2946
01:30:54,040 --> 01:30:56,360
2947
01:30:56,360 --> 01:30:58,440
2948
01:30:58,440 --> 01:31:00,119
2949
01:31:00,119 --> 01:31:02,119
2950
01:31:02,119 --> 01:31:04,199
2951
01:31:04,199 --> 01:31:06,520
2952
01:31:06,520 --> 01:31:08,239
2953
01:31:08,239 --> 01:31:10,560
2954
01:31:10,560 --> 01:31:12,520
2955
01:31:12,520 --> 01:31:14,719
2956
01:31:14,719 --> 01:31:16,639
2957
01:31:16,639 --> 01:31:18,600
2958
01:31:18,600 --> 01:31:20,320
2959
01:31:20,320 --> 01:31:21,760
2960
01:31:21,760 --> 01:31:23,440
2961
01:31:23,440 --> 01:31:25,320
2962
01:31:25,320 --> 01:31:26,920
2963
01:31:26,920 --> 01:31:28,440
2964
01:31:28,440 --> 01:31:30,159
2965
01:31:30,159 --> 01:31:32,320
2966
01:31:32,320 --> 01:31:34,480
2967
01:31:34,480 --> 01:31:36,360
2968
01:31:36,360 --> 01:31:38,440
2969
01:31:38,440 --> 01:31:40,119
2970
01:31:40,119 --> 01:31:42,239
2971
01:31:42,239 --> 01:31:43,840
2972
01:31:43,840 --> 01:31:45,840
2973
01:31:45,840 --> 01:31:47,880
2974
01:31:47,880 --> 01:31:50,280
2975
01:31:50,280 --> 01:31:52,040
2976
01:31:52,040 --> 01:31:53,639
2977
01:31:53,639 --> 01:31:55,480
2978
01:31:55,480 --> 01:31:57,440
2979
01:31:57,440 --> 01:31:59,639
2980
01:31:59,639 --> 01:32:01,639
2981
01:32:01,639 --> 01:32:03,639
2982
01:32:03,639 --> 01:32:05,600
2983
01:32:05,600 --> 01:32:07,199
2984
01:32:07,199 --> 01:32:09,360
2985
01:32:09,360 --> 01:32:10,880
2986
01:32:10,880 --> 01:32:12,840
2987
01:32:12,840 --> 01:32:14,560
2988
01:32:14,560 --> 01:32:16,280
2989
01:32:16,280 --> 01:32:17,960
2990
01:32:17,960 --> 01:32:19,719
2991
01:32:19,719 --> 01:32:21,560
2992
01:32:21,560 --> 01:32:24,040
2993
01:32:24,040 --> 01:32:26,360
2994
01:32:26,360 --> 01:32:28,040
2995
01:32:28,040 --> 01:32:29,600
2996
01:32:29,600 --> 01:32:31,600
2997
01:32:31,600 --> 01:32:33,480
2998
01:32:33,480 --> 01:32:36,360
2999
01:32:36,360 --> 01:32:37,679
3000
01:32:37,679 --> 01:32:39,360
3001
01:32:39,360 --> 01:32:41,000
3002
01:32:41,000 --> 01:32:42,679
3003
01:32:42,679 --> 01:32:44,000
3004
01:32:44,000 --> 01:32:45,800
3005
01:32:45,800 --> 01:32:47,520
3006
01:32:47,520 --> 01:32:49,679
3007
01:32:49,679 --> 01:32:51,400
3008
01:32:51,400 --> 01:32:53,000
3009
01:32:53,000 --> 01:32:55,199
3010
01:32:55,199 --> 01:32:56,760
3011
01:32:56,760 --> 01:32:58,600
3012
01:32:58,600 --> 01:32:59,760
3013
01:32:59,760 --> 01:33:01,880
3014
01:33:01,880 --> 01:33:03,440
3015
01:33:03,440 --> 01:33:05,280
3016
01:33:05,280 --> 01:33:06,920
3017
01:33:06,920 --> 01:33:08,760
3018
01:33:08,760 --> 01:33:10,400
3019
01:33:10,400 --> 01:33:11,719
3020
01:33:11,719 --> 01:33:13,480
3021
01:33:13,480 --> 01:33:14,880
3022
01:33:14,880 --> 01:33:16,239
3023
01:33:16,239 --> 01:33:18,480
3024
01:33:18,480 --> 01:33:20,040
3025
01:33:20,040 --> 01:33:21,880
3026
01:33:21,880 --> 01:33:23,840
3027
01:33:23,840 --> 01:33:25,239
3028
01:33:25,239 --> 01:33:26,719
3029
01:33:26,719 --> 01:33:28,719
3030
01:33:28,719 --> 01:33:31,119
3031
01:33:31,119 --> 01:33:32,840
3032
01:33:32,840 --> 01:33:35,080
3033
01:33:35,080 --> 01:33:37,440
3034
01:33:37,440 --> 01:33:39,520
3035
01:33:39,520 --> 01:33:41,480
3036
01:33:41,480 --> 01:33:43,920
3037
01:33:43,920 --> 01:33:45,639
3038
01:33:45,639 --> 01:33:47,840
3039
01:33:47,840 --> 01:33:49,719
3040
01:33:49,719 --> 01:33:51,679
3041
01:33:51,679 --> 01:33:54,320
3042
01:33:54,320 --> 01:33:57,080
3043
01:33:57,080 --> 01:33:59,280
3044
01:33:59,280 --> 01:34:01,840
3045
01:34:01,840 --> 01:34:04,600
3046
01:34:04,600 --> 01:34:06,960
3047
01:34:06,960 --> 01:34:08,639
3048
01:34:08,639 --> 01:34:10,280
3049
01:34:10,280 --> 01:34:12,520
3050
01:34:12,520 --> 01:34:14,560
3051
01:34:14,560 --> 01:34:16,440
3052
01:34:16,440 --> 01:34:18,719
3053
01:34:18,719 --> 01:34:20,880
3054
01:34:20,880 --> 01:34:22,679
3055
01:34:22,679 --> 01:34:24,159
3056
01:34:24,159 --> 01:34:26,040
3057
01:34:26,040 --> 01:34:27,320
3058
01:34:27,320 --> 01:34:29,000
3059
01:34:29,000 --> 01:34:30,719
3060
01:34:30,719 --> 01:34:32,719
3061
01:34:32,719 --> 01:34:34,159
3062
01:34:34,159 --> 01:34:36,159
3063
01:34:36,159 --> 01:34:39,320
3064
01:34:39,320 --> 01:34:41,520
3065
01:34:41,520 --> 01:34:43,840
3066
01:34:43,840 --> 01:34:45,760
3067
01:34:45,760 --> 01:34:47,719
3068
01:34:47,719 --> 01:34:49,400
3069
01:34:49,400 --> 01:34:51,520
3070
01:34:51,520 --> 01:34:53,760
3071
01:34:53,760 --> 01:34:55,320
3072
01:34:55,320 --> 01:34:57,560
3073
01:34:57,560 --> 01:35:00,159
3074
01:35:00,159 --> 01:35:02,440
3075
01:35:02,440 --> 01:35:04,960
3076
01:35:04,960 --> 01:35:06,679
3077
01:35:06,679 --> 01:35:08,360
3078
01:35:08,360 --> 01:35:10,199
3079
01:35:10,199 --> 01:35:11,679
3080
01:35:11,679 --> 01:35:13,800
3081
01:35:13,800 --> 01:35:16,080
3082
01:35:16,080 --> 01:35:18,080
3083
01:35:18,080 --> 01:35:20,080
3084
01:35:20,080 --> 01:35:22,440
3085
01:35:22,440 --> 01:35:24,480
3086
01:35:24,480 --> 01:35:27,199
3087
01:35:27,199 --> 01:35:28,760
3088
01:35:28,760 --> 01:35:30,840
3089
01:35:30,840 --> 01:35:32,520
3090
01:35:32,520 --> 01:35:34,360
3091
01:35:34,360 --> 01:35:36,159
3092
01:35:36,159 --> 01:35:38,400
3093
01:35:38,400 --> 01:35:40,239
3094
01:35:40,239 --> 01:35:42,080
3095
01:35:42,080 --> 01:35:44,679
3096
01:35:44,679 --> 01:35:46,480
3097
01:35:46,480 --> 01:35:48,040
3098
01:35:48,040 --> 01:35:50,159
3099
01:35:50,159 --> 01:35:52,440
3100
01:35:52,440 --> 01:35:54,360
3101
01:35:54,360 --> 01:35:55,719
3102
01:35:55,719 --> 01:35:57,400
3103
01:35:57,400 --> 01:35:59,119
3104
01:35:59,119 --> 01:36:00,840
3105
01:36:00,840 --> 01:36:02,560
3106
01:36:02,560 --> 01:36:05,199
3107
01:36:05,199 --> 01:36:07,600
3108
01:36:07,600 --> 01:36:09,520
3109
01:36:09,520 --> 01:36:11,199
3110
01:36:11,199 --> 01:36:13,199
3111
01:36:13,199 --> 01:36:15,199
3112
01:36:15,199 --> 01:36:16,600
3113
01:36:16,600 --> 01:36:19,119
3114
01:36:19,119 --> 01:36:21,560
3115
01:36:21,560 --> 01:36:23,199
3116
01:36:23,199 --> 01:36:24,960
3117
01:36:24,960 --> 01:36:26,520
3118
01:36:26,520 --> 01:36:27,920
3119
01:36:27,920 --> 01:36:29,880
3120
01:36:29,880 --> 01:36:31,360
3121
01:36:31,360 --> 01:36:32,880
3122
01:36:32,880 --> 01:36:35,000
3123
01:36:35,000 --> 01:36:36,440
3124
01:36:36,440 --> 01:36:38,040
3125
01:36:38,040 --> 01:36:39,560
3126
01:36:39,560 --> 01:36:41,600
3127
01:36:41,600 --> 01:36:43,560
3128
01:36:43,560 --> 01:36:45,760
3129
01:36:45,760 --> 01:36:48,360
3130
01:36:48,360 --> 01:36:50,320
3131
01:36:50,320 --> 01:36:52,000
3132
01:36:52,000 --> 01:36:54,800
3133
01:36:54,800 --> 01:36:56,560
3134
01:36:56,560 --> 01:36:58,480
3135
01:36:58,480 --> 01:37:00,880
3136
01:37:00,880 --> 01:37:02,320
3137
01:37:02,320 --> 01:37:04,440
3138
01:37:04,440 --> 01:37:06,719
3139
01:37:06,719 --> 01:37:08,520
3140
01:37:08,520 --> 01:37:09,800
3141
01:37:09,800 --> 01:37:12,000
3142
01:37:12,000 --> 01:37:13,880
3143
01:37:13,880 --> 01:37:15,239
3144
01:37:15,239 --> 01:37:16,920
3145
01:37:16,920 --> 01:37:18,960
3146
01:37:18,960 --> 01:37:21,159
3147
01:37:21,159 --> 01:37:23,000
3148
01:37:23,000 --> 01:37:24,040
3149
01:37:24,040 --> 01:37:25,880
3150
01:37:25,880 --> 01:37:27,199
3151
01:37:27,199 --> 01:37:29,119
3152
01:37:29,119 --> 01:37:31,239
3153
01:37:31,239 --> 01:37:32,880
3154
01:37:32,880 --> 01:37:35,040
3155
01:37:35,040 --> 01:37:36,840
3156
01:37:36,840 --> 01:37:38,719
3157
01:37:38,719 --> 01:37:41,159
3158
01:37:41,159 --> 01:37:42,679
3159
01:37:42,679 --> 01:37:44,520
3160
01:37:44,520 --> 01:37:46,080
3161
01:37:46,080 --> 01:37:48,000
3162
01:37:48,000 --> 01:37:50,320
3163
01:37:50,320 --> 01:37:52,360
3164
01:37:52,360 --> 01:37:54,400
3165
01:37:54,400 --> 01:37:56,560
3166
01:37:56,560 --> 01:37:58,520
3167
01:37:58,520 --> 01:37:59,960
3168
01:37:59,960 --> 01:38:01,480
3169
01:38:01,480 --> 01:38:03,280
3170
01:38:03,280 --> 01:38:04,960
3171
01:38:04,960 --> 01:38:07,239
3172
01:38:07,239 --> 01:38:09,400
3173
01:38:09,400 --> 01:38:11,119
3174
01:38:11,119 --> 01:38:13,679
3175
01:38:13,679 --> 01:38:15,920
3176
01:38:15,920 --> 01:38:17,760
3177
01:38:17,760 --> 01:38:19,560
3178
01:38:19,560 --> 01:38:21,239
3179
01:38:21,239 --> 01:38:23,639
3180
01:38:23,639 --> 01:38:25,159
3181
01:38:25,159 --> 01:38:26,480
3182
01:38:26,480 --> 01:38:27,960
3183
01:38:27,960 --> 01:38:29,520
3184
01:38:29,520 --> 01:38:31,040
3185
01:38:31,040 --> 01:38:32,880
3186
01:38:32,880 --> 01:38:36,119
3187
01:38:36,119 --> 01:38:38,199
3188
01:38:38,199 --> 01:38:39,880
3189
01:38:39,880 --> 01:38:41,159
3190
01:38:41,159 --> 01:38:42,920
3191
01:38:42,920 --> 01:38:44,840
3192
01:38:44,840 --> 01:38:46,599
3193
01:38:46,599 --> 01:38:48,679
3194
01:38:48,679 --> 01:38:50,760
3195
01:38:50,760 --> 01:38:52,840
3196
01:38:52,840 --> 01:38:54,679
3197
01:38:54,679 --> 01:38:56,960
3198
01:38:56,960 --> 01:38:59,159
3199
01:38:59,159 --> 01:39:00,400
3200
01:39:00,400 --> 01:39:01,960
3201
01:39:01,960 --> 01:39:03,639
3202
01:39:03,639 --> 01:39:06,280
3203
01:39:06,280 --> 01:39:08,119
3204
01:39:08,119 --> 01:39:10,719
3205
01:39:10,719 --> 01:39:14,080
3206
01:39:14,080 --> 01:39:16,199
3207
01:39:16,199 --> 01:39:18,159
3208
01:39:18,159 --> 01:39:19,719
3209
01:39:19,719 --> 01:39:21,840
3210
01:39:21,840 --> 01:39:23,880
3211
01:39:23,880 --> 01:39:26,239
3212
01:39:26,239 --> 01:39:28,599
3213
01:39:28,599 --> 01:39:30,760
3214
01:39:30,760 --> 01:39:32,960
3215
01:39:32,960 --> 01:39:34,719
3216
01:39:34,719 --> 01:39:37,080
3217
01:39:37,080 --> 01:39:39,239
3218
01:39:39,239 --> 01:39:41,239
3219
01:39:41,239 --> 01:39:43,040
3220
01:39:43,040 --> 01:39:44,719
3221
01:39:44,719 --> 01:39:46,760
3222
01:39:46,760 --> 01:39:48,599
3223
01:39:48,599 --> 01:39:50,599
3224
01:39:50,599 --> 01:39:52,280
3225
01:39:52,280 --> 01:39:54,480
3226
01:39:54,480 --> 01:39:56,080
3227
01:39:56,080 --> 01:39:58,199
3228
01:39:58,199 --> 01:40:00,320
3229
01:40:00,320 --> 01:40:03,000
3230
01:40:03,000 --> 01:40:04,760
3231
01:40:04,760 --> 01:40:06,719
3232
01:40:06,719 --> 01:40:08,199
3233
01:40:08,199 --> 01:40:10,280
3234
01:40:10,280 --> 01:40:12,320
3235
01:40:12,320 --> 01:40:14,480
3236
01:40:14,480 --> 01:40:16,080
3237
01:40:16,080 --> 01:40:18,800
3238
01:40:18,800 --> 01:40:20,360
3239
01:40:20,360 --> 01:40:22,760
3240
01:40:22,760 --> 01:40:24,679
3241
01:40:24,679 --> 01:40:27,599
3242
01:40:27,599 --> 01:40:29,639
3243
01:40:29,639 --> 01:40:31,560
3244
01:40:31,560 --> 01:40:33,480
3245
01:40:33,480 --> 01:40:35,159
3246
01:40:35,159 --> 01:40:38,080
3247
01:40:38,080 --> 01:40:39,760
3248
01:40:39,760 --> 01:40:41,480
3249
01:40:41,480 --> 01:40:43,639
3250
01:40:43,639 --> 01:40:45,560
3251
01:40:45,560 --> 01:40:47,480
3252
01:40:47,480 --> 01:40:49,400
3253
01:40:49,400 --> 01:40:51,080
3254
01:40:51,080 --> 01:40:52,920
3255
01:40:52,920 --> 01:40:54,840
3256
01:40:54,840 --> 01:40:57,440
3257
01:40:57,440 --> 01:40:59,159
3258
01:40:59,159 --> 01:41:01,320
3259
01:41:01,320 --> 01:41:03,440
3260
01:41:03,440 --> 01:41:06,040
3261
01:41:06,040 --> 01:41:08,880
3262
01:41:08,880 --> 01:41:10,400
3263
01:41:10,400 --> 01:41:11,840
3264
01:41:11,840 --> 01:41:13,840
3265
01:41:13,840 --> 01:41:15,560
3266
01:41:15,560 --> 01:41:17,440
3267
01:41:17,440 --> 01:41:18,960
3268
01:41:18,960 --> 01:41:21,239
3269
01:41:21,239 --> 01:41:23,440
3270
01:41:23,440 --> 01:41:25,159
3271
01:41:25,159 --> 01:41:27,000
3272
01:41:27,000 --> 01:41:29,400
3273
01:41:29,400 --> 01:41:31,520
3274
01:41:31,520 --> 01:41:33,520
3275
01:41:33,520 --> 01:41:34,960
3276
01:41:34,960 --> 01:41:36,320
3277
01:41:36,320 --> 01:41:38,480
3278
01:41:38,480 --> 01:41:40,560
3279
01:41:40,560 --> 01:41:42,440
3280
01:41:42,440 --> 01:41:44,159
3281
01:41:44,159 --> 01:41:45,840
3282
01:41:45,840 --> 01:41:47,719
3283
01:41:47,719 --> 01:41:49,920
3284
01:41:49,920 --> 01:41:51,480
3285
01:41:51,480 --> 01:41:53,639
3286
01:41:53,639 --> 01:41:56,239
3287
01:41:56,239 --> 01:41:58,199
3288
01:41:58,199 --> 01:42:00,280
3289
01:42:00,280 --> 01:42:02,040
3290
01:42:02,040 --> 01:42:03,440
3291
01:42:03,440 --> 01:42:05,320
3292
01:42:05,320 --> 01:42:07,239
3293
01:42:07,239 --> 01:42:09,639
3294
01:42:09,639 --> 01:42:11,719
3295
01:42:11,719 --> 01:42:12,800
3296
01:42:12,800 --> 01:42:14,760
3297
01:42:14,760 --> 01:42:16,639
3298
01:42:16,639 --> 01:42:18,560
3299
01:42:18,560 --> 01:42:20,719
3300
01:42:20,719 --> 01:42:22,440
3301
01:42:22,440 --> 01:42:24,800
3302
01:42:24,800 --> 01:42:26,440
3303
01:42:26,440 --> 01:42:28,520
3304
01:42:28,520 --> 01:42:29,960
3305
01:42:29,960 --> 01:42:32,239
3306
01:42:32,239 --> 01:42:34,960
3307
01:42:34,960 --> 01:42:37,480
3308
01:42:37,480 --> 01:42:39,840
3309
01:42:39,840 --> 01:42:41,040
3310
01:42:41,040 --> 01:42:43,560
3311
01:42:43,560 --> 01:42:45,199
3312
01:42:45,199 --> 01:42:47,320
3313
01:42:47,320 --> 01:42:49,400
3314
01:42:49,400 --> 01:42:51,119
3315
01:42:51,119 --> 01:42:53,480
3316
01:42:53,480 --> 01:42:55,560
3317
01:42:55,560 --> 01:42:57,360
3318
01:42:57,360 --> 01:42:58,960
3319
01:42:58,960 --> 01:43:01,320
3320
01:43:01,320 --> 01:43:03,199
3321
01:43:03,199 --> 01:43:05,119
3322
01:43:05,119 --> 01:43:07,239
3323
01:43:07,239 --> 01:43:10,080
3324
01:43:10,080 --> 01:43:12,199
3325
01:43:12,199 --> 01:43:13,840
3326
01:43:13,840 --> 01:43:15,719
3327
01:43:15,719 --> 01:43:17,719
3328
01:43:17,719 --> 01:43:19,119
3329
01:43:19,119 --> 01:43:21,560
3330
01:43:21,560 --> 01:43:23,719
3331
01:43:23,719 --> 01:43:26,040
3332
01:43:26,040 --> 01:43:27,599
3333
01:43:27,599 --> 01:43:29,760
3334
01:43:29,760 --> 01:43:31,719
3335
01:43:31,719 --> 01:43:33,639
3336
01:43:33,639 --> 01:43:35,360
3337
01:43:35,360 --> 01:43:37,199
3338
01:43:37,199 --> 01:43:38,880
3339
01:43:38,880 --> 01:43:41,000
3340
01:43:41,000 --> 01:43:42,440
3341
01:43:42,440 --> 01:43:44,719
3342
01:43:44,719 --> 01:43:46,560
3343
01:43:46,560 --> 01:43:49,639
3344
01:43:49,639 --> 01:43:52,440
3345
01:43:52,440 --> 01:43:54,840
3346
01:43:54,840 --> 01:43:57,119
3347
01:43:57,119 --> 01:43:58,880
3348
01:43:58,880 --> 01:44:01,400
3349
01:44:01,400 --> 01:44:04,159
3350
01:44:04,159 --> 01:44:05,880
3351
01:44:05,880 --> 01:44:08,320
3352
01:44:08,320 --> 01:44:10,679
3353
01:44:10,679 --> 01:44:12,920
3354
01:44:12,920 --> 01:44:15,239
3355
01:44:15,239 --> 01:44:17,520
3356
01:44:17,520 --> 01:44:19,440
3357
01:44:19,440 --> 01:44:21,320
3358
01:44:21,320 --> 01:44:22,679
3359
01:44:22,679 --> 01:44:24,800
3360
01:44:24,800 --> 01:44:26,840
3361
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3362
01:44:28,960 --> 01:44:31,239
3363
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3364
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3365
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3366
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3367
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3368
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3369
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3370
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3371
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3372
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3373
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3374
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3375
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3376
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3377
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3378
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3379
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3380
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3381
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3382
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3383
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3384
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3385
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3386
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3387
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3388
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3389
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3390
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3391
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3392
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3393
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3394
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3395
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3396
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3397
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3398
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3399
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3400
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3401
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3402
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3403
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3404
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3405
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3406
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3407
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3408
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3409
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3410
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3411
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3412
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3413
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3414
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3415
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3416
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3417
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3418
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3419
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3420
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3421
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3422
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3423
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3424
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3425
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3426
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3427
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3428
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3429
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3430
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3431
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3432
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3433
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3434
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3435
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3436
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3437
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3438
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3439
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3440
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3441
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3442
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3443
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3444
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3445
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3446
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3447
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3448
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3449
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3450
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3451
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3452
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3453
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3454
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3455
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3456
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3457
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3458
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3459
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3460
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3461
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3462
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3463
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3464
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3465
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3466
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3467
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3468
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3469
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3470
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3471
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3472
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3473
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3474
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3475
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3476
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3477
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3478
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3479
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3480
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3481
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3482
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3483
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3484
01:48:23,719 --> 01:48:25,639
3485
01:48:25,639 --> 01:48:27,679
3486
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3487
01:48:29,679 --> 01:48:31,800
3488
01:48:31,800 --> 01:48:34,239
3489
01:48:34,239 --> 01:48:36,320
3490
01:48:36,320 --> 01:48:38,280
3491
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3492
01:48:40,199 --> 01:48:42,400
3493
01:48:42,400 --> 01:48:44,920
3494
01:48:44,920 --> 01:48:46,520
3495
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3496
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3497
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3498
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3499
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3500
01:48:54,880 --> 01:48:57,639
3501
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3502
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3503
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3504
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3505
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3506
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3507
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3508
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3509
01:49:13,239 --> 01:49:15,639
3510
01:49:15,639 --> 01:49:17,880
3511
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3512
01:49:20,199 --> 01:49:22,440
3513
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3514
01:49:23,920 --> 01:49:26,400
3515
01:49:26,400 --> 01:49:27,920
3516
01:49:27,920 --> 01:49:29,880
3517
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3518
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3519
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3520
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3521
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3522
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3523
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3524
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3525
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3526
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3527
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3528
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3529
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3530
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3531
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3532
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3533
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3534
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3535
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3536
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3537
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3538
01:50:11,480 --> 01:50:13,320
3539
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3540
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3541
01:50:16,239 --> 01:50:18,080
3542
01:50:18,080 --> 01:50:21,800
3543
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3544
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3545
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3546
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3547
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3548
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3549
01:50:34,400 --> 01:50:36,320
3550
01:50:36,320 --> 01:50:37,920
3551
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3552
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3553
01:50:41,599 --> 01:50:44,000
3554
01:50:44,000 --> 01:50:45,760
3555
01:50:45,760 --> 01:50:47,599
3556
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3557
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3558
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3559
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3560
01:50:54,599 --> 01:50:56,079
3561
01:50:56,079 --> 01:50:57,920
3562
01:50:57,920 --> 01:51:00,000
3563
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3564
01:51:01,840 --> 01:51:03,719
3565
01:51:03,719 --> 01:51:05,440
3566
01:51:05,440 --> 01:51:07,599
3567
01:51:07,599 --> 01:51:09,599
3568
01:51:09,599 --> 01:51:11,040
3569
01:51:11,040 --> 01:51:13,239
3570
01:51:13,239 --> 01:51:15,079
3571
01:51:15,079 --> 01:51:17,000
3572
01:51:17,000 --> 01:51:19,480
3573
01:51:19,480 --> 01:51:22,119
3574
01:51:22,119 --> 01:51:23,520
3575
01:51:23,520 --> 01:51:25,199
3576
01:51:25,199 --> 01:51:26,639
3577
01:51:26,639 --> 01:51:28,199
3578
01:51:28,199 --> 01:51:30,040
3579
01:51:30,040 --> 01:51:32,239
3580
01:51:32,239 --> 01:51:33,880
3581
01:51:33,880 --> 01:51:35,560
3582
01:51:35,560 --> 01:51:37,199
3583
01:51:37,199 --> 01:51:39,520
3584
01:51:39,520 --> 01:51:40,920
3585
01:51:40,920 --> 01:51:42,920
3586
01:51:42,920 --> 01:51:45,280
3587
01:51:45,280 --> 01:51:47,280
3588
01:51:47,280 --> 01:51:49,639
3589
01:51:49,639 --> 01:51:51,440
3590
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3591
01:51:53,480 --> 01:51:55,679
3592
01:51:55,679 --> 01:51:57,520
3593
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3594
01:52:00,760 --> 01:52:02,440
3595
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3596
01:52:03,840 --> 01:52:05,840
3597
01:52:05,840 --> 01:52:07,840
3598
01:52:07,840 --> 01:52:09,520
3599
01:52:09,520 --> 01:52:11,040
3600
01:52:11,040 --> 01:52:13,000
3601
01:52:13,000 --> 01:52:15,000
3602
01:52:15,000 --> 01:52:16,880
3603
01:52:16,880 --> 01:52:18,599
3604
01:52:18,599 --> 01:52:20,480
3605
01:52:20,480 --> 01:52:22,599
3606
01:52:22,599 --> 01:52:24,280
3607
01:52:24,280 --> 01:52:25,679
3608
01:52:25,679 --> 01:52:28,159
3609
01:52:28,159 --> 01:52:30,159
3610
01:52:30,159 --> 01:52:31,840
3611
01:52:31,840 --> 01:52:33,719
3612
01:52:33,719 --> 01:52:35,760
3613
01:52:35,760 --> 01:52:36,920
3614
01:52:36,920 --> 01:52:38,199
3615
01:52:38,199 --> 01:52:40,520
3616
01:52:40,520 --> 01:52:42,719
3617
01:52:42,719 --> 01:52:44,719
3618
01:52:44,719 --> 01:52:46,520
3619
01:52:46,520 --> 01:52:47,840
3620
01:52:47,840 --> 01:52:50,520
3621
01:52:50,520 --> 01:52:52,679
3622
01:52:52,679 --> 01:52:54,280
3623
01:52:54,280 --> 01:52:56,719
3624
01:52:56,719 --> 01:52:58,159
3625
01:52:58,159 --> 01:53:00,000
3626
01:53:00,000 --> 01:53:01,880
3627
01:53:01,880 --> 01:53:03,360
3628
01:53:03,360 --> 01:53:04,960
3629
01:53:04,960 --> 01:53:06,880
3630
01:53:06,880 --> 01:53:08,119
3631
01:53:08,119 --> 01:53:09,920
3632
01:53:09,920 --> 01:53:12,400
3633
01:53:12,400 --> 01:53:13,800
3634
01:53:13,800 --> 01:53:16,119
3635
01:53:16,119 --> 01:53:18,239
3636
01:53:18,239 --> 01:53:20,000
3637
01:53:20,000 --> 01:53:22,040
3638
01:53:22,040 --> 01:53:23,639
3639
01:53:23,639 --> 01:53:25,480
3640
01:53:25,480 --> 01:53:27,280
3641
01:53:27,280 --> 01:53:29,159
3642
01:53:29,159 --> 01:53:31,840
3643
01:53:31,840 --> 01:53:33,360
3644
01:53:33,360 --> 01:53:34,920
3645
01:53:34,920 --> 01:53:36,960
3646
01:53:36,960 --> 01:53:38,599
3647
01:53:38,599 --> 01:53:41,760
3648
01:53:41,760 --> 01:53:43,840
3649
01:53:43,840 --> 01:53:46,480
3650
01:53:46,480 --> 01:53:48,199
3651
01:53:48,199 --> 01:53:49,679
3652
01:53:49,679 --> 01:53:52,000
3653
01:53:52,000 --> 01:53:54,400
3654
01:53:54,400 --> 01:53:56,119
3655
01:53:56,119 --> 01:53:58,320
3656
01:53:58,320 --> 01:54:00,880
3657
01:54:00,880 --> 01:54:03,719
3658
01:54:03,719 --> 01:54:05,800
3659
01:54:05,800 --> 01:54:08,320
3660
01:54:08,320 --> 01:54:10,159
3661
01:54:10,159 --> 01:54:12,079
3662
01:54:12,079 --> 01:54:14,000
3663
01:54:14,000 --> 01:54:15,880
3664
01:54:15,880 --> 01:54:17,800
3665
01:54:17,800 --> 01:54:19,719
3666
01:54:19,719 --> 01:54:21,560
3667
01:54:21,560 --> 01:54:23,719
3668
01:54:23,719 --> 01:54:25,760
3669
01:54:25,760 --> 01:54:27,280
3670
01:54:27,280 --> 01:54:28,760
3671
01:54:28,760 --> 01:54:30,920
3672
01:54:30,920 --> 01:54:32,360
3673
01:54:32,360 --> 01:54:34,000
3674
01:54:34,000 --> 01:54:36,159
3675
01:54:36,159 --> 01:54:38,560
3676
01:54:38,560 --> 01:54:39,840
3677
01:54:39,840 --> 01:54:41,719
3678
01:54:41,719 --> 01:54:43,239
3679
01:54:43,239 --> 01:54:45,079
3680
01:54:45,079 --> 01:54:46,520
3681
01:54:46,520 --> 01:54:48,599
3682
01:54:48,599 --> 01:54:50,400
3683
01:54:50,400 --> 01:54:52,040
3684
01:54:52,040 --> 01:54:54,000
3685
01:54:54,000 --> 01:54:55,719
3686
01:54:55,719 --> 01:54:58,119
3687
01:54:58,119 --> 01:54:59,360
3688
01:54:59,360 --> 01:55:01,119
3689
01:55:01,119 --> 01:55:03,159
3690
01:55:03,159 --> 01:55:05,760
3691
01:55:05,760 --> 01:55:07,599
3692
01:55:07,599 --> 01:55:09,199
3693
01:55:09,199 --> 01:55:11,599
3694
01:55:11,599 --> 01:55:13,599
3695
01:55:13,599 --> 01:55:15,599
3696
01:55:15,599 --> 01:55:17,119
3697
01:55:17,119 --> 01:55:18,960
3698
01:55:18,960 --> 01:55:21,440
3699
01:55:21,440 --> 01:55:23,400
3700
01:55:23,400 --> 01:55:25,320
3701
01:55:25,320 --> 01:55:27,119
3702
01:55:27,119 --> 01:55:29,159
3703
01:55:29,159 --> 01:55:31,239
3704
01:55:31,239 --> 01:55:33,079
3705
01:55:33,079 --> 01:55:34,760
3706
01:55:34,760 --> 01:55:36,239
3707
01:55:36,239 --> 01:55:38,320
3708
01:55:38,320 --> 01:55:39,880
3709
01:55:39,880 --> 01:55:41,880
3710
01:55:41,880 --> 01:55:43,480
3711
01:55:43,480 --> 01:55:45,920
3712
01:55:45,920 --> 01:55:48,239
3713
01:55:48,239 --> 01:55:50,040
3714
01:55:50,040 --> 01:55:51,360
3715
01:55:51,360 --> 01:55:53,520
3716
01:55:53,520 --> 01:55:55,520
3717
01:55:55,520 --> 01:55:57,239
3718
01:55:57,239 --> 01:55:59,320
3719
01:55:59,320 --> 01:56:01,320
3720
01:56:01,320 --> 01:56:03,199
3721
01:56:03,199 --> 01:56:05,360
3722
01:56:05,360 --> 01:56:07,159
3723
01:56:07,159 --> 01:56:09,079
3724
01:56:09,079 --> 01:56:10,440
3725
01:56:10,440 --> 01:56:12,599
3726
01:56:12,599 --> 01:56:14,719
3727
01:56:14,719 --> 01:56:16,679
3728
01:56:16,679 --> 01:56:18,239
3729
01:56:18,239 --> 01:56:19,920
3730
01:56:19,920 --> 01:56:21,920
3731
01:56:21,920 --> 01:56:23,800
3732
01:56:23,800 --> 01:56:25,280
3733
01:56:25,280 --> 01:56:27,280
3734
01:56:27,280 --> 01:56:28,639
3735
01:56:28,639 --> 01:56:31,360
3736
01:56:31,360 --> 01:56:33,639
3737
01:56:33,639 --> 01:56:35,719
3738
01:56:35,719 --> 01:56:37,159
3739
01:56:37,159 --> 01:56:38,400
3740
01:56:38,400 --> 01:56:40,360
3741
01:56:40,360 --> 01:56:42,239
3742
01:56:42,239 --> 01:56:44,400
3743
01:56:44,400 --> 01:56:46,440
3744
01:56:46,440 --> 01:56:48,199
3745
01:56:48,199 --> 01:56:50,360
3746
01:56:50,360 --> 01:56:52,560
3747
01:56:52,560 --> 01:56:54,079
3748
01:56:54,079 --> 01:56:55,920
3749
01:56:55,920 --> 01:56:57,800
3750
01:56:57,800 --> 01:56:59,880
3751
01:56:59,880 --> 01:57:01,440
3752
01:57:01,440 --> 01:57:03,440
3753
01:57:03,440 --> 01:57:05,520
3754
01:57:05,520 --> 01:57:07,719
3755
01:57:07,719 --> 01:57:09,520
3756
01:57:09,520 --> 01:57:11,639
3757
01:57:11,639 --> 01:57:13,159
3758
01:57:13,159 --> 01:57:14,800
3759
01:57:14,800 --> 01:57:16,560
3760
01:57:16,560 --> 01:57:18,800
3761
01:57:18,800 --> 01:57:20,560
3762
01:57:20,560 --> 01:57:21,760
3763
01:57:21,760 --> 01:57:23,520
3764
01:57:23,520 --> 01:57:25,000
3765
01:57:25,000 --> 01:57:26,639
3766
01:57:26,639 --> 01:57:28,159
3767
01:57:28,159 --> 01:57:29,719
3768
01:57:29,719 --> 01:57:31,119
3769
01:57:31,119 --> 01:57:33,119
3770
01:57:33,119 --> 01:57:34,199
3771
01:57:34,199 --> 01:57:35,520
3772
01:57:35,520 --> 01:57:36,880
3773
01:57:36,880 --> 01:57:39,599
3774
01:57:39,599 --> 01:57:41,639
3775
01:57:41,639 --> 01:57:43,320
3776
01:57:43,320 --> 01:57:45,079
3777
01:57:45,079 --> 01:57:46,840
3778
01:57:46,840 --> 01:57:49,119
3779
01:57:49,119 --> 01:57:51,719
3780
01:57:51,719 --> 01:57:54,159
3781
01:57:54,159 --> 01:57:55,800
3782
01:57:55,800 --> 01:57:58,000
3783
01:57:58,000 --> 01:58:00,000
3784
01:58:00,000 --> 01:58:01,679
3785
01:58:01,679 --> 01:58:03,679
3786
01:58:03,679 --> 01:58:06,159
3787
01:58:06,159 --> 01:58:07,960
3788
01:58:07,960 --> 01:58:10,159
3789
01:58:10,159 --> 01:58:11,880
3790
01:58:11,880 --> 01:58:13,639
3791
01:58:13,639 --> 01:58:14,920
3792
01:58:14,920 --> 01:58:16,440
3793
01:58:16,440 --> 01:58:18,599
3794
01:58:18,599 --> 01:58:20,719
3795
01:58:20,719 --> 01:58:22,880
3796
01:58:22,880 --> 01:58:25,119
3797
01:58:25,119 --> 01:58:27,040
3798
01:58:27,040 --> 01:58:29,119
3799
01:58:29,119 --> 01:58:31,079
3800
01:58:31,079 --> 01:58:33,119
3801
01:58:33,119 --> 01:58:34,760
3802
01:58:34,760 --> 01:58:36,320
3803
01:58:36,320 --> 01:58:38,199
3804
01:58:38,199 --> 01:58:40,239
3805
01:58:40,239 --> 01:58:42,679
3806
01:58:42,679 --> 01:58:44,599
3807
01:58:44,599 --> 01:58:46,159
3808
01:58:46,159 --> 01:58:48,320
3809
01:58:48,320 --> 01:58:50,199
3810
01:58:50,199 --> 01:58:51,880
3811
01:58:51,880 --> 01:58:53,560
3812
01:58:53,560 --> 01:58:55,199
3813
01:58:55,199 --> 01:58:57,079
3814
01:58:57,079 --> 01:58:58,639
3815
01:58:58,639 --> 01:59:00,400
3816
01:59:00,400 --> 01:59:02,800
3817
01:59:02,800 --> 01:59:04,480
3818
01:59:04,480 --> 01:59:06,119
3819
01:59:06,119 --> 01:59:08,520
3820
01:59:08,520 --> 01:59:09,920
3821
01:59:09,920 --> 01:59:11,320
3822
01:59:11,320 --> 01:59:12,800
3823
01:59:12,800 --> 01:59:14,480
3824
01:59:14,480 --> 01:59:16,400
3825
01:59:16,400 --> 01:59:18,159
3826
01:59:18,159 --> 01:59:19,840
3827
01:59:19,840 --> 01:59:21,599
3828
01:59:21,599 --> 01:59:23,079
3829
01:59:23,079 --> 01:59:24,800
3830
01:59:24,800 --> 01:59:26,639
3831
01:59:26,639 --> 01:59:29,040
3832
01:59:29,040 --> 01:59:30,800
3833
01:59:30,800 --> 01:59:32,320
3834
01:59:32,320 --> 01:59:33,960
3835
01:59:33,960 --> 01:59:36,760
3836
01:59:36,760 --> 01:59:39,199
3837
01:59:39,199 --> 01:59:40,880
3838
01:59:40,880 --> 01:59:42,599
3839
01:59:42,599 --> 01:59:44,679
3840
01:59:44,679 --> 01:59:46,199
3841
01:59:46,199 --> 01:59:47,840
3842
01:59:47,840 --> 01:59:49,400
3843
01:59:49,400 --> 01:59:51,440
3844
01:59:51,440 --> 01:59:53,960
3845
01:59:53,960 --> 01:59:56,000
3846
01:59:56,000 --> 01:59:57,800
3847
01:59:57,800 --> 01:59:59,480
3848
01:59:59,480 --> 02:00:01,599
3849
02:00:01,599 --> 02:00:03,520
3850
02:00:03,520 --> 02:00:05,199
3851
02:00:05,199 --> 02:00:07,199
3852
02:00:07,199 --> 02:00:08,880
3853
02:00:08,880 --> 02:00:10,360
3854
02:00:10,360 --> 02:00:12,320
3855
02:00:12,320 --> 02:00:14,040
3856
02:00:14,040 --> 02:00:17,239
3857
02:00:17,920 --> 02:00:20,400
3858
02:00:20,400 --> 02:00:22,119
3859
02:00:22,119 --> 02:00:24,520
3860
02:00:24,520 --> 02:00:26,040
3861
02:00:26,040 --> 02:00:28,480
3862
02:00:28,480 --> 02:00:30,239
3863
02:00:30,239 --> 02:00:32,560
3864
02:00:32,560 --> 02:00:34,639
3865
02:00:34,639 --> 02:00:36,199
3866
02:00:36,199 --> 02:00:37,800
3867
02:00:37,800 --> 02:00:39,000
3868
02:00:39,000 --> 02:00:40,840
3869
02:00:40,840 --> 02:00:42,520
3870
02:00:42,520 --> 02:00:44,119
3871
02:00:44,119 --> 02:00:46,159
3872
02:00:46,159 --> 02:00:48,079
3873
02:00:48,079 --> 02:00:50,159
3874
02:00:50,159 --> 02:00:51,719
3875
02:00:51,719 --> 02:00:53,560
3876
02:00:53,560 --> 02:00:55,199
3877
02:00:55,199 --> 02:00:57,119
3878
02:00:57,119 --> 02:00:58,440
3879
02:00:58,440 --> 02:01:00,320
3880
02:01:00,320 --> 02:01:01,560
3881
02:01:01,560 --> 02:01:03,719
3882
02:01:03,719 --> 02:01:07,480
3883
02:01:07,679 --> 02:01:10,040
3884
02:01:10,040 --> 02:01:11,880
3885
02:01:11,880 --> 02:01:13,800
3886
02:01:13,800 --> 02:01:16,000
3887
02:01:16,000 --> 02:01:17,800
3888
02:01:17,800 --> 02:01:19,639
3889
02:01:19,639 --> 02:01:21,400
3890
02:01:21,400 --> 02:01:23,400
3891
02:01:23,400 --> 02:01:25,760
3892
02:01:25,760 --> 02:01:27,520
3893
02:01:27,520 --> 02:01:29,639
3894
02:01:29,639 --> 02:01:31,639
3895
02:01:31,639 --> 02:01:33,599
3896
02:01:33,599 --> 02:01:34,920
3897
02:01:34,920 --> 02:01:36,480
3898
02:01:36,480 --> 02:01:38,800
3899
02:01:38,800 --> 02:01:40,760
3900
02:01:40,760 --> 02:01:42,639
3901
02:01:42,639 --> 02:01:44,520
3902
02:01:44,520 --> 02:01:46,440
3903
02:01:46,440 --> 02:01:48,199
3904
02:01:48,199 --> 02:01:50,239
3905
02:01:50,239 --> 02:01:51,360
3906
02:01:51,360 --> 02:01:53,440
3907
02:01:53,440 --> 02:01:55,320
3908
02:01:55,320 --> 02:01:57,040
3909
02:01:57,040 --> 02:01:59,280
3910
02:01:59,280 --> 02:02:01,920
3911
02:02:01,920 --> 02:02:04,159
3912
02:02:04,159 --> 02:02:05,960
3913
02:02:05,960 --> 02:02:07,800
3914
02:02:07,800 --> 02:02:09,920
3915
02:02:09,920 --> 02:02:12,119
3916
02:02:12,119 --> 02:02:14,199
3917
02:02:14,199 --> 02:02:16,520
3918
02:02:16,520 --> 02:02:18,480
3919
02:02:18,480 --> 02:02:20,360
3920
02:02:20,360 --> 02:02:22,880
3921
02:02:22,880 --> 02:02:24,920
3922
02:02:24,920 --> 02:02:26,880
3923
02:02:26,880 --> 02:02:28,639
3924
02:02:28,639 --> 02:02:31,760
3925
02:02:31,760 --> 02:02:33,040
3926
02:02:33,040 --> 02:02:34,360
3927
02:02:34,360 --> 02:02:35,719
3928
02:02:35,719 --> 02:02:37,400
3929
02:02:37,400 --> 02:02:39,199
3930
02:02:39,199 --> 02:02:41,320
3931
02:02:41,320 --> 02:02:43,199
3932
02:02:43,199 --> 02:02:44,840
3933
02:02:44,840 --> 02:02:46,520
3934
02:02:46,520 --> 02:02:49,000
3935
02:02:49,000 --> 02:02:51,000
3936
02:02:51,000 --> 02:02:53,000
3937
02:02:53,000 --> 02:02:55,079
3938
02:02:55,079 --> 02:02:57,400
3939
02:02:57,400 --> 02:02:59,000
3940
02:02:59,000 --> 02:03:01,159
3941
02:03:01,159 --> 02:03:02,960
3942
02:03:02,960 --> 02:03:05,159
3943
02:03:05,159 --> 02:03:07,040
3944
02:03:07,040 --> 02:03:08,840
3945
02:03:08,840 --> 02:03:11,079
3946
02:03:11,079 --> 02:03:13,040
3947
02:03:13,040 --> 02:03:14,840
3948
02:03:14,840 --> 02:03:16,920
3949
02:03:16,920 --> 02:03:19,560
3950
02:03:19,560 --> 02:03:21,520
3951
02:03:21,520 --> 02:03:23,400
3952
02:03:23,400 --> 02:03:25,480
3953
02:03:25,480 --> 02:03:27,400
3954
02:03:27,400 --> 02:03:29,119
3955
02:03:29,119 --> 02:03:31,119
3956
02:03:31,119 --> 02:03:32,840
3957
02:03:32,840 --> 02:03:35,199
3958
02:03:35,199 --> 02:03:36,920
3959
02:03:36,920 --> 02:03:38,280
3960
02:03:38,280 --> 02:03:41,000
3961
02:03:41,000 --> 02:03:42,760
3962
02:03:42,760 --> 02:03:44,760
3963
02:03:44,760 --> 02:03:46,280
3964
02:03:46,280 --> 02:03:48,599
3965
02:03:48,599 --> 02:03:50,760
3966
02:03:50,760 --> 02:03:52,840
3967
02:03:52,840 --> 02:03:54,880
3968
02:03:54,880 --> 02:03:56,239
3969
02:03:56,239 --> 02:03:57,800
3970
02:03:57,800 --> 02:03:59,760
3971
02:03:59,760 --> 02:04:01,119
3972
02:04:01,119 --> 02:04:02,639
3973
02:04:02,639 --> 02:04:04,480
3974
02:04:04,480 --> 02:04:06,119
3975
02:04:06,119 --> 02:04:07,559
3976
02:04:07,559 --> 02:04:10,119
3977
02:04:10,119 --> 02:04:11,840
3978
02:04:11,840 --> 02:04:13,800
3979
02:04:13,800 --> 02:04:15,639
3980
02:04:15,639 --> 02:04:17,599
3981
02:04:17,599 --> 02:04:20,040
3982
02:04:20,040 --> 02:04:21,840
3983
02:04:21,840 --> 02:04:24,079
3984
02:04:24,079 --> 02:04:25,400
3985
02:04:25,400 --> 02:04:27,280
3986
02:04:27,280 --> 02:04:28,920
3987
02:04:28,920 --> 02:04:30,920
3988
02:04:30,920 --> 02:04:32,320
3989
02:04:32,320 --> 02:04:34,000
3990
02:04:34,000 --> 02:04:36,440
3991
02:04:36,440 --> 02:04:38,360
3992
02:04:38,360 --> 02:04:39,599
3993
02:04:39,599 --> 02:04:41,520
3994
02:04:41,520 --> 02:04:42,840
3995
02:04:42,840 --> 02:04:44,719
3996
02:04:44,719 --> 02:04:46,520
3997
02:04:46,520 --> 02:04:48,199
3998
02:04:48,199 --> 02:04:50,320
3999
02:04:50,320 --> 02:04:52,199
4000
02:04:52,199 --> 02:04:53,880
4001
02:04:53,880 --> 02:04:55,760
4002
02:04:55,760 --> 02:04:58,360
4003
02:04:58,360 --> 02:05:00,400
4004
02:05:00,400 --> 02:05:02,239
4005
02:05:02,239 --> 02:05:04,159
4006
02:05:04,159 --> 02:05:06,400
4007
02:05:06,400 --> 02:05:08,040
4008
02:05:08,040 --> 02:05:09,880
4009
02:05:09,880 --> 02:05:11,520
4010
02:05:11,520 --> 02:05:13,520
4011
02:05:13,520 --> 02:05:15,440
4012
02:05:15,440 --> 02:05:17,360
4013
02:05:17,360 --> 02:05:19,119
4014
02:05:19,119 --> 02:05:21,719
4015
02:05:21,719 --> 02:05:23,559
4016
02:05:23,559 --> 02:05:25,639
4017
02:05:25,639 --> 02:05:27,880
4018
02:05:27,880 --> 02:05:29,760
4019
02:05:29,760 --> 02:05:31,320
4020
02:05:31,320 --> 02:05:33,559
4021
02:05:33,559 --> 02:05:35,639
4022
02:05:35,639 --> 02:05:37,520
4023
02:05:37,520 --> 02:05:39,679
4024
02:05:39,679 --> 02:05:41,440
4025
02:05:41,440 --> 02:05:42,880
4026
02:05:42,880 --> 02:05:44,719
4027
02:05:44,719 --> 02:05:46,559
4028
02:05:46,559 --> 02:05:48,440
4029
02:05:48,440 --> 02:05:50,520
4030
02:05:50,520 --> 02:05:52,520
4031
02:05:52,520 --> 02:05:55,320
4032
02:05:55,320 --> 02:05:57,360
4033
02:05:57,360 --> 02:05:59,599
4034
02:05:59,599 --> 02:06:01,239
4035
02:06:01,239 --> 02:06:02,960
4036
02:06:02,960 --> 02:06:04,199
4037
02:06:04,199 --> 02:06:05,559
4038
02:06:05,559 --> 02:06:07,239
4039
02:06:07,239 --> 02:06:09,000
4040
02:06:09,000 --> 02:06:11,360
4041
02:06:11,360 --> 02:06:13,880
4042
02:06:13,880 --> 02:06:15,760
4043
02:06:15,760 --> 02:06:17,239
4044
02:06:17,239 --> 02:06:19,239
4045
02:06:19,239 --> 02:06:21,880
4046
02:06:21,880 --> 02:06:23,599
4047
02:06:23,599 --> 02:06:25,239
4048
02:06:25,239 --> 02:06:26,800
4049
02:06:26,800 --> 02:06:28,719
4050
02:06:28,719 --> 02:06:30,880
4051
02:06:30,880 --> 02:06:33,239
4052
02:06:33,239 --> 02:06:34,920
4053
02:06:34,920 --> 02:06:36,559
4054
02:06:36,559 --> 02:06:38,159
4055
02:06:38,159 --> 02:06:40,079
4056
02:06:40,079 --> 02:06:42,520
4057
02:06:42,520 --> 02:06:44,520
4058
02:06:44,520 --> 02:06:46,480
4059
02:06:46,480 --> 02:06:48,199
4060
02:06:48,199 --> 02:06:50,639
4061
02:06:50,639 --> 02:06:52,840
4062
02:06:52,840 --> 02:06:55,639
4063
02:06:55,639 --> 02:06:57,400
4064
02:06:57,400 --> 02:06:59,119
4065
02:06:59,119 --> 02:07:00,480
4066
02:07:00,480 --> 02:07:02,280
4067
02:07:02,280 --> 02:07:04,280
4068
02:07:04,280 --> 02:07:05,960
4069
02:07:05,960 --> 02:07:08,000
4070
02:07:08,000 --> 02:07:10,040
4071
02:07:10,040 --> 02:07:12,159
4072
02:07:12,159 --> 02:07:14,719
4073
02:07:14,719 --> 02:07:16,440
4074
02:07:16,440 --> 02:07:18,159
4075
02:07:18,159 --> 02:07:19,400
4076
02:07:19,400 --> 02:07:22,119
4077
02:07:22,119 --> 02:07:24,239
4078
02:07:24,239 --> 02:07:26,280
4079
02:07:26,280 --> 02:07:28,000
4080
02:07:28,000 --> 02:07:30,000
4081
02:07:30,000 --> 02:07:31,719
4082
02:07:31,719 --> 02:07:32,960
4083
02:07:32,960 --> 02:07:34,520
4084
02:07:34,520 --> 02:07:36,599
4085
02:07:36,599 --> 02:07:37,679
4086
02:07:37,679 --> 02:07:39,520
4087
02:07:39,520 --> 02:07:41,360
4088
02:07:41,360 --> 02:07:42,960
4089
02:07:42,960 --> 02:07:45,320
4090
02:07:45,320 --> 02:07:46,559
4091
02:07:46,559 --> 02:07:48,599
4092
02:07:48,599 --> 02:07:51,079
4093
02:07:51,079 --> 02:07:52,960
4094
02:07:52,960 --> 02:07:54,880
4095
02:07:54,880 --> 02:07:57,000
4096
02:07:57,000 --> 02:07:58,719
4097
02:07:58,719 --> 02:08:00,639
4098
02:08:00,639 --> 02:08:02,360
4099
02:08:02,360 --> 02:08:04,320
4100
02:08:04,320 --> 02:08:06,760
4101
02:08:06,760 --> 02:08:08,840
4102
02:08:08,840 --> 02:08:10,400
4103
02:08:10,400 --> 02:08:12,239
4104
02:08:12,239 --> 02:08:14,360
4105
02:08:14,360 --> 02:08:16,199
4106
02:08:16,199 --> 02:08:18,159
4107
02:08:18,159 --> 02:08:19,960
4108
02:08:19,960 --> 02:08:21,800
4109
02:08:21,800 --> 02:08:23,440
4110
02:08:23,440 --> 02:08:24,760
4111
02:08:24,760 --> 02:08:26,760
4112
02:08:26,760 --> 02:08:28,520
4113
02:08:28,520 --> 02:08:30,360
4114
02:08:30,360 --> 02:08:32,480
4115
02:08:32,480 --> 02:08:34,559
4116
02:08:34,559 --> 02:08:36,880
4117
02:08:36,880 --> 02:08:39,480
4118
02:08:39,480 --> 02:08:41,719
4119
02:08:41,719 --> 02:08:43,559
4120
02:08:43,559 --> 02:08:45,400
4121
02:08:45,400 --> 02:08:47,079
4122
02:08:47,079 --> 02:08:48,639
4123
02:08:48,639 --> 02:08:50,639
4124
02:08:50,639 --> 02:08:52,559
4125
02:08:52,559 --> 02:08:54,440
4126
02:08:54,440 --> 02:08:56,280
4127
02:08:56,280 --> 02:08:58,639
4128
02:08:58,639 --> 02:09:00,079
4129
02:09:00,079 --> 02:09:01,520
4130
02:09:01,520 --> 02:09:03,280
4131
02:09:03,280 --> 02:09:05,320
4132
02:09:05,320 --> 02:09:06,800
4133
02:09:06,800 --> 02:09:09,400
4134
02:09:09,400 --> 02:09:11,199
4135
02:09:11,199 --> 02:09:12,760
4136
02:09:12,760 --> 02:09:14,280
4137
02:09:14,280 --> 02:09:16,239
4138
02:09:16,239 --> 02:09:18,079
4139
02:09:18,079 --> 02:09:20,239
4140
02:09:20,239 --> 02:09:22,239
4141
02:09:22,239 --> 02:09:24,520
4142
02:09:24,520 --> 02:09:26,040
4143
02:09:26,040 --> 02:09:27,639
4144
02:09:27,639 --> 02:09:30,000
4145
02:09:30,000 --> 02:09:31,800
4146
02:09:31,800 --> 02:09:34,119
4147
02:09:34,119 --> 02:09:35,520
4148
02:09:35,520 --> 02:09:37,159
4149
02:09:37,159 --> 02:09:38,599
4150
02:09:38,599 --> 02:09:40,040
4151
02:09:40,040 --> 02:09:42,280
4152
02:09:42,280 --> 02:09:43,800
4153
02:09:43,800 --> 02:09:45,599
4154
02:09:45,599 --> 02:09:47,159
4155
02:09:47,159 --> 02:09:48,840
4156
02:09:48,840 --> 02:09:50,679
4157
02:09:50,679 --> 02:09:52,280
4158
02:09:52,280 --> 02:09:53,920
4159
02:09:53,920 --> 02:09:55,920
4160
02:09:55,920 --> 02:09:57,239
4161
02:09:57,239 --> 02:09:58,920
4162
02:09:58,920 --> 02:10:00,760
4163
02:10:00,760 --> 02:10:02,400
4164
02:10:02,400 --> 02:10:04,760
4165
02:10:04,760 --> 02:10:07,000
4166
02:10:07,000 --> 02:10:08,239
4167
02:10:08,239 --> 02:10:10,480
4168
02:10:10,480 --> 02:10:12,079
4169
02:10:12,079 --> 02:10:13,840
4170
02:10:13,840 --> 02:10:15,360
4171
02:10:15,360 --> 02:10:17,520
4172
02:10:17,520 --> 02:10:19,440
4173
02:10:19,440 --> 02:10:21,880
4174
02:10:21,880 --> 02:10:23,880
4175
02:10:23,880 --> 02:10:25,800
4176
02:10:25,800 --> 02:10:27,800
4177
02:10:27,800 --> 02:10:29,800
4178
02:10:29,800 --> 02:10:31,480
4179
02:10:31,480 --> 02:10:33,159
4180
02:10:33,159 --> 02:10:34,679
4181
02:10:34,679 --> 02:10:36,199
4182
02:10:36,199 --> 02:10:38,480
4183
02:10:38,480 --> 02:10:40,559
4184
02:10:40,559 --> 02:10:42,159
4185
02:10:42,159 --> 02:10:44,440
4186
02:10:44,440 --> 02:10:46,280
4187
02:10:46,280 --> 02:10:48,119
4188
02:10:48,119 --> 02:10:50,320
4189
02:10:50,320 --> 02:10:51,920
4190
02:10:51,920 --> 02:10:54,199
4191
02:10:54,199 --> 02:10:55,960
4192
02:10:55,960 --> 02:10:57,520
4193
02:10:57,520 --> 02:10:59,639
4194
02:10:59,639 --> 02:11:02,119
4195
02:11:02,119 --> 02:11:03,719
4196
02:11:03,719 --> 02:11:05,719
4197
02:11:05,719 --> 02:11:07,960
4198
02:11:07,960 --> 02:11:09,800
4199
02:11:09,800 --> 02:11:10,960
4200
02:11:10,960 --> 02:11:12,760
4201
02:11:12,760 --> 02:11:14,800
4202
02:11:14,800 --> 02:11:16,880
4203
02:11:16,880 --> 02:11:20,040
4204
02:11:20,040 --> 02:11:22,040
4205
02:11:22,040 --> 02:11:24,239
4206
02:11:24,239 --> 02:11:27,159
4207
02:11:27,159 --> 02:11:29,719
4208
02:11:29,719 --> 02:11:30,880
4209
02:11:30,880 --> 02:11:32,840
4210
02:11:32,840 --> 02:11:34,679
4211
02:11:34,679 --> 02:11:36,440
4212
02:11:36,440 --> 02:11:38,280
4213
02:11:38,280 --> 02:11:41,000
4214
02:11:41,000 --> 02:11:42,880
4215
02:11:42,880 --> 02:11:44,800
4216
02:11:44,800 --> 02:11:46,480
4217
02:11:46,480 --> 02:11:47,920
4218
02:11:47,920 --> 02:11:49,159
4219
02:11:49,159 --> 02:11:50,920
4220
02:11:50,920 --> 02:11:52,639
4221
02:11:52,639 --> 02:11:54,320
4222
02:11:54,320 --> 02:11:57,480
4223
02:11:58,079 --> 02:12:01,480
4224
02:12:01,480 --> 02:12:02,880
4225
02:12:02,880 --> 02:12:04,480
4226
02:12:04,480 --> 02:12:07,400
4227
02:12:07,400 --> 02:12:09,239
4228
02:12:09,239 --> 02:12:11,920
4229
02:12:11,920 --> 02:12:13,719
4230
02:12:13,719 --> 02:12:16,199
4231
02:12:16,199 --> 02:12:18,360
4232
02:12:18,360 --> 02:12:20,800
4233
02:12:20,800 --> 02:12:22,320
4234
02:12:22,320 --> 02:12:24,119
4235
02:12:24,119 --> 02:12:25,679
4236
02:12:25,679 --> 02:12:27,760
4237
02:12:27,760 --> 02:12:30,000
4238
02:12:30,000 --> 02:12:32,320
4239
02:12:32,320 --> 02:12:34,199
4240
02:12:34,199 --> 02:12:36,000
4241
02:12:36,000 --> 02:12:37,960
4242
02:12:37,960 --> 02:12:40,480
4243
02:12:40,480 --> 02:12:42,599
4244
02:12:42,599 --> 02:12:44,599
4245
02:12:44,599 --> 02:12:45,880
4246
02:12:45,880 --> 02:12:47,440
4247
02:12:47,440 --> 02:12:49,440
4248
02:12:49,440 --> 02:12:51,280
4249
02:12:51,280 --> 02:12:53,159
4250
02:12:53,159 --> 02:12:55,559
4251
02:12:55,559 --> 02:12:57,520
4252
02:12:57,520 --> 02:12:59,880
4253
02:12:59,880 --> 02:13:01,920
4254
02:13:01,920 --> 02:13:03,800
4255
02:13:03,800 --> 02:13:05,800
4256
02:13:05,800 --> 02:13:08,599
4257
02:13:08,599 --> 02:13:10,400
4258
02:13:10,400 --> 02:13:12,119
4259
02:13:12,119 --> 02:13:14,360
4260
02:13:14,360 --> 02:13:16,360
4261
02:13:16,360 --> 02:13:18,440
4262
02:13:18,440 --> 02:13:20,760
4263
02:13:20,760 --> 02:13:23,000
4264
02:13:23,000 --> 02:13:25,239
4265
02:13:25,239 --> 02:13:27,559
4266
02:13:27,559 --> 02:13:30,360
4267
02:13:30,360 --> 02:13:32,199
4268
02:13:32,199 --> 02:13:33,800
4269
02:13:33,800 --> 02:13:35,639
4270
02:13:35,639 --> 02:13:37,559
4271
02:13:37,559 --> 02:13:39,119
4272
02:13:39,119 --> 02:13:40,760
4273
02:13:40,760 --> 02:13:42,559
4274
02:13:42,559 --> 02:13:44,440
4275
02:13:44,440 --> 02:13:47,239
4276
02:13:47,239 --> 02:13:48,719
4277
02:13:48,719 --> 02:13:50,079
4278
02:13:50,079 --> 02:13:51,880
4279
02:13:51,880 --> 02:13:54,079
4280
02:13:54,079 --> 02:13:56,840
4281
02:13:56,840 --> 02:13:59,199
4282
02:13:59,199 --> 02:14:01,119
4283
02:14:01,119 --> 02:14:02,960
4284
02:14:02,960 --> 02:14:05,079
4285
02:14:05,079 --> 02:14:06,960
4286
02:14:06,960 --> 02:14:08,719
4287
02:14:08,719 --> 02:14:11,440
4288
02:14:11,440 --> 02:14:13,559
4289
02:14:13,559 --> 02:14:15,320
4290
02:14:15,320 --> 02:14:16,960
4291
02:14:16,960 --> 02:14:19,079
4292
02:14:19,079 --> 02:14:21,320
4293
02:14:21,320 --> 02:14:23,559
4294
02:14:23,559 --> 02:14:25,400
4295
02:14:25,400 --> 02:14:28,679
4296
02:14:28,679 --> 02:14:30,520
4297
02:14:30,520 --> 02:14:32,719
4298
02:14:32,719 --> 02:14:34,559
4299
02:14:34,559 --> 02:14:36,360
4300
02:14:36,360 --> 02:14:38,360
4301
02:14:38,360 --> 02:14:41,760
4302
02:14:41,760 --> 02:14:43,599
4303
02:14:43,599 --> 02:14:46,239
4304
02:14:46,239 --> 02:14:49,000
4305
02:14:49,000 --> 02:14:50,719
4306
02:14:50,719 --> 02:14:53,280
4307
02:14:53,280 --> 02:14:54,800
4308
02:14:54,800 --> 02:14:56,239
4309
02:14:56,239 --> 02:14:57,880
4310
02:14:57,880 --> 02:15:00,679
4311
02:15:00,679 --> 02:15:02,320
4312
02:15:02,320 --> 02:15:04,599
4313
02:15:04,599 --> 02:15:06,199
4314
02:15:06,199 --> 02:15:07,599
4315
02:15:07,599 --> 02:15:09,079
4316
02:15:09,079 --> 02:15:11,400
4317
02:15:11,400 --> 02:15:13,480
4318
02:15:13,480 --> 02:15:15,559
4319
02:15:15,559 --> 02:15:18,199
4320
02:15:18,199 --> 02:15:20,440
4321
02:15:20,440 --> 02:15:23,199
4322
02:15:23,199 --> 02:15:25,880
4323
02:15:25,880 --> 02:15:27,920
4324
02:15:27,920 --> 02:15:30,000
4325
02:15:30,000 --> 02:15:31,960
4326
02:15:31,960 --> 02:15:33,920
4327
02:15:33,920 --> 02:15:35,719
4328
02:15:35,719 --> 02:15:38,320
4329
02:15:38,320 --> 02:15:39,760
4330
02:15:39,760 --> 02:15:41,719
4331
02:15:41,719 --> 02:15:43,960
4332
02:15:43,960 --> 02:15:46,000
4333
02:15:46,000 --> 02:15:48,239
4334
02:15:48,239 --> 02:15:50,000
4335
02:15:50,000 --> 02:15:51,719
4336
02:15:51,719 --> 02:15:53,840
4337
02:15:53,840 --> 02:15:55,599
4338
02:15:55,599 --> 02:15:57,040
4339
02:15:57,040 --> 02:15:58,719
4340
02:15:58,719 --> 02:16:00,760
4341
02:16:00,760 --> 02:16:02,639
4342
02:16:02,639 --> 02:16:05,199
4343
02:16:05,199 --> 02:16:07,679
4344
02:16:07,679 --> 02:16:09,159
4345
02:16:09,159 --> 02:16:11,440
4346
02:16:11,440 --> 02:16:13,239
4347
02:16:13,239 --> 02:16:15,119
4348
02:16:15,119 --> 02:16:17,079
4349
02:16:17,079 --> 02:16:18,520
4350
02:16:18,520 --> 02:16:20,040
4351
02:16:20,040 --> 02:16:21,480
4352
02:16:21,480 --> 02:16:23,360
4353
02:16:23,360 --> 02:16:25,119
4354
02:16:25,119 --> 02:16:27,119
4355
02:16:27,119 --> 02:16:28,880
4356
02:16:28,880 --> 02:16:30,840
4357
02:16:30,840 --> 02:16:32,799
4358
02:16:32,799 --> 02:16:34,599
4359
02:16:34,599 --> 02:16:36,240
4360
02:16:36,240 --> 02:16:38,080
4361
02:16:38,080 --> 02:16:39,879
4362
02:16:39,879 --> 02:16:42,519
4363
02:16:42,519 --> 02:16:44,439
4364
02:16:44,439 --> 02:16:46,200
4365
02:16:46,200 --> 02:16:48,240
4366
02:16:48,240 --> 02:16:50,398
4367
02:16:50,398 --> 02:16:52,120
4368
02:16:52,120 --> 02:16:54,080
4369
02:16:54,080 --> 02:16:55,760
4370
02:16:55,760 --> 02:16:57,760
4371
02:16:57,760 --> 02:17:00,080
4372
02:17:00,080 --> 02:17:02,879
4373
02:17:02,879 --> 02:17:05,398
4374
02:17:05,398 --> 02:17:07,160
4375
02:17:07,160 --> 02:17:09,240
4376
02:17:09,240 --> 02:17:11,439
4377
02:17:11,439 --> 02:17:12,799
4378
02:17:12,799 --> 02:17:15,280
4379
02:17:15,280 --> 02:17:17,318
4380
02:17:17,318 --> 02:17:19,280
4381
02:17:19,280 --> 02:17:21,718
4382
02:17:21,718 --> 02:17:23,679
4383
02:17:23,679 --> 02:17:25,599
4384
02:17:25,599 --> 02:17:27,599
4385
02:17:27,599 --> 02:17:29,200
4386
02:17:29,200 --> 02:17:31,200
4387
02:17:31,200 --> 02:17:33,398
4388
02:17:33,398 --> 02:17:36,120
4389
02:17:36,120 --> 02:17:38,040
4390
02:17:38,040 --> 02:17:40,359
4391
02:17:40,359 --> 02:17:42,318
4392
02:17:42,318 --> 02:17:44,200
4393
02:17:44,200 --> 02:17:45,599
4394
02:17:45,599 --> 02:17:47,398
4395
02:17:47,398 --> 02:17:49,200
4396
02:17:49,200 --> 02:17:51,200
4397
02:17:51,200 --> 02:17:53,040
4398
02:17:53,040 --> 02:17:54,760
4399
02:17:54,760 --> 02:17:56,760
4400
02:17:56,760 --> 02:17:58,799
4401
02:17:58,799 --> 02:18:01,000
4402
02:18:01,000 --> 02:18:03,080
4403
02:18:03,080 --> 02:18:05,080
4404
02:18:05,080 --> 02:18:06,478
4405
02:18:06,478 --> 02:18:08,799
4406
02:18:08,799 --> 02:18:10,558
4407
02:18:10,558 --> 02:18:12,318
4408
02:18:12,318 --> 02:18:13,760
4409
02:18:13,760 --> 02:18:16,040
4410
02:18:16,040 --> 02:18:18,280
4411
02:18:18,280 --> 02:18:20,080
4412
02:18:20,080 --> 02:18:22,000
4413
02:18:22,000 --> 02:18:23,679
4414
02:18:23,679 --> 02:18:25,280
4415
02:18:25,280 --> 02:18:27,000
4416
02:18:27,000 --> 02:18:29,000
4417
02:18:29,000 --> 02:18:30,799
4418
02:18:30,799 --> 02:18:32,799
4419
02:18:32,799 --> 02:18:35,638
4420
02:18:35,638 --> 02:18:38,359
4421
02:18:38,359 --> 02:18:40,959
4422
02:18:40,959 --> 02:18:43,200
4423
02:18:43,200 --> 02:18:45,478
4424
02:18:45,478 --> 02:18:47,558
4425
02:18:47,558 --> 02:18:49,359
4426
02:18:49,359 --> 02:18:51,120
4427
02:18:51,120 --> 02:18:52,840
4428
02:18:52,840 --> 02:18:54,760
4429
02:18:54,760 --> 02:18:57,040
4430
02:18:57,040 --> 02:18:59,558
4431
02:18:59,558 --> 02:19:01,519
4432
02:19:01,519 --> 02:19:03,638
4433
02:19:03,638 --> 02:19:05,879
4434
02:19:05,879 --> 02:19:07,799
4435
02:19:07,799 --> 02:19:09,760
4436
02:19:09,760 --> 02:19:11,599
4437
02:19:11,599 --> 02:19:13,718
4438
02:19:13,718 --> 02:19:15,599
4439
02:19:15,599 --> 02:19:17,240
4440
02:19:17,240 --> 02:19:19,879
4441
02:19:19,879 --> 02:19:21,120
4442
02:19:21,120 --> 02:19:22,599
4443
02:19:22,599 --> 02:19:24,959
4444
02:19:24,959 --> 02:19:26,160
4445
02:19:26,160 --> 02:19:27,599
4446
02:19:27,599 --> 02:19:29,359
4447
02:19:29,359 --> 02:19:30,799
4448
02:19:30,799 --> 02:19:33,120
4449
02:19:33,120 --> 02:19:34,718
4450
02:19:34,718 --> 02:19:36,760
4451
02:19:36,760 --> 02:19:38,879
4452
02:19:38,879 --> 02:19:41,200
4453
02:19:41,200 --> 02:19:42,318
4454
02:19:42,318 --> 02:19:44,080
4455
02:19:44,080 --> 02:19:45,840
4456
02:19:45,840 --> 02:19:47,799
4457
02:19:47,799 --> 02:19:49,760
4458
02:19:49,760 --> 02:19:51,240
4459
02:19:51,240 --> 02:19:52,760
4460
02:19:52,760 --> 02:19:54,040
4461
02:19:54,040 --> 02:19:56,280
4462
02:19:56,280 --> 02:19:58,040
4463
02:19:58,040 --> 02:19:59,920
4464
02:19:59,920 --> 02:20:01,720
4465
02:20:01,720 --> 02:20:03,560
4466
02:20:03,560 --> 02:20:05,319
4467
02:20:05,319 --> 02:20:06,920
4468
02:20:06,920 --> 02:20:08,319
4469
02:20:08,319 --> 02:20:10,359
4470
02:20:10,359 --> 02:20:11,800
4471
02:20:11,800 --> 02:20:13,439
4472
02:20:13,439 --> 02:20:15,200
4473
02:20:15,200 --> 02:20:17,319
4474
02:20:17,319 --> 02:20:19,080
4475
02:20:19,080 --> 02:20:21,240
4476
02:20:21,240 --> 02:20:23,240
4477
02:20:23,240 --> 02:20:24,960
4478
02:20:24,960 --> 02:20:27,040
4479
02:20:27,040 --> 02:20:29,520
4480
02:20:29,520 --> 02:20:31,120
4481
02:20:31,120 --> 02:20:33,040
4482
02:20:33,040 --> 02:20:35,160
4483
02:20:35,160 --> 02:20:37,080
4484
02:20:37,080 --> 02:20:38,640
4485
02:20:38,640 --> 02:20:40,280
4486
02:20:40,280 --> 02:20:42,200
4487
02:20:42,200 --> 02:20:44,200
4488
02:20:44,200 --> 02:20:45,840
4489
02:20:45,840 --> 02:20:47,920
4490
02:20:47,920 --> 02:20:49,439
4491
02:20:49,439 --> 02:20:51,359
4492
02:20:51,359 --> 02:20:53,439
4493
02:20:53,439 --> 02:20:55,040
4494
02:20:55,040 --> 02:20:57,280
4495
02:20:57,280 --> 02:20:58,920
4496
02:20:58,920 --> 02:21:00,960
4497
02:21:00,960 --> 02:21:02,800
4498
02:21:02,800 --> 02:21:04,720
4499
02:21:04,720 --> 02:21:07,200
4500
02:21:07,200 --> 02:21:09,359
4501
02:21:09,359 --> 02:21:10,760
4502
02:21:10,760 --> 02:21:13,040
4503
02:21:13,040 --> 02:21:14,720
4504
02:21:14,720 --> 02:21:16,800
4505
02:21:16,800 --> 02:21:19,080
4506
02:21:19,080 --> 02:21:20,840
4507
02:21:20,840 --> 02:21:22,720
4508
02:21:22,720 --> 02:21:24,319
4509
02:21:24,319 --> 02:21:26,319
4510
02:21:26,319 --> 02:21:28,439
4511
02:21:28,439 --> 02:21:30,760
4512
02:21:30,760 --> 02:21:32,720
4513
02:21:32,720 --> 02:21:34,760
4514
02:21:34,760 --> 02:21:36,920
4515
02:21:36,920 --> 02:21:38,640
4516
02:21:38,640 --> 02:21:40,000
4517
02:21:40,000 --> 02:21:41,439
4518
02:21:41,439 --> 02:21:43,520
4519
02:21:43,520 --> 02:21:45,000
4520
02:21:45,000 --> 02:21:46,720
4521
02:21:46,720 --> 02:21:48,479
4522
02:21:48,479 --> 02:21:50,319
4523
02:21:50,319 --> 02:21:52,359
4524
02:21:52,359 --> 02:21:53,840
4525
02:21:53,840 --> 02:21:55,640
4526
02:21:55,640 --> 02:21:57,760
4527
02:21:57,760 --> 02:21:59,760
4528
02:21:59,760 --> 02:22:01,760
4529
02:22:01,760 --> 02:22:03,800
4530
02:22:03,800 --> 02:22:05,520
4531
02:22:05,520 --> 02:22:07,120
4532
02:22:07,120 --> 02:22:08,800
4533
02:22:08,800 --> 02:22:11,080
4534
02:22:11,080 --> 02:22:13,399
4535
02:22:13,399 --> 02:22:15,560
4536
02:22:15,560 --> 02:22:17,640
4537
02:22:17,640 --> 02:22:19,319
4538
02:22:19,319 --> 02:22:20,800
4539
02:22:20,800 --> 02:22:22,840
4540
02:22:22,840 --> 02:22:25,240
4541
02:22:25,240 --> 02:22:27,439
4542
02:22:27,439 --> 02:22:29,800
4543
02:22:29,800 --> 02:22:31,600
4544
02:22:31,600 --> 02:22:33,760
4545
02:22:33,760 --> 02:22:35,720
4546
02:22:35,720 --> 02:22:37,640
4547
02:22:37,640 --> 02:22:39,720
4548
02:22:39,720 --> 02:22:41,160
4549
02:22:41,160 --> 02:22:43,240
4550
02:22:43,240 --> 02:22:44,800
4551
02:22:44,800 --> 02:22:47,600
4552
02:22:47,600 --> 02:22:49,680
4553
02:22:49,680 --> 02:22:51,240
4554
02:22:51,240 --> 02:22:52,720
4555
02:22:52,720 --> 02:22:54,680
4556
02:22:54,680 --> 02:22:56,600
4557
02:22:56,600 --> 02:22:58,280
4558
02:22:58,280 --> 02:23:00,439
4559
02:23:00,439 --> 02:23:01,920
4560
02:23:01,920 --> 02:23:03,479
4561
02:23:03,479 --> 02:23:05,000
4562
02:23:05,000 --> 02:23:06,640
4563
02:23:06,640 --> 02:23:08,000
4564
02:23:08,000 --> 02:23:09,760
4565
02:23:09,760 --> 02:23:11,280
4566
02:23:11,280 --> 02:23:13,399
4567
02:23:13,399 --> 02:23:15,640
4568
02:23:15,640 --> 02:23:17,279
4569
02:23:17,279 --> 02:23:18,840
4570
02:23:18,840 --> 02:23:20,560
4571
02:23:20,560 --> 02:23:22,800
4572
02:23:22,800 --> 02:23:24,920
4573
02:23:24,920 --> 02:23:26,560
4574
02:23:26,560 --> 02:23:28,160
4575
02:23:28,160 --> 02:23:29,760
4576
02:23:29,760 --> 02:23:31,520
4577
02:23:31,520 --> 02:23:33,279
4578
02:23:33,279 --> 02:23:35,200
4579
02:23:35,200 --> 02:23:36,720
4580
02:23:36,720 --> 02:23:38,399
4581
02:23:38,399 --> 02:23:40,080
4582
02:23:40,080 --> 02:23:42,319
4583
02:23:42,319 --> 02:23:44,640
4584
02:23:44,640 --> 02:23:46,760
4585
02:23:46,760 --> 02:23:48,800
4586
02:23:48,800 --> 02:23:50,520
4587
02:23:50,520 --> 02:23:52,200
4588
02:23:52,200 --> 02:23:54,200
4589
02:23:54,200 --> 02:23:56,080
4590
02:23:56,080 --> 02:23:57,640
4591
02:23:57,640 --> 02:23:59,800
4592
02:23:59,800 --> 02:24:01,120
4593
02:24:01,120 --> 02:24:02,439
4594
02:24:02,439 --> 02:24:04,840
4595
02:24:04,840 --> 02:24:06,880
4596
02:24:06,880 --> 02:24:09,120
4597
02:24:09,120 --> 02:24:11,720
4598
02:24:11,720 --> 02:24:13,520
4599
02:24:13,520 --> 02:24:15,680
4600
02:24:15,680 --> 02:24:17,120
4601
02:24:17,120 --> 02:24:19,040
4602
02:24:19,040 --> 02:24:21,279
4603
02:24:21,279 --> 02:24:23,040
4604
02:24:23,040 --> 02:24:24,880
4605
02:24:24,880 --> 02:24:26,720
4606
02:24:26,720 --> 02:24:28,840
4607
02:24:28,840 --> 02:24:30,840
4608
02:24:30,840 --> 02:24:33,800
4609
02:24:33,800 --> 02:24:36,120
4610
02:24:36,120 --> 02:24:38,359
4611
02:24:38,359 --> 02:24:40,479
4612
02:24:40,479 --> 02:24:42,359
4613
02:24:42,359 --> 02:24:44,040
4614
02:24:44,040 --> 02:24:45,760
4615
02:24:45,760 --> 02:24:47,279
4616
02:24:47,279 --> 02:24:49,120
4617
02:24:49,120 --> 02:24:51,160
4618
02:24:51,160 --> 02:24:53,120
4619
02:24:53,120 --> 02:24:54,880
4620
02:24:54,880 --> 02:24:56,520
4621
02:24:56,520 --> 02:24:58,479
4622
02:24:58,479 --> 02:25:00,240
4623
02:25:00,240 --> 02:25:01,880
4624
02:25:01,880 --> 02:25:03,920
4625
02:25:03,920 --> 02:25:06,040
4626
02:25:06,040 --> 02:25:08,600
4627
02:25:08,600 --> 02:25:10,479
4628
02:25:10,479 --> 02:25:12,040
4629
02:25:12,040 --> 02:25:13,120
4630
02:25:13,120 --> 02:25:14,760
4631
02:25:14,760 --> 02:25:16,560
4632
02:25:16,560 --> 02:25:18,399
4633
02:25:18,399 --> 02:25:20,080
4634
02:25:20,080 --> 02:25:22,080
4635
02:25:22,080 --> 02:25:24,120
4636
02:25:24,120 --> 02:25:26,080
4637
02:25:26,080 --> 02:25:28,040
4638
02:25:28,040 --> 02:25:30,120
4639
02:25:30,120 --> 02:25:31,880
4640
02:25:31,880 --> 02:25:33,840
4641
02:25:33,840 --> 02:25:36,080
4642
02:25:36,080 --> 02:25:38,279
4643
02:25:38,279 --> 02:25:40,200
4644
02:25:40,200 --> 02:25:42,000
4645
02:25:42,000 --> 02:25:43,800
4646
02:25:43,800 --> 02:25:45,240
4647
02:25:45,240 --> 02:25:46,960
4648
02:25:46,960 --> 02:25:49,000
4649
02:25:49,000 --> 02:25:50,520
4650
02:25:50,520 --> 02:25:51,960
4651
02:25:51,960 --> 02:25:54,080
4652
02:25:54,080 --> 02:25:56,120
4653
02:25:56,120 --> 02:25:57,920
4654
02:25:57,920 --> 02:26:00,720
4655
02:26:00,720 --> 02:26:02,760
4656
02:26:02,760 --> 02:26:05,359
4657
02:26:05,359 --> 02:26:07,880
4658
02:26:07,880 --> 02:26:10,800
4659
02:26:10,800 --> 02:26:12,359
4660
02:26:12,359 --> 02:26:15,160
4661
02:26:15,160 --> 02:26:17,319
4662
02:26:17,319 --> 02:26:19,000
4663
02:26:19,000 --> 02:26:21,200
4664
02:26:21,200 --> 02:26:23,200
4665
02:26:23,200 --> 02:26:25,640
4666
02:26:25,640 --> 02:26:27,479
4667
02:26:27,479 --> 02:26:29,399
4668
02:26:29,399 --> 02:26:31,760
4669
02:26:31,760 --> 02:26:33,680
4670
02:26:33,680 --> 02:26:35,720
4671
02:26:35,720 --> 02:26:38,960
4672
02:26:38,960 --> 02:26:40,560
4673
02:26:40,560 --> 02:26:42,319
4674
02:26:42,319 --> 02:26:44,120
4675
02:26:44,120 --> 02:26:45,920
4676
02:26:45,920 --> 02:26:47,760
4677
02:26:47,760 --> 02:26:50,240
4678
02:26:50,240 --> 02:26:51,800
4679
02:26:51,800 --> 02:26:54,319
4680
02:26:54,319 --> 02:26:55,880
4681
02:26:55,880 --> 02:26:58,080
4682
02:26:58,080 --> 02:26:59,880
4683
02:26:59,880 --> 02:27:01,520
4684
02:27:01,520 --> 02:27:03,520
4685
02:27:03,520 --> 02:27:04,920
4686
02:27:04,920 --> 02:27:07,000
4687
02:27:07,000 --> 02:27:09,160
4688
02:27:09,160 --> 02:27:11,399
4689
02:27:11,399 --> 02:27:13,720
4690
02:27:13,720 --> 02:27:15,640
4691
02:27:15,640 --> 02:27:17,120
4692
02:27:17,120 --> 02:27:18,960
4693
02:27:18,960 --> 02:27:21,160
4694
02:27:21,160 --> 02:27:23,160
4695
02:27:23,160 --> 02:27:25,160
4696
02:27:25,160 --> 02:27:27,439
4697
02:27:27,439 --> 02:27:29,279
4698
02:27:29,279 --> 02:27:31,279
4699
02:27:31,279 --> 02:27:34,560
4700
02:27:34,560 --> 02:27:36,960
4701
02:27:36,960 --> 02:27:38,439
4702
02:27:38,439 --> 02:27:40,200
4703
02:27:40,200 --> 02:27:42,319
4704
02:27:42,319 --> 02:27:44,520
4705
02:27:44,520 --> 02:27:46,040
4706
02:27:46,040 --> 02:27:48,240
4707
02:27:48,240 --> 02:27:51,000
4708
02:27:51,000 --> 02:27:52,880
4709
02:27:52,880 --> 02:27:55,200
4710
02:27:55,200 --> 02:27:57,040
4711
02:27:57,040 --> 02:27:58,920
4712
02:27:58,920 --> 02:28:00,640
4713
02:28:00,640 --> 02:28:02,200
4714
02:28:02,200 --> 02:28:04,160
4715
02:28:04,160 --> 02:28:06,000
4716
02:28:06,000 --> 02:28:08,160
4717
02:28:08,160 --> 02:28:11,160
4718
02:28:11,160 --> 02:28:12,880
4719
02:28:12,880 --> 02:28:14,600
4720
02:28:14,600 --> 02:28:16,439
4721
02:28:16,439 --> 02:28:18,200
4722
02:28:18,200 --> 02:28:20,319
4723
02:28:20,319 --> 02:28:22,640
4724
02:28:22,640 --> 02:28:24,920
4725
02:28:24,920 --> 02:28:26,640
4726
02:28:26,640 --> 02:28:28,479
4727
02:28:28,479 --> 02:28:30,080
4728
02:28:30,080 --> 02:28:31,800
4729
02:28:31,800 --> 02:28:33,560
4730
02:28:33,560 --> 02:28:36,279
4731
02:28:36,279 --> 02:28:38,840
4732
02:28:38,840 --> 02:28:40,720
4733
02:28:40,720 --> 02:28:42,920
4734
02:28:42,920 --> 02:28:45,160
4735
02:28:45,160 --> 02:28:46,800
4736
02:28:46,800 --> 02:28:49,000
4737
02:28:49,000 --> 02:28:50,880
4738
02:28:50,880 --> 02:28:52,880
4739
02:28:52,880 --> 02:28:54,720
4740
02:28:54,720 --> 02:28:56,319
4741
02:28:56,319 --> 02:28:57,960
4742
02:28:57,960 --> 02:28:59,840
4743
02:28:59,840 --> 02:29:01,319
4744
02:29:01,319 --> 02:29:03,279
4745
02:29:03,279 --> 02:29:05,479
4746
02:29:05,479 --> 02:29:08,399
4747
02:29:08,399 --> 02:29:11,439
4748
02:29:11,439 --> 02:29:13,720
4749
02:29:13,720 --> 02:29:15,960
4750
02:29:15,960 --> 02:29:17,840
4751
02:29:17,840 --> 02:29:20,080
4752
02:29:20,080 --> 02:29:22,200
4753
02:29:22,200 --> 02:29:23,640
4754
02:29:23,640 --> 02:29:25,439
4755
02:29:25,439 --> 02:29:27,319
4756
02:29:27,319 --> 02:29:29,240
4757
02:29:29,240 --> 02:29:30,680
4758
02:29:30,680 --> 02:29:32,680
4759
02:29:32,680 --> 02:29:34,800
4760
02:29:34,800 --> 02:29:36,520
4761
02:29:36,520 --> 02:29:38,840
4762
02:29:38,840 --> 02:29:40,520
4763
02:29:40,520 --> 02:29:42,399
4764
02:29:42,399 --> 02:29:43,880
4765
02:29:43,880 --> 02:29:45,760
4766
02:29:45,760 --> 02:29:46,960
4767
02:29:46,960 --> 02:29:48,840
4768
02:29:48,840 --> 02:29:51,319
4769
02:29:51,319 --> 02:29:53,520
4770
02:29:53,520 --> 02:29:55,240
4771
02:29:55,240 --> 02:29:56,479
4772
02:29:56,479 --> 02:29:58,240
4773
02:29:58,240 --> 02:30:00,880
4774
02:30:00,880 --> 02:30:02,800
4775
02:30:02,800 --> 02:30:04,359
4776
02:30:04,359 --> 02:30:06,319
4777
02:30:06,319 --> 02:30:08,040
4778
02:30:08,040 --> 02:30:09,640
4779
02:30:09,640 --> 02:30:11,880
4780
02:30:11,880 --> 02:30:13,800
4781
02:30:13,800 --> 02:30:15,920
4782
02:30:15,920 --> 02:30:17,880
4783
02:30:17,880 --> 02:30:19,479
4784
02:30:19,479 --> 02:30:20,920
4785
02:30:20,920 --> 02:30:22,800
4786
02:30:22,800 --> 02:30:25,200
4787
02:30:25,200 --> 02:30:27,600
4788
02:30:27,600 --> 02:30:30,359
4789
02:30:30,359 --> 02:30:32,240
4790
02:30:32,240 --> 02:30:34,200
4791
02:30:34,200 --> 02:30:35,960
4792
02:30:35,960 --> 02:30:37,720
4793
02:30:37,720 --> 02:30:40,160
4794
02:30:40,160 --> 02:30:42,279
4795
02:30:42,279 --> 02:30:44,359
4796
02:30:44,359 --> 02:30:46,439
4797
02:30:46,439 --> 02:30:48,120
4798
02:30:48,120 --> 02:30:49,720
4799
02:30:49,720 --> 02:30:52,240
4800
02:30:52,240 --> 02:30:54,200
4801
02:30:54,200 --> 02:30:56,359
4802
02:30:56,359 --> 02:30:58,040
4803
02:30:58,040 --> 02:30:59,920
4804
02:30:59,920 --> 02:31:01,800
4805
02:31:01,800 --> 02:31:03,680
4806
02:31:03,680 --> 02:31:05,800
4807
02:31:05,800 --> 02:31:07,479
4808
02:31:07,479 --> 02:31:09,640
4809
02:31:09,640 --> 02:31:11,319
4810
02:31:11,319 --> 02:31:13,399
4811
02:31:13,399 --> 02:31:15,560
4812
02:31:15,560 --> 02:31:17,439
4813
02:31:17,439 --> 02:31:19,720
4814
02:31:19,720 --> 02:31:21,040
4815
02:31:21,040 --> 02:31:22,960
4816
02:31:22,960 --> 02:31:25,080
4817
02:31:25,080 --> 02:31:26,520
4818
02:31:26,520 --> 02:31:28,680
4819
02:31:28,680 --> 02:31:30,680
4820
02:31:30,680 --> 02:31:32,359
4821
02:31:32,359 --> 02:31:34,080
4822
02:31:34,080 --> 02:31:36,359
4823
02:31:36,359 --> 02:31:38,160
4824
02:31:38,160 --> 02:31:40,160
4825
02:31:40,160 --> 02:31:41,640
4826
02:31:41,640 --> 02:31:43,399
4827
02:31:43,399 --> 02:31:45,479
4828
02:31:45,479 --> 02:31:47,399
4829
02:31:47,399 --> 02:31:49,680
4830
02:31:49,680 --> 02:31:51,240
4831
02:31:51,240 --> 02:31:53,120
4832
02:31:53,120 --> 02:31:54,920
4833
02:31:54,920 --> 02:31:57,000
4834
02:31:57,000 --> 02:31:58,840
4835
02:31:58,840 --> 02:32:00,240
4836
02:32:00,240 --> 02:32:01,760
4837
02:32:01,760 --> 02:32:03,880
4838
02:32:03,880 --> 02:32:06,080
4839
02:32:06,080 --> 02:32:07,720
4840
02:32:07,720 --> 02:32:09,520
4841
02:32:09,520 --> 02:32:11,359
4842
02:32:11,359 --> 02:32:13,160
4843
02:32:13,160 --> 02:32:15,240
4844
02:32:15,240 --> 02:32:17,240
4845
02:32:17,240 --> 02:32:19,279
4846
02:32:19,279 --> 02:32:21,319
4847
02:32:21,319 --> 02:32:23,240
4848
02:32:23,240 --> 02:32:25,200
4849
02:32:25,200 --> 02:32:26,880
4850
02:32:26,880 --> 02:32:28,399
4851
02:32:28,399 --> 02:32:30,520
4852
02:32:30,520 --> 02:32:32,200
4853
02:32:32,200 --> 02:32:33,960
4854
02:32:33,960 --> 02:32:35,640
4855
02:32:35,640 --> 02:32:38,120
4856
02:32:38,120 --> 02:32:39,520
4857
02:32:39,520 --> 02:32:41,120
4858
02:32:41,120 --> 02:32:42,760
4859
02:32:42,760 --> 02:32:44,279
4860
02:32:44,279 --> 02:32:46,200
4861
02:32:46,200 --> 02:32:47,920
4862
02:32:47,920 --> 02:32:49,439
4863
02:32:49,439 --> 02:32:51,000
4864
02:32:51,000 --> 02:32:53,120
4865
02:32:53,120 --> 02:32:55,000
4866
02:32:55,000 --> 02:32:56,680
4867
02:32:56,680 --> 02:32:58,520
4868
02:32:58,520 --> 02:33:00,880
4869
02:33:00,880 --> 02:33:02,840
4870
02:33:02,840 --> 02:33:04,680
4871
02:33:04,680 --> 02:33:06,439
4872
02:33:06,439 --> 02:33:07,840
4873
02:33:07,840 --> 02:33:09,880
4874
02:33:09,880 --> 02:33:11,439
4875
02:33:11,439 --> 02:33:13,040
4876
02:33:13,040 --> 02:33:14,840
4877
02:33:14,840 --> 02:33:16,560
4878
02:33:16,560 --> 02:33:18,760
4879
02:33:18,760 --> 02:33:21,080
4880
02:33:21,080 --> 02:33:23,640
4881
02:33:23,640 --> 02:33:25,840
4882
02:33:25,840 --> 02:33:27,960
4883
02:33:27,960 --> 02:33:30,080
4884
02:33:30,080 --> 02:33:31,800
4885
02:33:31,800 --> 02:33:34,000
4886
02:33:34,000 --> 02:33:35,880
4887
02:33:35,880 --> 02:33:38,479
4888
02:33:38,960 --> 02:33:41,359
4889
02:33:41,359 --> 02:33:43,120
4890
02:33:43,120 --> 02:33:45,120
4891
02:33:45,120 --> 02:33:47,160
4892
02:33:47,160 --> 02:33:48,359
4893
02:33:48,359 --> 02:33:50,240
4894
02:33:50,240 --> 02:33:52,160
4895
02:33:52,160 --> 02:33:53,920
4896
02:33:53,920 --> 02:33:56,120
4897
02:33:56,120 --> 02:33:57,920
4898
02:33:57,920 --> 02:34:00,319
4899
02:34:00,319 --> 02:34:02,319
4900
02:34:02,319 --> 02:34:03,960
4901
02:34:03,960 --> 02:34:06,200
4902
02:34:06,200 --> 02:34:08,200
4903
02:34:08,200 --> 02:34:10,359
4904
02:34:10,359 --> 02:34:12,279
4905
02:34:12,279 --> 02:34:13,760
4906
02:34:13,760 --> 02:34:15,319
4907
02:34:15,319 --> 02:34:17,120
4908
02:34:17,120 --> 02:34:19,200
4909
02:34:19,200 --> 02:34:20,880
4910
02:34:20,880 --> 02:34:22,880
4911
02:34:22,880 --> 02:34:24,439
4912
02:34:24,439 --> 02:34:26,439
4913
02:34:26,439 --> 02:34:28,840
4914
02:34:28,840 --> 02:34:30,680
4915
02:34:30,680 --> 02:34:32,880
4916
02:34:32,880 --> 02:34:35,520
4917
02:34:35,520 --> 02:34:37,200
4918
02:34:37,200 --> 02:34:39,040
4919
02:34:39,040 --> 02:34:40,960
4920
02:34:40,960 --> 02:34:43,279
4921
02:34:43,279 --> 02:34:45,240
4922
02:34:45,240 --> 02:34:47,479
4923
02:34:47,479 --> 02:34:49,160
4924
02:34:49,160 --> 02:34:50,640
4925
02:34:50,640 --> 02:34:52,560
4926
02:34:52,560 --> 02:34:54,439
4927
02:34:54,439 --> 02:34:55,920
4928
02:34:55,920 --> 02:34:57,840
4929
02:34:57,840 --> 02:35:00,359
4930
02:35:00,359 --> 02:35:02,000
4931
02:35:02,000 --> 02:35:03,800
4932
02:35:03,800 --> 02:35:05,240
4933
02:35:05,240 --> 02:35:08,200
4934
02:35:08,200 --> 02:35:10,200
4935
02:35:10,200 --> 02:35:11,359
4936
02:35:11,359 --> 02:35:13,040
4937
02:35:13,040 --> 02:35:15,279
4938
02:35:15,279 --> 02:35:17,840
4939
02:35:17,840 --> 02:35:19,399
4940
02:35:19,399 --> 02:35:21,520
4941
02:35:21,520 --> 02:35:24,319
4942
02:35:24,319 --> 02:35:25,920
4943
02:35:25,920 --> 02:35:28,160
4944
02:35:28,160 --> 02:35:30,040
4945
02:35:30,040 --> 02:35:32,080
4946
02:35:32,080 --> 02:35:33,760
4947
02:35:33,760 --> 02:35:35,920
4948
02:35:35,920 --> 02:35:37,760
4949
02:35:37,760 --> 02:35:39,840
4950
02:35:39,840 --> 02:35:41,399
4951
02:35:41,399 --> 02:35:43,680
4952
02:35:43,680 --> 02:35:45,800
4953
02:35:45,800 --> 02:35:48,880
4954
02:35:48,880 --> 02:35:50,680
4955
02:35:50,680 --> 02:35:52,479
4956
02:35:52,479 --> 02:35:54,720
4957
02:35:54,720 --> 02:35:56,439
4958
02:35:56,439 --> 02:35:58,399
4959
02:35:58,399 --> 02:36:00,399
4960
02:36:00,399 --> 02:36:02,080
4961
02:36:02,080 --> 02:36:03,399
4962
02:36:03,399 --> 02:36:05,200
4963
02:36:05,200 --> 02:36:07,640
4964
02:36:07,640 --> 02:36:09,399
4965
02:36:09,399 --> 02:36:12,080
4966
02:36:12,080 --> 02:36:14,319
4967
02:36:14,319 --> 02:36:16,560
4968
02:36:16,560 --> 02:36:17,880
4969
02:36:17,880 --> 02:36:20,080
4970
02:36:20,080 --> 02:36:21,680
4971
02:36:21,680 --> 02:36:23,920
4972
02:36:23,920 --> 02:36:25,880
4973
02:36:25,880 --> 02:36:27,439
4974
02:36:27,439 --> 02:36:30,000
4975
02:36:30,000 --> 02:36:32,279
4976
02:36:32,279 --> 02:36:35,000
4977
02:36:35,000 --> 02:36:36,640
4978
02:36:36,640 --> 02:36:38,680
4979
02:36:38,680 --> 02:36:40,040
4980
02:36:40,040 --> 02:36:41,880
4981
02:36:41,880 --> 02:36:44,120
4982
02:36:44,120 --> 02:36:46,200
4983
02:36:46,200 --> 02:36:47,600
4984
02:36:47,600 --> 02:36:49,640
4985
02:36:49,640 --> 02:36:52,160
4986
02:36:52,160 --> 02:36:53,920
4987
02:36:53,920 --> 02:36:55,720
4988
02:36:55,720 --> 02:36:57,560
4989
02:36:57,560 --> 02:36:59,720
4990
02:36:59,720 --> 02:37:02,319
4991
02:37:02,319 --> 02:37:03,920
4992
02:37:03,920 --> 02:37:05,319
4993
02:37:05,319 --> 02:37:07,240
4994
02:37:07,240 --> 02:37:08,800
4995
02:37:08,800 --> 02:37:11,000
4996
02:37:11,000 --> 02:37:12,880
4997
02:37:12,880 --> 02:37:14,319
4998
02:37:14,319 --> 02:37:16,279
4999
02:37:16,279 --> 02:37:17,920
5000
02:37:17,920 --> 02:37:20,000
5001
02:37:20,000 --> 02:37:22,319
5002
02:37:22,319 --> 02:37:23,880
5003
02:37:23,880 --> 02:37:26,160
5004
02:37:26,160 --> 02:37:28,439
5005
02:37:28,439 --> 02:37:30,520
5006
02:37:30,520 --> 02:37:32,279
5007
02:37:32,279 --> 02:37:34,359
5008
02:37:34,359 --> 02:37:36,240
5009
02:37:36,240 --> 02:37:37,880
5010
02:37:37,880 --> 02:37:39,800
5011
02:37:39,800 --> 02:37:42,000
5012
02:37:42,000 --> 02:37:44,000
5013
02:37:44,000 --> 02:37:45,920
5014
02:37:45,920 --> 02:37:47,520
5015
02:37:47,520 --> 02:37:49,120
5016
02:37:49,120 --> 02:37:51,160
5017
02:37:51,160 --> 02:37:53,160
5018
02:37:53,160 --> 02:37:55,359
5019
02:37:55,359 --> 02:37:57,680
5020
02:37:57,680 --> 02:37:59,720
5021
02:37:59,720 --> 02:38:02,319
5022
02:38:02,319 --> 02:38:04,840
5023
02:38:04,840 --> 02:38:06,720
5024
02:38:06,720 --> 02:38:08,720
5025
02:38:08,720 --> 02:38:10,560
5026
02:38:10,560 --> 02:38:12,479
5027
02:38:12,479 --> 02:38:14,760
5028
02:38:14,760 --> 02:38:17,399
5029
02:38:17,399 --> 02:38:19,640
5030
02:38:19,640 --> 02:38:21,279
5031
02:38:21,279 --> 02:38:23,560
5032
02:38:23,560 --> 02:38:24,840
5033
02:38:24,840 --> 02:38:26,640
5034
02:38:26,640 --> 02:38:28,920
5035
02:38:28,920 --> 02:38:30,800
5036
02:38:30,800 --> 02:38:32,359
5037
02:38:32,359 --> 02:38:34,880
5038
02:38:34,880 --> 02:38:36,880
5039
02:38:36,880 --> 02:38:38,680
5040
02:38:38,680 --> 02:38:40,439
5041
02:38:40,439 --> 02:38:42,680
5042
02:38:42,680 --> 02:38:44,520
5043
02:38:44,520 --> 02:38:46,479
5044
02:38:46,479 --> 02:38:48,399
5045
02:38:48,399 --> 02:38:50,000
5046
02:38:50,000 --> 02:38:52,040
5047
02:38:52,040 --> 02:38:53,880
5048
02:38:53,880 --> 02:38:55,680
5049
02:38:55,680 --> 02:38:57,520
5050
02:38:57,520 --> 02:39:00,200
5051
02:39:00,200 --> 02:39:01,439
5052
02:39:01,439 --> 02:39:03,200
5053
02:39:03,200 --> 02:39:05,720
5054
02:39:05,720 --> 02:39:07,520
5055
02:39:07,520 --> 02:39:09,319
5056
02:39:09,319 --> 02:39:11,040
5057
02:39:11,040 --> 02:39:13,240
5058
02:39:13,240 --> 02:39:15,080
5059
02:39:15,080 --> 02:39:17,880
5060
02:39:17,880 --> 02:39:20,000
5061
02:39:20,000 --> 02:39:22,160
5062
02:39:22,160 --> 02:39:24,120
5063
02:39:24,120 --> 02:39:26,560
5064
02:39:26,560 --> 02:39:28,439
5065
02:39:28,439 --> 02:39:31,279
5066
02:39:31,279 --> 02:39:34,359
5067
02:39:34,359 --> 02:39:35,880
5068
02:39:35,880 --> 02:39:38,040
5069
02:39:38,040 --> 02:39:39,800
5070
02:39:39,800 --> 02:39:41,880
5071
02:39:41,880 --> 02:39:44,000
5072
02:39:44,000 --> 02:39:46,120
5073
02:39:46,120 --> 02:39:48,359
5074
02:39:48,359 --> 02:39:50,080
5075
02:39:50,080 --> 02:39:51,920
5076
02:39:51,920 --> 02:39:53,240
5077
02:39:53,240 --> 02:39:54,920
5078
02:39:54,920 --> 02:39:57,120
5079
02:39:57,120 --> 02:39:58,840
5080
02:39:58,840 --> 02:40:00,960
5081
02:40:00,960 --> 02:40:02,960
5082
02:40:02,960 --> 02:40:04,720
5083
02:40:04,720 --> 02:40:06,720
5084
02:40:06,720 --> 02:40:08,720
5085
02:40:08,720 --> 02:40:10,920
5086
02:40:10,920 --> 02:40:12,960
5087
02:40:12,960 --> 02:40:14,319
5088
02:40:14,319 --> 02:40:15,880
5089
02:40:15,880 --> 02:40:17,520
5090
02:40:17,520 --> 02:40:19,840
5091
02:40:19,840 --> 02:40:21,840
5092
02:40:21,840 --> 02:40:23,760
5093
02:40:23,760 --> 02:40:25,520
5094
02:40:25,520 --> 02:40:27,760
5095
02:40:27,760 --> 02:40:29,960
5096
02:40:29,960 --> 02:40:31,399
5097
02:40:31,399 --> 02:40:33,600
5098
02:40:33,600 --> 02:40:35,760
5099
02:40:35,760 --> 02:40:37,479
5100
02:40:37,479 --> 02:40:39,120
5101
02:40:39,120 --> 02:40:41,399
5102
02:40:41,399 --> 02:40:43,640
5103
02:40:43,640 --> 02:40:45,640
5104
02:40:45,640 --> 02:40:47,160
5105
02:40:47,160 --> 02:40:48,960
5106
02:40:48,960 --> 02:40:50,479
5107
02:40:50,479 --> 02:40:52,600
5108
02:40:52,600 --> 02:40:54,319
5109
02:40:54,319 --> 02:40:56,200
5110
02:40:56,200 --> 02:40:58,279
5111
02:40:58,279 --> 02:41:00,359
5112
02:41:00,359 --> 02:41:02,240
5113
02:41:02,240 --> 02:41:04,479
5114
02:41:04,479 --> 02:41:06,240
5115
02:41:06,240 --> 02:41:08,439
5116
02:41:08,439 --> 02:41:10,720
5117
02:41:10,720 --> 02:41:12,479
5118
02:41:12,479 --> 02:41:13,960
5119
02:41:13,960 --> 02:41:15,600
5120
02:41:15,600 --> 02:41:17,720
5121
02:41:17,720 --> 02:41:19,560
5122
02:41:19,560 --> 02:41:21,600
5123
02:41:21,600 --> 02:41:23,720
5124
02:41:23,720 --> 02:41:25,600
5125
02:41:25,600 --> 02:41:27,640
5126
02:41:27,640 --> 02:41:30,680
5127
02:41:30,680 --> 02:41:32,479
5128
02:41:32,479 --> 02:41:34,680
5129
02:41:34,680 --> 02:41:36,760
5130
02:41:36,760 --> 02:41:39,160
5131
02:41:39,160 --> 02:41:41,520
5132
02:41:41,520 --> 02:41:43,720
5133
02:41:43,720 --> 02:41:45,600
5134
02:41:45,600 --> 02:41:47,200
5135
02:41:47,200 --> 02:41:49,359
5136
02:41:49,359 --> 02:41:51,160
5137
02:41:51,160 --> 02:41:53,160
5138
02:41:53,160 --> 02:41:55,000
5139
02:41:55,000 --> 02:41:56,960
5140
02:41:56,960 --> 02:41:58,760
5141
02:41:58,760 --> 02:42:00,800
5142
02:42:00,800 --> 02:42:02,520
5143
02:42:02,520 --> 02:42:04,279
5144
02:42:04,279 --> 02:42:05,800
5145
02:42:05,800 --> 02:42:07,800
5146
02:42:07,800 --> 02:42:09,800
5147
02:42:09,800 --> 02:42:11,560
5148
02:42:11,560 --> 02:42:12,920
5149
02:42:12,920 --> 02:42:14,439
5150
02:42:14,439 --> 02:42:16,279
5151
02:42:16,279 --> 02:42:18,000
5152
02:42:18,000 --> 02:42:20,680
5153
02:42:20,680 --> 02:42:23,000
5154
02:42:23,000 --> 02:42:24,240
5155
02:42:24,240 --> 02:42:25,920
5156
02:42:25,920 --> 02:42:27,640
5157
02:42:27,640 --> 02:42:29,279
5158
02:42:29,279 --> 02:42:31,479
5159
02:42:31,479 --> 02:42:33,960
5160
02:42:33,960 --> 02:42:36,479
5161
02:42:36,479 --> 02:42:38,479
5162
02:42:38,479 --> 02:42:40,279
5163
02:42:40,279 --> 02:42:42,359
5164
02:42:42,359 --> 02:42:44,560
5165
02:42:44,560 --> 02:42:46,880
5166
02:42:46,880 --> 02:42:48,479
5167
02:42:48,479 --> 02:42:50,200
5168
02:42:50,200 --> 02:42:52,120
5169
02:42:52,120 --> 02:42:54,880
5170
02:42:54,880 --> 02:42:56,600
5171
02:42:56,600 --> 02:42:59,399
5172
02:42:59,399 --> 02:43:00,880
5173
02:43:00,880 --> 02:43:03,120
5174
02:43:03,120 --> 02:43:05,160
5175
02:43:05,160 --> 02:43:07,000
5176
02:43:07,000 --> 02:43:09,560
5177
02:43:09,560 --> 02:43:11,560
5178
02:43:11,560 --> 02:43:13,680
5179
02:43:13,680 --> 02:43:15,359
5180
02:43:15,359 --> 02:43:17,520
5181
02:43:17,520 --> 02:43:19,399
5182
02:43:19,399 --> 02:43:22,439
5183
02:43:22,439 --> 02:43:24,800
5184
02:43:24,800 --> 02:43:26,399
5185
02:43:26,399 --> 02:43:28,040
5186
02:43:28,040 --> 02:43:30,160
5187
02:43:30,160 --> 02:43:32,600
5188
02:43:32,600 --> 02:43:34,680
5189
02:43:34,680 --> 02:43:36,720
5190
02:43:36,720 --> 02:43:39,359
5191
02:43:39,359 --> 02:43:40,840
5192
02:43:40,840 --> 02:43:42,840
5193
02:43:42,840 --> 02:43:45,240
5194
02:43:45,240 --> 02:43:47,000
5195
02:43:47,000 --> 02:43:48,800
5196
02:43:48,800 --> 02:43:50,800
5197
02:43:50,800 --> 02:43:53,120
5198
02:43:53,120 --> 02:43:54,439
5199
02:43:54,439 --> 02:43:56,200
5200
02:43:56,200 --> 02:43:58,120
5201
02:43:58,120 --> 02:44:00,399
5202
02:44:00,399 --> 02:44:02,560
5203
02:44:02,560 --> 02:44:04,760
5204
02:44:04,760 --> 02:44:07,800
5205
02:44:07,800 --> 02:44:09,720
5206
02:44:09,720 --> 02:44:11,760
5207
02:44:11,760 --> 02:44:14,439
5208
02:44:14,439 --> 02:44:16,880
5209
02:44:16,880 --> 02:44:19,640
5210
02:44:19,640 --> 02:44:21,760
5211
02:44:21,760 --> 02:44:23,640
5212
02:44:23,640 --> 02:44:25,359
5213
02:44:25,359 --> 02:44:27,240
5214
02:44:27,240 --> 02:44:29,160
5215
02:44:29,160 --> 02:44:31,000
5216
02:44:31,000 --> 02:44:32,680
5217
02:44:32,680 --> 02:44:34,560
5218
02:44:34,560 --> 02:44:37,080
5219
02:44:37,080 --> 02:44:38,840
5220
02:44:38,840 --> 02:44:40,960
5221
02:44:40,960 --> 02:44:43,520
5222
02:44:43,520 --> 02:44:45,479
5223
02:44:45,479 --> 02:44:47,640
5224
02:44:47,640 --> 02:44:50,279
5225
02:44:50,279 --> 02:44:52,200
5226
02:44:52,200 --> 02:44:54,359
5227
02:44:54,359 --> 02:44:56,840
5228
02:44:56,840 --> 02:44:59,319
5229
02:44:59,319 --> 02:45:01,800
5230
02:45:01,800 --> 02:45:03,960
5231
02:45:03,960 --> 02:45:05,720
5232
02:45:05,720 --> 02:45:08,040
5233
02:45:08,040 --> 02:45:09,600
5234
02:45:09,600 --> 02:45:11,439
5235
02:45:11,439 --> 02:45:13,160
5236
02:45:13,160 --> 02:45:14,920
5237
02:45:14,920 --> 02:45:16,520
5238
02:45:16,520 --> 02:45:18,600
5239
02:45:18,600 --> 02:45:20,399
5240
02:45:20,399 --> 02:45:22,760
5241
02:45:22,760 --> 02:45:24,680
5242
02:45:24,680 --> 02:45:26,880
5243
02:45:26,880 --> 02:45:29,359
5244
02:45:29,359 --> 02:45:31,800
5245
02:45:31,800 --> 02:45:33,120
5246
02:45:33,120 --> 02:45:35,120
5247
02:45:35,120 --> 02:45:37,200
5248
02:45:37,200 --> 02:45:39,279
5249
02:45:39,279 --> 02:45:41,479
5250
02:45:41,479 --> 02:45:43,399
5251
02:45:43,399 --> 02:45:44,880
5252
02:45:44,880 --> 02:45:46,359
5253
02:45:46,359 --> 02:45:48,399
5254
02:45:48,399 --> 02:45:50,200
5255
02:45:50,200 --> 02:45:52,520
5256
02:45:52,520 --> 02:45:54,200
5257
02:45:54,200 --> 02:45:55,960
5258
02:45:55,960 --> 02:45:57,600
5259
02:45:57,600 --> 02:45:59,479
5260
02:45:59,479 --> 02:46:00,760
5261
02:46:00,760 --> 02:46:03,359
5262
02:46:03,359 --> 02:46:05,760
5263
02:46:05,760 --> 02:46:08,920
5264
02:46:08,920 --> 02:46:10,840
5265
02:46:10,840 --> 02:46:12,760
5266
02:46:12,760 --> 02:46:15,040
5267
02:46:15,040 --> 02:46:16,800
5268
02:46:16,800 --> 02:46:18,760
5269
02:46:18,760 --> 02:46:20,760
5270
02:46:20,760 --> 02:46:23,359
5271
02:46:23,359 --> 02:46:25,200
5272
02:46:25,200 --> 02:46:27,720
5273
02:46:27,720 --> 02:46:29,439
5274
02:46:29,439 --> 02:46:32,040
5275
02:46:32,040 --> 02:46:34,800
5276
02:46:34,800 --> 02:46:36,560
5277
02:46:36,560 --> 02:46:38,279
5278
02:46:38,279 --> 02:46:38,920
5279
02:46:38,920 --> 02:46:41,399
5280
02:46:41,399 --> 02:46:42,640
5281
02:46:42,640 --> 02:46:44,800
5282
02:46:44,800 --> 02:46:47,040
5283
02:46:47,040 --> 02:46:49,200
5284
02:46:49,200 --> 02:46:50,760
5285
02:46:50,760 --> 02:46:53,040
5286
02:46:53,040 --> 02:46:54,960
5287
02:46:54,960 --> 02:46:57,160
5288
02:46:57,160 --> 02:46:59,279
5289
02:46:59,279 --> 02:47:01,600
5290
02:47:01,600 --> 02:47:04,319
5291
02:47:04,319 --> 02:47:08,080
5292
02:47:08,080 --> 02:47:10,080
5293
02:47:10,080 --> 02:47:12,040
5294
02:47:12,040 --> 02:47:14,160
5295
02:47:14,160 --> 02:47:16,520
5296
02:47:16,520 --> 02:47:18,120
5297
02:47:18,120 --> 02:47:19,960
5298
02:47:19,960 --> 02:47:22,800
5299
02:47:22,800 --> 02:47:24,840
5300
02:47:24,840 --> 02:47:26,920
5301
02:47:26,920 --> 02:47:28,080
5302
02:47:28,080 --> 02:47:30,760
5303
02:47:30,760 --> 02:47:33,240
5304
02:47:33,240 --> 02:47:35,000
5305
02:47:35,000 --> 02:47:37,200
5306
02:47:37,200 --> 02:47:39,240
5307
02:47:39,240 --> 02:47:40,920
5308
02:47:40,920 --> 02:47:42,760
5309
02:47:42,760 --> 02:47:44,080
5310
02:47:44,080 --> 02:47:45,920
5311
02:47:45,920 --> 02:47:48,240
5312
02:47:48,240 --> 02:47:50,399
5313
02:47:50,399 --> 02:47:52,840
5314
02:47:52,840 --> 02:47:55,200
5315
02:47:55,200 --> 02:47:57,160
5316
02:47:57,160 --> 02:47:59,600
5317
02:47:59,600 --> 02:48:01,200
5318
02:48:01,200 --> 02:48:02,960
5319
02:48:02,960 --> 02:48:04,800
5320
02:48:04,800 --> 02:48:06,760
5321
02:48:06,760 --> 02:48:09,359
5322
02:48:09,359 --> 02:48:11,200
5323
02:48:11,200 --> 02:48:13,960
5324
02:48:13,960 --> 02:48:15,840
5325
02:48:15,840 --> 02:48:17,640
5326
02:48:17,640 --> 02:48:19,800
5327
02:48:19,800 --> 02:48:22,200
5328
02:48:22,200 --> 02:48:23,920
5329
02:48:23,920 --> 02:48:26,240
5330
02:48:26,240 --> 02:48:29,040
5331
02:48:29,040 --> 02:48:32,520
5332
02:48:32,520 --> 02:48:34,760
5333
02:48:34,760 --> 02:48:36,920
5334
02:48:36,920 --> 02:48:38,920
5335
02:48:38,920 --> 02:48:40,880
5336
02:48:40,880 --> 02:48:42,439
5337
02:48:42,439 --> 02:48:44,359
5338
02:48:44,359 --> 02:48:45,720
5339
02:48:45,720 --> 02:48:48,000
5340
02:48:48,000 --> 02:48:49,520
5341
02:48:49,520 --> 02:48:51,120
5342
02:48:51,120 --> 02:48:52,680
5343
02:48:52,680 --> 02:48:54,600
5344
02:48:54,600 --> 02:48:56,439
5345
02:48:56,439 --> 02:48:58,479
5346
02:48:58,479 --> 02:49:00,439
5347
02:49:00,439 --> 02:49:02,399
5348
02:49:02,399 --> 02:49:04,439
5349
02:49:04,439 --> 02:49:06,359
5350
02:49:06,359 --> 02:49:09,080
5351
02:49:09,080 --> 02:49:11,640
5352
02:49:11,640 --> 02:49:13,720
5353
02:49:13,720 --> 02:49:15,640
5354
02:49:15,640 --> 02:49:17,359
5355
02:49:17,359 --> 02:49:18,840
5356
02:49:18,840 --> 02:49:21,319
5357
02:49:21,319 --> 02:49:23,160
5358
02:49:23,160 --> 02:49:24,960
5359
02:49:24,960 --> 02:49:27,000
5360
02:49:27,000 --> 02:49:28,880
5361
02:49:28,880 --> 02:49:31,040
5362
02:49:31,040 --> 02:49:33,000
5363
02:49:33,000 --> 02:49:34,880
5364
02:49:34,880 --> 02:49:36,399
5365
02:49:36,399 --> 02:49:38,479
5366
02:49:38,479 --> 02:49:40,120
5367
02:49:40,120 --> 02:49:41,880
5368
02:49:41,880 --> 02:49:43,680
5369
02:49:43,680 --> 02:49:45,040
5370
02:49:45,040 --> 02:49:47,200
5371
02:49:47,200 --> 02:49:49,600
5372
02:49:49,600 --> 02:49:51,239
5373
02:49:51,239 --> 02:49:53,439
5374
02:49:53,439 --> 02:49:55,200
5375
02:49:55,200 --> 02:49:57,359
5376
02:49:57,359 --> 02:49:58,880
5377
02:49:58,880 --> 02:50:00,439
5378
02:50:00,439 --> 02:50:01,960
5379
02:50:01,960 --> 02:50:03,880
5380
02:50:03,880 --> 02:50:06,080
5381
02:50:06,080 --> 02:50:08,439
5382
02:50:08,439 --> 02:50:10,520
5383
02:50:10,520 --> 02:50:12,560
5384
02:50:12,560 --> 02:50:13,680
5385
02:50:13,680 --> 02:50:15,800
5386
02:50:15,800 --> 02:50:17,439
5387
02:50:17,439 --> 02:50:19,840
5388
02:50:19,840 --> 02:50:21,680
5389
02:50:21,680 --> 02:50:23,920
5390
02:50:23,920 --> 02:50:25,920
5391
02:50:25,920 --> 02:50:28,160
5392
02:50:28,160 --> 02:50:30,359
5393
02:50:30,359 --> 02:50:32,960
5394
02:50:32,960 --> 02:50:35,520
5395
02:50:35,520 --> 02:50:37,479
5396
02:50:37,479 --> 02:50:39,120
5397
02:50:39,120 --> 02:50:41,120
5398
02:50:41,120 --> 02:50:43,399
5399
02:50:43,399 --> 02:50:46,520
5400
02:50:46,680 --> 02:50:49,840
5401
02:50:49,840 --> 02:50:51,399
5402
02:50:51,399 --> 02:50:53,600
5403
02:50:53,600 --> 02:50:55,479
5404
02:50:55,479 --> 02:50:57,600
5405
02:50:57,600 --> 02:50:59,560
5406
02:50:59,560 --> 02:51:01,359
5407
02:51:01,359 --> 02:51:02,840
5408
02:51:02,840 --> 02:51:05,399
5409
02:51:05,399 --> 02:51:07,560
5410
02:51:07,560 --> 02:51:09,520
5411
02:51:09,520 --> 02:51:11,239
5412
02:51:11,239 --> 02:51:12,880
5413
02:51:12,880 --> 02:51:14,680
5414
02:51:14,680 --> 02:51:16,279
5415
02:51:16,279 --> 02:51:18,160
5416
02:51:18,160 --> 02:51:19,920
5417
02:51:19,920 --> 02:51:22,359
5418
02:51:22,359 --> 02:51:23,920
5419
02:51:23,920 --> 02:51:26,000
5420
02:51:26,000 --> 02:51:28,160
5421
02:51:28,160 --> 02:51:30,160
5422
02:51:30,160 --> 02:51:32,080
5423
02:51:32,080 --> 02:51:33,920
5424
02:51:33,920 --> 02:51:35,680
5425
02:51:35,680 --> 02:51:37,439
5426
02:51:37,439 --> 02:51:38,479
5427
02:51:38,479 --> 02:51:40,200
5428
02:51:40,200 --> 02:51:41,960
5429
02:51:41,960 --> 02:51:43,640
5430
02:51:43,640 --> 02:51:45,640
5431
02:51:45,640 --> 02:51:47,439
5432
02:51:47,439 --> 02:51:49,359
5433
02:51:49,359 --> 02:51:51,359
5434
02:51:51,359 --> 02:51:53,120
5435
02:51:53,120 --> 02:51:55,800
5436
02:51:55,800 --> 02:51:58,000
5437
02:51:58,000 --> 02:51:59,920
5438
02:51:59,920 --> 02:52:01,880
5439
02:52:01,880 --> 02:52:04,279
5440
02:52:04,279 --> 02:52:06,000
5441
02:52:06,000 --> 02:52:08,640
5442
02:52:08,640 --> 02:52:09,920
5443
02:52:09,920 --> 02:52:12,000
5444
02:52:12,000 --> 02:52:14,160
5445
02:52:14,160 --> 02:52:15,960
5446
02:52:15,960 --> 02:52:18,239
5447
02:52:18,239 --> 02:52:19,880
5448
02:52:19,880 --> 02:52:21,359
5449
02:52:21,359 --> 02:52:22,640
5450
02:52:22,640 --> 02:52:24,399
5451
02:52:24,399 --> 02:52:27,040
5452
02:52:27,040 --> 02:52:29,000
5453
02:52:29,000 --> 02:52:30,760
5454
02:52:30,760 --> 02:52:32,840
5455
02:52:32,840 --> 02:52:34,880
5456
02:52:34,880 --> 02:52:37,520
5457
02:52:37,520 --> 02:52:39,160
5458
02:52:39,160 --> 02:52:40,600
5459
02:52:40,600 --> 02:52:42,080
5460
02:52:42,080 --> 02:52:43,600
5461
02:52:43,600 --> 02:52:45,319
5462
02:52:45,319 --> 02:52:47,160
5463
02:52:47,160 --> 02:52:48,960
5464
02:52:48,960 --> 02:52:50,720
5465
02:52:50,720 --> 02:52:52,319
5466
02:52:52,319 --> 02:52:54,399
5467
02:52:54,399 --> 02:52:56,200
5468
02:52:56,200 --> 02:52:58,160
5469
02:52:58,160 --> 02:52:59,720
5470
02:52:59,720 --> 02:53:01,279
5471
02:53:01,279 --> 02:53:02,960
5472
02:53:02,960 --> 02:53:04,920
5473
02:53:04,920 --> 02:53:06,840
5474
02:53:06,840 --> 02:53:08,319
5475
02:53:08,319 --> 02:53:10,000
5476
02:53:10,000 --> 02:53:11,760
5477
02:53:11,760 --> 02:53:13,880
5478
02:53:13,880 --> 02:53:15,359
5479
02:53:15,359 --> 02:53:16,760
5480
02:53:16,760 --> 02:53:18,920
5481
02:53:18,920 --> 02:53:20,600
5482
02:53:20,600 --> 02:53:22,720
5483
02:53:22,720 --> 02:53:24,880
5484
02:53:24,880 --> 02:53:27,600
5485
02:53:27,600 --> 02:53:29,120
5486
02:53:29,120 --> 02:53:31,040
5487
02:53:31,040 --> 02:53:32,880
5488
02:53:32,880 --> 02:53:34,520
5489
02:53:34,520 --> 02:53:36,479
5490
02:53:36,479 --> 02:53:38,319
5491
02:53:38,319 --> 02:53:41,200
5492
02:53:41,200 --> 02:53:43,000
5493
02:53:43,000 --> 02:53:45,080
5494
02:53:45,080 --> 02:53:47,399
5495
02:53:47,399 --> 02:53:49,160
5496
02:53:49,160 --> 02:53:50,800
5497
02:53:50,800 --> 02:53:52,640
5498
02:53:52,640 --> 02:53:54,040
5499
02:53:54,040 --> 02:53:57,160
5500
02:53:57,160 --> 02:53:58,840
5501
02:53:58,840 --> 02:54:01,560
5502
02:54:01,560 --> 02:54:03,279
5503
02:54:03,279 --> 02:54:04,800
5504
02:54:04,800 --> 02:54:07,160
5505
02:54:07,160 --> 02:54:08,479
5506
02:54:08,479 --> 02:54:10,319
5507
02:54:10,319 --> 02:54:12,080
5508
02:54:12,080 --> 02:54:14,000
5509
02:54:14,000 --> 02:54:15,720
5510
02:54:15,720 --> 02:54:17,399
5511
02:54:17,399 --> 02:54:19,560
5512
02:54:19,560 --> 02:54:21,319
5513
02:54:21,319 --> 02:54:23,319
5514
02:54:23,319 --> 02:54:24,960
5515
02:54:24,960 --> 02:54:26,800
5516
02:54:26,800 --> 02:54:28,600
5517
02:54:28,600 --> 02:54:30,080
5518
02:54:30,080 --> 02:54:32,040
5519
02:54:32,040 --> 02:54:33,960
5520
02:54:33,960 --> 02:54:35,840
5521
02:54:35,840 --> 02:54:37,840
5522
02:54:37,840 --> 02:54:39,880
5523
02:54:39,880 --> 02:54:41,640
5524
02:54:41,640 --> 02:54:43,760
5525
02:54:43,760 --> 02:54:46,720
5526
02:54:46,720 --> 02:54:48,640
5527
02:54:48,640 --> 02:54:50,319
5528
02:54:50,319 --> 02:54:52,120
5529
02:54:52,120 --> 02:54:53,880
5530
02:54:53,880 --> 02:54:55,640
5531
02:54:55,640 --> 02:54:57,399
5532
02:54:57,399 --> 02:54:59,439
5533
02:54:59,439 --> 02:55:01,439
5534
02:55:01,439 --> 02:55:03,760
5535
02:55:03,760 --> 02:55:05,640
5536
02:55:05,640 --> 02:55:08,040
5537
02:55:08,040 --> 02:55:09,560
5538
02:55:09,560 --> 02:55:11,439
5539
02:55:11,439 --> 02:55:13,120
5540
02:55:13,120 --> 02:55:15,080
5541
02:55:15,080 --> 02:55:16,840
5542
02:55:16,840 --> 02:55:19,160
5543
02:55:19,160 --> 02:55:21,359
5544
02:55:21,359 --> 02:55:22,880
5545
02:55:22,880 --> 02:55:24,640
5546
02:55:24,640 --> 02:55:26,479
5547
02:55:26,479 --> 02:55:28,439
5548
02:55:28,439 --> 02:55:30,439
5549
02:55:30,439 --> 02:55:32,640
5550
02:55:32,640 --> 02:55:34,640
5551
02:55:34,640 --> 02:55:36,560
5552
02:55:36,560 --> 02:55:38,200
5553
02:55:38,200 --> 02:55:39,920
5554
02:55:39,920 --> 02:55:41,600
5555
02:55:41,600 --> 02:55:43,520
5556
02:55:43,520 --> 02:55:45,399
5557
02:55:45,399 --> 02:55:47,720
5558
02:55:47,720 --> 02:55:49,680
5559
02:55:49,680 --> 02:55:51,680
5560
02:55:51,680 --> 02:55:53,080
5561
02:55:53,080 --> 02:55:55,359
5562
02:55:55,359 --> 02:55:57,279
5563
02:55:57,279 --> 02:55:59,479
5564
02:55:59,479 --> 02:56:00,680
5565
02:56:00,680 --> 02:56:02,359
5566
02:56:02,359 --> 02:56:03,840
5567
02:56:03,840 --> 02:56:05,640
5568
02:56:05,640 --> 02:56:07,279
5569
02:56:07,279 --> 02:56:09,439
5570
02:56:09,439 --> 02:56:11,520
5571
02:56:11,520 --> 02:56:14,239
5572
02:56:14,239 --> 02:56:16,120
5573
02:56:16,120 --> 02:56:17,880
5574
02:56:17,880 --> 02:56:19,520
5575
02:56:19,520 --> 02:56:21,479
5576
02:56:21,479 --> 02:56:23,080
5577
02:56:23,080 --> 02:56:24,720
5578
02:56:24,720 --> 02:56:26,359
5579
02:56:26,359 --> 02:56:28,160
5580
02:56:28,160 --> 02:56:30,000
5581
02:56:30,000 --> 02:56:31,880
5582
02:56:31,880 --> 02:56:33,880
5583
02:56:33,880 --> 02:56:35,319
5584
02:56:35,319 --> 02:56:37,560
5585
02:56:37,560 --> 02:56:39,439
5586
02:56:39,439 --> 02:56:41,439
5587
02:56:41,439 --> 02:56:43,000
5588
02:56:43,000 --> 02:56:45,520
5589
02:56:45,520 --> 02:56:47,000
5590
02:56:47,000 --> 02:56:49,080
5591
02:56:49,080 --> 02:56:51,040
5592
02:56:51,040 --> 02:56:52,840
5593
02:56:52,840 --> 02:56:54,720
5594
02:56:54,720 --> 02:56:57,000
5595
02:56:57,000 --> 02:56:58,600
5596
02:56:58,600 --> 02:57:00,279
5597
02:57:00,279 --> 02:57:02,960
5598
02:57:02,960 --> 02:57:04,920
5599
02:57:04,920 --> 02:57:06,319
5600
02:57:06,319 --> 02:57:07,880
5601
02:57:07,880 --> 02:57:09,319
5602
02:57:09,319 --> 02:57:11,520
5603
02:57:11,520 --> 02:57:13,120
5604
02:57:13,120 --> 02:57:15,040
5605
02:57:15,040 --> 02:57:17,160
5606
02:57:17,160 --> 02:57:18,920
5607
02:57:18,920 --> 02:57:20,160
5608
02:57:20,160 --> 02:57:22,439
5609
02:57:22,439 --> 02:57:24,600
5610
02:57:24,600 --> 02:57:26,239
5611
02:57:26,239 --> 02:57:28,399
5612
02:57:28,399 --> 02:57:30,239
5613
02:57:30,239 --> 02:57:32,279
5614
02:57:32,279 --> 02:57:34,080
5615
02:57:34,080 --> 02:57:35,920
5616
02:57:35,920 --> 02:57:37,680
5617
02:57:37,680 --> 02:57:40,160
5618
02:57:40,160 --> 02:57:42,520
5619
02:57:42,520 --> 02:57:45,200
5620
02:57:45,200 --> 02:57:46,840
5621
02:57:46,840 --> 02:57:48,760
5622
02:57:48,760 --> 02:57:50,800
5623
02:57:50,800 --> 02:57:53,120
5624
02:57:53,120 --> 02:57:54,920
5625
02:57:54,920 --> 02:57:57,040
5626
02:57:57,040 --> 02:57:58,840
5627
02:57:58,840 --> 02:58:00,520
5628
02:58:00,520 --> 02:58:01,960
5629
02:58:01,960 --> 02:58:03,279
5630
02:58:03,279 --> 02:58:05,040
5631
02:58:05,040 --> 02:58:06,560
5632
02:58:06,560 --> 02:58:08,680
5633
02:58:08,680 --> 02:58:10,760
5634
02:58:10,760 --> 02:58:12,359
5635
02:58:12,359 --> 02:58:14,560
5636
02:58:14,560 --> 02:58:16,960
5637
02:58:16,960 --> 02:58:19,200
5638
02:58:19,200 --> 02:58:21,960
5639
02:58:21,960 --> 02:58:23,800
5640
02:58:23,800 --> 02:58:25,239
5641
02:58:25,239 --> 02:58:26,920
5642
02:58:26,920 --> 02:58:28,800
5643
02:58:28,800 --> 02:58:30,760
5644
02:58:30,760 --> 02:58:33,040
5645
02:58:33,040 --> 02:58:34,760
5646
02:58:34,760 --> 02:58:36,399
5647
02:58:36,399 --> 02:58:38,439
5648
02:58:38,439 --> 02:58:41,000
5649
02:58:41,000 --> 02:58:42,800
5650
02:58:42,800 --> 02:58:44,560
5651
02:58:44,560 --> 02:58:46,319
5652
02:58:46,319 --> 02:58:48,160
5653
02:58:48,160 --> 02:58:50,200
5654
02:58:50,200 --> 02:58:51,880
5655
02:58:51,880 --> 02:58:55,560
5656
02:58:55,560 --> 02:58:57,680
5657
02:58:57,680 --> 02:58:59,960
5658
02:58:59,960 --> 02:59:02,040
5659
02:59:02,040 --> 02:59:04,080
5660
02:59:04,080 --> 02:59:05,920
5661
02:59:05,920 --> 02:59:07,720
5662
02:59:07,720 --> 02:59:10,560
5663
02:59:10,560 --> 02:59:13,319
5664
02:59:13,319 --> 02:59:15,359
5665
02:59:15,359 --> 02:59:17,239
5666
02:59:17,239 --> 02:59:18,840
5667
02:59:18,840 --> 02:59:20,800
5668
02:59:20,800 --> 02:59:22,720
5669
02:59:22,720 --> 02:59:24,120
5670
02:59:24,120 --> 02:59:26,120
5671
02:59:26,120 --> 02:59:27,720
5672
02:59:27,720 --> 02:59:29,359
5673
02:59:29,359 --> 02:59:31,439
5674
02:59:31,439 --> 02:59:33,359
5675
02:59:33,359 --> 02:59:35,120
5676
02:59:35,120 --> 02:59:37,160
5677
02:59:37,160 --> 02:59:39,800
5678
02:59:39,800 --> 02:59:42,600
5679
02:59:42,600 --> 02:59:44,800
5680
02:59:44,800 --> 02:59:46,239
5681
02:59:46,239 --> 02:59:48,040
5682
02:59:48,040 --> 02:59:50,040
5683
02:59:50,040 --> 02:59:53,040
5684
02:59:53,040 --> 02:59:55,279
5685
02:59:55,279 --> 02:59:57,319
5686
02:59:57,319 --> 02:59:58,720
5687
02:59:58,720 --> 03:00:00,680
5688
03:00:00,680 --> 03:00:02,200
5689
03:00:02,200 --> 03:00:03,880
5690
03:00:03,880 --> 03:00:05,800
5691
03:00:05,800 --> 03:00:07,840
5692
03:00:07,840 --> 03:00:09,680
5693
03:00:09,680 --> 03:00:11,800
5694
03:00:11,800 --> 03:00:13,160
5695
03:00:13,160 --> 03:00:14,800
5696
03:00:14,800 --> 03:00:16,319
5697
03:00:16,319 --> 03:00:18,279
5698
03:00:18,279 --> 03:00:19,560
5699
03:00:19,560 --> 03:00:21,479
5700
03:00:21,479 --> 03:00:23,279
5701
03:00:23,279 --> 03:00:25,600
5702
03:00:25,600 --> 03:00:27,800
5703
03:00:27,800 --> 03:00:29,399
5704
03:00:29,399 --> 03:00:31,479
5705
03:00:31,479 --> 03:00:34,239
5706
03:00:34,239 --> 03:00:36,160
5707
03:00:36,160 --> 03:00:38,760
5708
03:00:38,760 --> 03:00:40,439
5709
03:00:40,439 --> 03:00:42,120
5710
03:00:42,120 --> 03:00:44,080
5711
03:00:44,080 --> 03:00:45,880
5712
03:00:45,880 --> 03:00:48,040
5713
03:00:48,040 --> 03:00:50,239
5714
03:00:50,239 --> 03:00:52,279
5715
03:00:52,279 --> 03:00:54,080
5716
03:00:54,080 --> 03:00:55,840
5717
03:00:55,840 --> 03:00:57,760
5718
03:00:57,760 --> 03:01:00,080
5719
03:01:00,080 --> 03:01:02,439
5720
03:01:02,439 --> 03:01:04,279
5721
03:01:04,279 --> 03:01:05,880
5722
03:01:05,880 --> 03:01:07,640
5723
03:01:07,640 --> 03:01:09,680
5724
03:01:09,680 --> 03:01:11,600
5725
03:01:11,600 --> 03:01:13,960
5726
03:01:13,960 --> 03:01:16,080
5727
03:01:16,080 --> 03:01:18,439
5728
03:01:18,439 --> 03:01:20,160
5729
03:01:20,160 --> 03:01:22,319
5730
03:01:22,319 --> 03:01:24,399
5731
03:01:24,399 --> 03:01:26,080
5732
03:01:26,080 --> 03:01:28,239
5733
03:01:28,239 --> 03:01:31,279
5734
03:01:31,279 --> 03:01:32,600
5735
03:01:32,600 --> 03:01:34,439
5736
03:01:34,439 --> 03:01:36,520
5737
03:01:36,520 --> 03:01:38,680
5738
03:01:38,680 --> 03:01:40,160
5739
03:01:40,160 --> 03:01:41,880
5740
03:01:41,880 --> 03:01:43,479
5741
03:01:43,479 --> 03:01:45,200
5742
03:01:45,200 --> 03:01:47,160
5743
03:01:47,160 --> 03:01:48,520
5744
03:01:48,520 --> 03:01:50,760
5745
03:01:50,760 --> 03:01:52,279
5746
03:01:52,279 --> 03:01:54,080
5747
03:01:54,080 --> 03:01:56,120
5748
03:01:56,120 --> 03:01:57,760
5749
03:01:57,760 --> 03:01:59,720
5750
03:01:59,720 --> 03:02:01,479
5751
03:02:01,479 --> 03:02:02,920
5752
03:02:02,920 --> 03:02:04,680
5753
03:02:04,680 --> 03:02:06,239
5754
03:02:06,239 --> 03:02:07,800
5755
03:02:07,800 --> 03:02:09,399
5756
03:02:09,399 --> 03:02:11,399
5757
03:02:11,399 --> 03:02:13,319
5758
03:02:13,319 --> 03:02:14,680
5759
03:02:14,680 --> 03:02:16,359
5760
03:02:16,359 --> 03:02:18,080
5761
03:02:18,080 --> 03:02:20,000
5762
03:02:20,000 --> 03:02:21,920
5763
03:02:21,920 --> 03:02:23,880
5764
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5765
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5766
03:02:27,239 --> 03:02:28,960
5767
03:02:28,960 --> 03:02:30,720
5768
03:02:30,720 --> 03:02:31,920
5769
03:02:31,920 --> 03:02:33,720
5770
03:02:33,720 --> 03:02:35,399
5771
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5772
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5773
03:02:39,520 --> 03:02:41,319
5774
03:02:41,319 --> 03:02:43,439
5775
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5776
03:02:45,479 --> 03:02:47,040
5777
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5778
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5779
03:02:50,239 --> 03:02:51,479
5780
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5781
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5782
03:02:55,399 --> 03:02:57,680
5783
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5784
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5785
03:03:01,239 --> 03:03:02,920
5786
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5787
03:03:05,000 --> 03:03:07,359
5788
03:03:07,359 --> 03:03:09,560
5789
03:03:09,560 --> 03:03:11,800
5790
03:03:11,800 --> 03:03:13,399
5791
03:03:13,399 --> 03:03:15,160
5792
03:03:15,160 --> 03:03:17,000
5793
03:03:17,000 --> 03:03:18,840
5794
03:03:18,840 --> 03:03:20,359
5795
03:03:20,359 --> 03:03:21,960
5796
03:03:21,960 --> 03:03:23,960
5797
03:03:23,960 --> 03:03:25,840
5798
03:03:25,840 --> 03:03:27,600
5799
03:03:27,600 --> 03:03:29,279
5800
03:03:29,279 --> 03:03:30,720
5801
03:03:30,720 --> 03:03:33,040
5802
03:03:33,040 --> 03:03:34,560
5803
03:03:34,560 --> 03:03:36,800
5804
03:03:36,800 --> 03:03:38,800
5805
03:03:38,800 --> 03:03:40,840
5806
03:03:40,840 --> 03:03:43,279
5807
03:03:43,279 --> 03:03:45,200
5808
03:03:45,200 --> 03:03:47,200
5809
03:03:47,200 --> 03:03:49,040
5810
03:03:49,040 --> 03:03:51,160
5811
03:03:51,160 --> 03:03:52,680
5812
03:03:52,680 --> 03:03:54,479
5813
03:03:54,479 --> 03:03:56,080
5814
03:03:56,080 --> 03:03:58,000
5815
03:03:58,000 --> 03:03:59,279
5816
03:03:59,279 --> 03:04:01,359
5817
03:04:01,359 --> 03:04:03,080
5818
03:04:03,080 --> 03:04:05,080
5819
03:04:05,080 --> 03:04:07,600
5820
03:04:07,600 --> 03:04:09,040
5821
03:04:09,040 --> 03:04:11,000
5822
03:04:11,000 --> 03:04:13,080
5823
03:04:13,080 --> 03:04:14,720
5824
03:04:14,720 --> 03:04:17,359
5825
03:04:17,359 --> 03:04:18,920
5826
03:04:18,920 --> 03:04:21,200
5827
03:04:21,200 --> 03:04:23,200
5828
03:04:23,200 --> 03:04:25,000
5829
03:04:25,000 --> 03:04:26,680
5830
03:04:26,680 --> 03:04:28,520
5831
03:04:28,520 --> 03:04:30,160
5832
03:04:30,160 --> 03:04:32,160
5833
03:04:32,160 --> 03:04:34,120
5834
03:04:34,120 --> 03:04:36,040
5835
03:04:36,040 --> 03:04:37,680
5836
03:04:37,680 --> 03:04:39,680
5837
03:04:39,680 --> 03:04:41,479
5838
03:04:41,479 --> 03:04:43,560
5839
03:04:43,560 --> 03:04:46,200
5840
03:04:46,200 --> 03:04:48,239
5841
03:04:48,239 --> 03:04:50,600
5842
03:04:50,600 --> 03:04:52,439
5843
03:04:52,439 --> 03:04:54,160
5844
03:04:54,160 --> 03:04:56,439
5845
03:04:56,439 --> 03:04:58,279
5846
03:04:58,279 --> 03:04:59,640
5847
03:04:59,640 --> 03:05:01,479
5848
03:05:01,479 --> 03:05:03,399
5849
03:05:03,399 --> 03:05:05,279
5850
03:05:05,279 --> 03:05:07,239
5851
03:05:07,239 --> 03:05:09,840
5852
03:05:09,840 --> 03:05:11,720
5853
03:05:11,720 --> 03:05:13,840
5854
03:05:13,840 --> 03:05:16,200
5855
03:05:16,200 --> 03:05:18,720
5856
03:05:18,720 --> 03:05:21,120
5857
03:05:21,120 --> 03:05:23,040
5858
03:05:23,040 --> 03:05:24,680
5859
03:05:24,680 --> 03:05:26,239
5860
03:05:26,239 --> 03:05:27,800
5861
03:05:27,800 --> 03:05:29,279
5862
03:05:29,279 --> 03:05:31,439
5863
03:05:31,439 --> 03:05:32,720
5864
03:05:32,720 --> 03:05:35,399
5865
03:05:35,399 --> 03:05:37,920
5866
03:05:37,920 --> 03:05:39,200
5867
03:05:39,200 --> 03:05:41,120
5868
03:05:41,120 --> 03:05:42,640
5869
03:05:42,640 --> 03:05:44,279
5870
03:05:44,279 --> 03:05:46,200
5871
03:05:46,200 --> 03:05:48,279
5872
03:05:48,279 --> 03:05:50,040
5873
03:05:50,040 --> 03:05:52,520
5874
03:05:52,520 --> 03:05:54,000
5875
03:05:54,000 --> 03:05:55,760
5876
03:05:55,760 --> 03:05:58,040
5877
03:05:58,040 --> 03:05:59,880
5878
03:05:59,880 --> 03:06:01,880
5879
03:06:01,880 --> 03:06:04,000
5880
03:06:04,000 --> 03:06:05,800
5881
03:06:05,800 --> 03:06:07,479
5882
03:06:07,479 --> 03:06:09,160
5883
03:06:09,160 --> 03:06:11,279
5884
03:06:11,279 --> 03:06:13,200
5885
03:06:13,200 --> 03:06:14,960
5886
03:06:14,960 --> 03:06:16,840
5887
03:06:16,840 --> 03:06:18,760
5888
03:06:18,760 --> 03:06:20,399
5889
03:06:20,399 --> 03:06:22,239
5890
03:06:22,239 --> 03:06:23,600
5891
03:06:23,600 --> 03:06:25,840
5892
03:06:25,840 --> 03:06:27,399
5893
03:06:27,399 --> 03:06:29,319
5894
03:06:29,319 --> 03:06:31,120
5895
03:06:31,120 --> 03:06:32,840
5896
03:06:32,840 --> 03:06:35,160
5897
03:06:35,160 --> 03:06:36,680
5898
03:06:36,680 --> 03:06:39,479
5899
03:06:39,479 --> 03:06:41,560
5900
03:06:41,560 --> 03:06:43,399
5901
03:06:43,399 --> 03:06:45,399
5902
03:06:45,399 --> 03:06:46,760
5903
03:06:46,760 --> 03:06:49,239
5904
03:06:49,239 --> 03:06:51,800
5905
03:06:51,800 --> 03:06:53,920
5906
03:06:53,920 --> 03:06:55,279
5907
03:06:55,279 --> 03:06:57,160
5908
03:06:57,160 --> 03:06:58,680
5909
03:06:58,680 --> 03:07:00,720
5910
03:07:00,720 --> 03:07:02,439
5911
03:07:02,439 --> 03:07:04,479
5912
03:07:04,479 --> 03:07:06,760
5913
03:07:06,760 --> 03:07:08,560
5914
03:07:08,560 --> 03:07:10,560
5915
03:07:10,560 --> 03:07:12,399
5916
03:07:12,399 --> 03:07:14,080
5917
03:07:14,080 --> 03:07:16,080
5918
03:07:16,080 --> 03:07:17,800
5919
03:07:17,800 --> 03:07:19,960
5920
03:07:19,960 --> 03:07:22,200
5921
03:07:22,200 --> 03:07:23,359
5922
03:07:23,359 --> 03:07:24,880
5923
03:07:24,880 --> 03:07:26,920
5924
03:07:26,920 --> 03:07:29,120
5925
03:07:29,120 --> 03:07:30,760
5926
03:07:30,760 --> 03:07:32,720
5927
03:07:32,720 --> 03:07:34,760
5928
03:07:34,760 --> 03:07:36,399
5929
03:07:36,399 --> 03:07:37,840
5930
03:07:37,840 --> 03:07:39,600
5931
03:07:39,600 --> 03:07:41,840
5932
03:07:41,840 --> 03:07:43,520
5933
03:07:43,520 --> 03:07:45,279
5934
03:07:45,279 --> 03:07:47,200
5935
03:07:47,200 --> 03:07:49,279
5936
03:07:49,279 --> 03:07:50,800
5937
03:07:50,800 --> 03:07:52,520
5938
03:07:52,520 --> 03:07:54,040
5939
03:07:54,040 --> 03:07:55,760
5940
03:07:55,760 --> 03:07:57,520
5941
03:07:57,520 --> 03:07:59,560
5942
03:07:59,560 --> 03:08:01,720
5943
03:08:01,720 --> 03:08:03,399
5944
03:08:03,399 --> 03:08:04,840
5945
03:08:04,840 --> 03:08:07,120
5946
03:08:07,120 --> 03:08:08,960
5947
03:08:08,960 --> 03:08:11,120
5948
03:08:11,120 --> 03:08:13,000
5949
03:08:13,000 --> 03:08:14,520
5950
03:08:14,520 --> 03:08:16,920
5951
03:08:16,920 --> 03:08:18,279
5952
03:08:18,279 --> 03:08:20,160
5953
03:08:20,160 --> 03:08:22,120
5954
03:08:22,120 --> 03:08:24,560
5955
03:08:24,560 --> 03:08:26,239
5956
03:08:26,239 --> 03:08:28,720
5957
03:08:28,720 --> 03:08:30,960
5958
03:08:30,960 --> 03:08:32,720
5959
03:08:32,720 --> 03:08:34,200
5960
03:08:34,200 --> 03:08:36,080
5961
03:08:36,080 --> 03:08:38,120
5962
03:08:38,120 --> 03:08:40,359
5963
03:08:40,359 --> 03:08:42,399
5964
03:08:42,399 --> 03:08:44,680
5965
03:08:44,680 --> 03:08:47,520
5966
03:08:47,520 --> 03:08:49,080
5967
03:08:49,080 --> 03:08:50,920
5968
03:08:50,920 --> 03:08:52,880
5969
03:08:52,880 --> 03:08:54,800
5970
03:08:54,800 --> 03:08:56,960
5971
03:08:56,960 --> 03:08:58,760
5972
03:08:58,760 --> 03:09:00,800
5973
03:09:00,800 --> 03:09:02,680
5974
03:09:02,680 --> 03:09:04,680
5975
03:09:04,680 --> 03:09:07,239
5976
03:09:07,239 --> 03:09:09,399
5977
03:09:09,399 --> 03:09:10,920
5978
03:09:10,920 --> 03:09:12,640
5979
03:09:12,640 --> 03:09:14,399
5980
03:09:14,399 --> 03:09:16,080
5981
03:09:16,080 --> 03:09:17,359
5982
03:09:17,359 --> 03:09:19,439
5983
03:09:19,439 --> 03:09:21,399
5984
03:09:21,399 --> 03:09:22,479
5985
03:09:22,479 --> 03:09:23,880
5986
03:09:23,880 --> 03:09:25,720
5987
03:09:25,720 --> 03:09:27,399
5988
03:09:27,399 --> 03:09:30,439
5989
03:09:30,439 --> 03:09:31,840
5990
03:09:31,840 --> 03:09:33,479
5991
03:09:33,479 --> 03:09:34,800
5992
03:09:34,800 --> 03:09:37,239
5993
03:09:37,239 --> 03:09:39,600
5994
03:09:39,600 --> 03:09:41,080
5995
03:09:41,080 --> 03:09:42,600
5996
03:09:42,600 --> 03:09:44,560
5997
03:09:44,560 --> 03:09:46,319
5998
03:09:46,319 --> 03:09:48,080
5999
03:09:48,080 --> 03:09:50,160
6000
03:09:50,160 --> 03:09:52,200
6001
03:09:52,200 --> 03:09:53,680
6002
03:09:53,680 --> 03:09:55,000
6003
03:09:55,000 --> 03:09:56,680
6004
03:09:56,680 --> 03:09:58,760
6005
03:09:58,760 --> 03:10:00,600
6006
03:10:00,600 --> 03:10:02,520
6007
03:10:02,520 --> 03:10:04,359
6008
03:10:04,359 --> 03:10:06,160
6009
03:10:06,160 --> 03:10:07,920
6010
03:10:07,920 --> 03:10:10,000
6011
03:10:10,000 --> 03:10:11,960
6012
03:10:11,960 --> 03:10:14,479
6013
03:10:14,479 --> 03:10:15,960
6014
03:10:15,960 --> 03:10:17,560
6015
03:10:17,560 --> 03:10:19,000
6016
03:10:19,000 --> 03:10:20,720
6017
03:10:20,720 --> 03:10:22,399
6018
03:10:22,399 --> 03:10:24,479
6019
03:10:24,479 --> 03:10:26,800
6020
03:10:26,800 --> 03:10:28,880
6021
03:10:28,880 --> 03:10:30,560
6022
03:10:30,560 --> 03:10:32,160
6023
03:10:32,160 --> 03:10:34,080
6024
03:10:34,080 --> 03:10:36,040
6025
03:10:36,040 --> 03:10:38,319
6026
03:10:38,319 --> 03:10:41,760
6027
03:10:41,760 --> 03:10:44,080
6028
03:10:44,080 --> 03:10:45,439
6029
03:10:45,439 --> 03:10:47,720
6030
03:10:47,720 --> 03:10:49,760
6031
03:10:49,760 --> 03:10:52,120
6032
03:10:52,120 --> 03:10:54,200
6033
03:10:54,200 --> 03:10:55,960
6034
03:10:55,960 --> 03:10:57,560
6035
03:10:57,560 --> 03:10:59,479
6036
03:10:59,479 --> 03:11:01,279
6037
03:11:01,279 --> 03:11:03,000
6038
03:11:03,000 --> 03:11:04,920
6039
03:11:04,920 --> 03:11:06,640
6040
03:11:06,640 --> 03:11:08,120
6041
03:11:08,120 --> 03:11:09,520
6042
03:11:09,520 --> 03:11:11,359
6043
03:11:11,359 --> 03:11:12,760
6044
03:11:12,760 --> 03:11:14,200
6045
03:11:14,200 --> 03:11:15,600
6046
03:11:15,600 --> 03:11:17,560
6047
03:11:17,560 --> 03:11:19,560
6048
03:11:19,560 --> 03:11:21,880
6049
03:11:21,880 --> 03:11:24,160
6050
03:11:24,160 --> 03:11:25,760
6051
03:11:25,760 --> 03:11:27,880
6052
03:11:27,880 --> 03:11:29,279
6053
03:11:29,279 --> 03:11:31,439
6054
03:11:31,439 --> 03:11:32,760
6055
03:11:32,760 --> 03:11:34,600
6056
03:11:34,600 --> 03:11:36,439
6057
03:11:36,439 --> 03:11:38,760
6058
03:11:38,760 --> 03:11:40,479
6059
03:11:40,479 --> 03:11:41,960
6060
03:11:41,960 --> 03:11:43,680
6061
03:11:43,680 --> 03:11:45,200
6062
03:11:45,200 --> 03:11:46,840
6063
03:11:46,840 --> 03:11:48,640
6064
03:11:48,640 --> 03:11:50,359
6065
03:11:50,359 --> 03:11:52,000
6066
03:11:52,000 --> 03:11:54,200
6067
03:11:54,200 --> 03:11:55,920
6068
03:11:55,920 --> 03:11:57,880
6069
03:11:57,880 --> 03:11:59,359
6070
03:11:59,359 --> 03:12:01,160
6071
03:12:01,160 --> 03:12:02,960
6072
03:12:02,960 --> 03:12:04,760
6073
03:12:04,760 --> 03:12:06,800
6074
03:12:06,800 --> 03:12:08,239
6075
03:12:08,239 --> 03:12:09,800
6076
03:12:09,800 --> 03:12:11,600
6077
03:12:11,600 --> 03:12:13,239
6078
03:12:13,239 --> 03:12:14,680
6079
03:12:14,680 --> 03:12:17,399
6080
03:12:17,399 --> 03:12:19,319
6081
03:12:19,319 --> 03:12:21,000
6082
03:12:21,000 --> 03:12:22,760
6083
03:12:22,760 --> 03:12:24,880
6084
03:12:24,880 --> 03:12:26,479
6085
03:12:26,479 --> 03:12:28,120
6086
03:12:28,120 --> 03:12:30,319
6087
03:12:30,319 --> 03:12:32,080
6088
03:12:32,080 --> 03:12:33,680
6089
03:12:33,680 --> 03:12:36,239
6090
03:12:36,239 --> 03:12:38,279
6091
03:12:38,279 --> 03:12:39,680
6092
03:12:39,680 --> 03:12:41,960
6093
03:12:41,960 --> 03:12:43,760
6094
03:12:43,760 --> 03:12:45,920
6095
03:12:45,920 --> 03:12:47,479
6096
03:12:47,479 --> 03:12:48,840
6097
03:12:48,840 --> 03:12:51,160
6098
03:12:51,160 --> 03:12:52,920
6099
03:12:52,920 --> 03:12:54,920
6100
03:12:54,920 --> 03:12:56,800
6101
03:12:56,800 --> 03:12:59,080
6102
03:12:59,080 --> 03:13:01,880
6103
03:13:01,880 --> 03:13:04,520
6104
03:13:04,520 --> 03:13:06,640
6105
03:13:06,640 --> 03:13:08,680
6106
03:13:08,680 --> 03:13:10,880
6107
03:13:10,880 --> 03:13:13,080
6108
03:13:13,080 --> 03:13:15,080
6109
03:13:15,080 --> 03:13:16,720
6110
03:13:16,720 --> 03:13:18,399
6111
03:13:18,399 --> 03:13:21,120
6112
03:13:21,120 --> 03:13:22,399
6113
03:13:22,399 --> 03:13:24,319
6114
03:13:24,319 --> 03:13:25,760
6115
03:13:25,760 --> 03:13:27,399
6116
03:13:27,399 --> 03:13:29,319
6117
03:13:29,319 --> 03:13:30,640
6118
03:13:30,640 --> 03:13:32,479
6119
03:13:32,479 --> 03:13:34,920
6120
03:13:34,920 --> 03:13:36,520
6121
03:13:36,520 --> 03:13:38,399
6122
03:13:38,399 --> 03:13:40,359
6123
03:13:40,359 --> 03:13:41,840
6124
03:13:41,840 --> 03:13:43,760
6125
03:13:43,760 --> 03:13:45,520
6126
03:13:45,520 --> 03:13:47,200
6127
03:13:47,200 --> 03:13:49,120
6128
03:13:49,120 --> 03:13:50,840
6129
03:13:50,840 --> 03:13:52,920
6130
03:13:52,920 --> 03:13:54,800
6131
03:13:54,800 --> 03:13:56,800
6132
03:13:56,800 --> 03:13:58,479
6133
03:13:58,479 --> 03:14:00,399
6134
03:14:00,399 --> 03:14:02,560
6135
03:14:02,560 --> 03:14:04,279
6136
03:14:04,279 --> 03:14:06,239
6137
03:14:06,239 --> 03:14:07,520
6138
03:14:07,520 --> 03:14:09,160
6139
03:14:09,160 --> 03:14:11,479
6140
03:14:11,479 --> 03:14:13,760
6141
03:14:13,760 --> 03:14:15,479
6142
03:14:15,479 --> 03:14:17,200
6143
03:14:17,200 --> 03:14:18,479
6144
03:14:18,479 --> 03:14:19,960
6145
03:14:19,960 --> 03:14:23,680
6146
03:14:23,920 --> 03:14:27,080
6147
03:14:27,080 --> 03:14:28,399
6148
03:14:28,399 --> 03:14:30,000
6149
03:14:30,000 --> 03:14:31,800
6150
03:14:31,800 --> 03:14:33,800
6151
03:14:33,800 --> 03:14:36,000
6152
03:14:36,000 --> 03:14:37,680
6153
03:14:37,680 --> 03:14:39,880
6154
03:14:39,880 --> 03:14:41,720
6155
03:14:41,720 --> 03:14:43,680
6156
03:14:43,680 --> 03:14:45,359
6157
03:14:45,359 --> 03:14:47,040
6158
03:14:47,040 --> 03:14:49,080
6159
03:14:49,080 --> 03:14:50,800
6160
03:14:50,800 --> 03:14:52,600
6161
03:14:52,600 --> 03:14:55,399
6162
03:14:55,399 --> 03:14:57,239
6163
03:14:57,239 --> 03:14:59,200
6164
03:14:59,200 --> 03:15:00,880
6165
03:15:00,880 --> 03:15:02,880
6166
03:15:02,880 --> 03:15:04,920
6167
03:15:04,920 --> 03:15:06,439
6168
03:15:06,439 --> 03:15:08,560
6169
03:15:08,560 --> 03:15:10,760
6170
03:15:10,760 --> 03:15:13,840
6171
03:15:13,840 --> 03:15:16,120
6172
03:15:16,120 --> 03:15:18,399
6173
03:15:18,399 --> 03:15:21,080
6174
03:15:21,080 --> 03:15:22,840
6175
03:15:22,840 --> 03:15:24,160
6176
03:15:24,160 --> 03:15:25,600
6177
03:15:25,600 --> 03:15:27,800
6178
03:15:27,800 --> 03:15:30,000
6179
03:15:30,000 --> 03:15:31,880
6180
03:15:31,880 --> 03:15:33,800
6181
03:15:33,800 --> 03:15:35,479
6182
03:15:35,479 --> 03:15:38,040
6183
03:15:38,040 --> 03:15:39,960
6184
03:15:39,960 --> 03:15:42,359
6185
03:15:42,359 --> 03:15:44,720
6186
03:15:44,720 --> 03:15:46,479
6187
03:15:46,479 --> 03:15:48,359
6188
03:15:48,359 --> 03:15:50,439
6189
03:15:50,439 --> 03:15:52,239
6190
03:15:52,239 --> 03:15:54,239
6191
03:15:54,239 --> 03:15:56,199
6192
03:15:56,199 --> 03:15:57,960
6193
03:15:57,960 --> 03:16:00,439
6194
03:16:00,439 --> 03:16:01,840
6195
03:16:01,840 --> 03:16:05,120
6196
03:16:05,120 --> 03:16:07,640
6197
03:16:07,640 --> 03:16:09,720
6198
03:16:09,720 --> 03:16:13,479
6199
03:16:13,479 --> 03:16:15,960
6200
03:16:15,960 --> 03:16:17,920
6201
03:16:17,920 --> 03:16:19,720
6202
03:16:19,720 --> 03:16:21,600
6203
03:16:21,600 --> 03:16:24,080
6204
03:16:24,080 --> 03:16:25,960
6205
03:16:25,960 --> 03:16:27,640
6206
03:16:27,640 --> 03:16:29,560
6207
03:16:29,560 --> 03:16:32,000
6208
03:16:32,000 --> 03:16:33,840
6209
03:16:33,840 --> 03:16:36,199
6210
03:16:36,199 --> 03:16:39,760
6211
03:16:39,760 --> 03:16:41,840
6212
03:16:41,840 --> 03:16:43,840
6213
03:16:43,840 --> 03:16:46,520
6214
03:16:46,520 --> 03:16:48,120
6215
03:16:48,120 --> 03:16:50,040
6216
03:16:50,040 --> 03:16:51,800
6217
03:16:51,800 --> 03:16:53,880
6218
03:16:53,880 --> 03:16:55,840
6219
03:16:55,840 --> 03:16:57,520
6220
03:16:57,520 --> 03:16:59,600
6221
03:16:59,600 --> 03:17:01,479
6222
03:17:01,479 --> 03:17:03,399
6223
03:17:03,399 --> 03:17:05,080
6224
03:17:05,080 --> 03:17:07,120
6225
03:17:07,120 --> 03:17:09,239
6226
03:17:09,239 --> 03:17:11,399
6227
03:17:11,399 --> 03:17:13,239
6228
03:17:13,239 --> 03:17:14,920
6229
03:17:14,920 --> 03:17:18,479
6230
03:17:18,479 --> 03:17:20,319
6231
03:17:20,319 --> 03:17:22,439
6232
03:17:22,439 --> 03:17:24,040
6233
03:17:24,040 --> 03:17:26,160
6234
03:17:26,160 --> 03:17:28,840
6235
03:17:28,840 --> 03:17:30,080
6236
03:17:30,080 --> 03:17:32,040
6237
03:17:32,040 --> 03:17:34,239
6238
03:17:34,239 --> 03:17:35,520
6239
03:17:35,520 --> 03:17:37,600
6240
03:17:37,600 --> 03:17:39,319
6241
03:17:39,319 --> 03:17:41,199
6242
03:17:41,199 --> 03:17:42,960
6243
03:17:42,960 --> 03:17:45,160
6244
03:17:45,160 --> 03:17:46,960
6245
03:17:46,960 --> 03:17:48,399
6246
03:17:48,399 --> 03:17:50,199
6247
03:17:50,199 --> 03:17:51,800
6248
03:17:51,800 --> 03:17:53,680
6249
03:17:53,680 --> 03:17:55,840
6250
03:17:55,840 --> 03:17:57,520
6251
03:17:57,520 --> 03:17:59,080
6252
03:17:59,080 --> 03:18:01,199
6253
03:18:01,199 --> 03:18:02,520
6254
03:18:02,520 --> 03:18:04,880
6255
03:18:04,880 --> 03:18:06,399
6256
03:18:06,399 --> 03:18:08,279
6257
03:18:08,279 --> 03:18:10,560
6258
03:18:10,560 --> 03:18:12,560
6259
03:18:12,560 --> 03:18:14,120
6260
03:18:14,120 --> 03:18:16,399
6261
03:18:16,399 --> 03:18:19,840
6262
03:18:19,840 --> 03:18:21,479
6263
03:18:21,479 --> 03:18:23,239
6264
03:18:23,239 --> 03:18:24,800
6265
03:18:24,800 --> 03:18:27,279
6266
03:18:27,279 --> 03:18:28,800
6267
03:18:28,800 --> 03:18:30,880
6268
03:18:30,880 --> 03:18:32,319
6269
03:18:32,319 --> 03:18:34,160
6270
03:18:34,160 --> 03:18:36,000
6271
03:18:36,000 --> 03:18:38,199
6272
03:18:38,199 --> 03:18:40,199
6273
03:18:40,199 --> 03:18:42,800
6274
03:18:42,800 --> 03:18:44,920
6275
03:18:44,920 --> 03:18:47,239
6276
03:18:47,239 --> 03:18:49,640
6277
03:18:49,640 --> 03:18:51,640
6278
03:18:51,640 --> 03:18:53,439
6279
03:18:53,439 --> 03:18:54,920
6280
03:18:54,920 --> 03:18:56,359
6281
03:18:56,359 --> 03:18:57,880
6282
03:18:57,880 --> 03:18:59,439
6283
03:18:59,439 --> 03:19:00,960
6284
03:19:00,960 --> 03:19:02,640
6285
03:19:02,640 --> 03:19:04,080
6286
03:19:04,080 --> 03:19:06,359
6287
03:19:06,359 --> 03:19:07,880
6288
03:19:07,880 --> 03:19:09,800
6289
03:19:09,800 --> 03:19:12,359
6290
03:19:12,359 --> 03:19:14,000
6291
03:19:14,000 --> 03:19:16,000
6292
03:19:16,000 --> 03:19:17,359
6293
03:19:17,359 --> 03:19:18,840
6294
03:19:18,840 --> 03:19:21,199
6295
03:19:21,199 --> 03:19:23,319
6296
03:19:23,319 --> 03:19:25,359
6297
03:19:25,359 --> 03:19:27,520
6298
03:19:27,520 --> 03:19:29,359
6299
03:19:29,359 --> 03:19:31,239
6300
03:19:31,239 --> 03:19:33,319
6301
03:19:33,319 --> 03:19:35,960
6302
03:19:35,960 --> 03:19:37,960
6303
03:19:37,960 --> 03:19:39,960
6304
03:19:39,960 --> 03:19:41,640
6305
03:19:41,640 --> 03:19:43,720
6306
03:19:43,720 --> 03:19:45,960
6307
03:19:45,960 --> 03:19:47,960
6308
03:19:47,960 --> 03:19:49,920
6309
03:19:49,920 --> 03:19:51,800
6310
03:19:51,800 --> 03:19:53,720
6311
03:19:53,720 --> 03:19:56,120
6312
03:19:56,120 --> 03:19:58,680
6313
03:19:58,680 --> 03:20:00,800
6314
03:20:00,800 --> 03:20:02,479
6315
03:20:02,479 --> 03:20:04,399
6316
03:20:04,399 --> 03:20:05,760
6317
03:20:05,760 --> 03:20:07,160
6318
03:20:07,160 --> 03:20:08,920
6319
03:20:08,920 --> 03:20:11,199
6320
03:20:11,199 --> 03:20:12,800
6321
03:20:12,800 --> 03:20:14,600
6322
03:20:14,600 --> 03:20:16,439
6323
03:20:16,439 --> 03:20:18,560
6324
03:20:18,560 --> 03:20:20,520
6325
03:20:20,520 --> 03:20:22,120
6326
03:20:22,120 --> 03:20:23,920
6327
03:20:23,920 --> 03:20:25,319
6328
03:20:25,319 --> 03:20:27,279
6329
03:20:27,279 --> 03:20:29,399
6330
03:20:29,399 --> 03:20:31,279
6331
03:20:31,279 --> 03:20:33,399
6332
03:20:33,399 --> 03:20:34,920
6333
03:20:34,920 --> 03:20:36,600
6334
03:20:36,600 --> 03:20:38,520
6335
03:20:38,520 --> 03:20:39,760
6336
03:20:39,760 --> 03:20:41,920
6337
03:20:41,920 --> 03:20:44,040
6338
03:20:44,040 --> 03:20:45,560
6339
03:20:45,560 --> 03:20:48,000
6340
03:20:48,000 --> 03:20:49,600
6341
03:20:49,600 --> 03:20:51,279
6342
03:20:51,279 --> 03:20:53,000
6343
03:20:53,000 --> 03:20:54,760
6344
03:20:54,760 --> 03:20:56,600
6345
03:20:56,600 --> 03:20:58,239
6346
03:20:58,239 --> 03:21:00,359
6347
03:21:00,359 --> 03:21:02,600
6348
03:21:02,600 --> 03:21:03,920
6349
03:21:03,920 --> 03:21:05,680
6350
03:21:05,680 --> 03:21:07,199
6351
03:21:07,199 --> 03:21:08,640
6352
03:21:08,640 --> 03:21:10,399
6353
03:21:10,399 --> 03:21:12,319
6354
03:21:12,319 --> 03:21:14,000
6355
03:21:14,000 --> 03:21:16,720
6356
03:21:16,720 --> 03:21:19,120
6357
03:21:19,120 --> 03:21:21,000
6358
03:21:21,000 --> 03:21:23,120
6359
03:21:23,120 --> 03:21:25,640
6360
03:21:25,640 --> 03:21:28,479
6361
03:21:28,479 --> 03:21:30,040
6362
03:21:30,040 --> 03:21:31,399
6363
03:21:31,399 --> 03:21:33,080
6364
03:21:33,080 --> 03:21:35,520
6365
03:21:35,520 --> 03:21:37,720
6366
03:21:37,720 --> 03:21:40,680
6367
03:21:40,680 --> 03:21:42,160
6368
03:21:42,160 --> 03:21:44,560
6369
03:21:44,560 --> 03:21:46,239
6370
03:21:46,239 --> 03:21:47,920
6371
03:21:47,920 --> 03:21:49,399
6372
03:21:49,399 --> 03:21:51,120
6373
03:21:51,120 --> 03:21:52,520
6374
03:21:52,520 --> 03:21:54,560
6375
03:21:54,560 --> 03:21:55,960
6376
03:21:55,960 --> 03:21:58,199
6377
03:21:58,199 --> 03:22:00,640
6378
03:22:00,640 --> 03:22:02,399
6379
03:22:02,399 --> 03:22:04,720
6380
03:22:04,720 --> 03:22:06,760
6381
03:22:06,760 --> 03:22:08,520
6382
03:22:08,520 --> 03:22:10,319
6383
03:22:10,319 --> 03:22:12,479
6384
03:22:12,479 --> 03:22:14,479
6385
03:22:14,479 --> 03:22:16,120
6386
03:22:16,120 --> 03:22:18,160
6387
03:22:18,160 --> 03:22:19,800
6388
03:22:19,800 --> 03:22:21,800
6389
03:22:21,800 --> 03:22:24,120
6390
03:22:24,120 --> 03:22:25,640
6391
03:22:25,640 --> 03:22:27,160
6392
03:22:27,160 --> 03:22:29,120
6393
03:22:29,120 --> 03:22:31,479
6394
03:22:31,479 --> 03:22:32,920
6395
03:22:32,920 --> 03:22:34,560
6396
03:22:34,560 --> 03:22:36,520
6397
03:22:36,520 --> 03:22:38,399
6398
03:22:38,399 --> 03:22:40,080
6399
03:22:40,080 --> 03:22:41,960
6400
03:22:41,960 --> 03:22:43,840
6401
03:22:43,840 --> 03:22:46,080
6402
03:22:46,080 --> 03:22:48,359
6403
03:22:48,359 --> 03:22:51,000
6404
03:22:51,000 --> 03:22:54,399
6405
03:22:54,399 --> 03:22:56,920
6406
03:22:56,920 --> 03:22:58,439
6407
03:22:58,439 --> 03:23:00,640
6408
03:23:00,640 --> 03:23:03,000
6409
03:23:03,000 --> 03:23:05,199
6410
03:23:05,199 --> 03:23:07,279
6411
03:23:07,279 --> 03:23:09,160
6412
03:23:09,160 --> 03:23:10,560
6413
03:23:10,560 --> 03:23:12,359
6414
03:23:12,359 --> 03:23:14,160
6415
03:23:14,160 --> 03:23:16,080
6416
03:23:16,080 --> 03:23:18,000
6417
03:23:18,000 --> 03:23:19,199
6418
03:23:19,199 --> 03:23:21,000
6419
03:23:21,000 --> 03:23:22,920
6420
03:23:22,920 --> 03:23:24,600
6421
03:23:24,600 --> 03:23:26,359
6422
03:23:26,359 --> 03:23:28,160
6423
03:23:28,160 --> 03:23:30,160
6424
03:23:30,160 --> 03:23:32,319
6425
03:23:32,319 --> 03:23:34,199
6426
03:23:34,199 --> 03:23:36,319
6427
03:23:36,319 --> 03:23:38,160
6428
03:23:38,160 --> 03:23:40,000
6429
03:23:40,000 --> 03:23:42,080
6430
03:23:42,080 --> 03:23:44,520
6431
03:23:44,520 --> 03:23:46,560
6432
03:23:46,560 --> 03:23:48,279
6433
03:23:48,279 --> 03:23:49,960
6434
03:23:49,960 --> 03:23:51,880
6435
03:23:51,880 --> 03:23:53,439
6436
03:23:53,439 --> 03:23:54,760
6437
03:23:54,760 --> 03:23:57,279
6438
03:23:57,279 --> 03:23:59,520
6439
03:23:59,520 --> 03:24:01,199
6440
03:24:01,199 --> 03:24:03,000
6441
03:24:03,000 --> 03:24:05,080
6442
03:24:05,080 --> 03:24:06,800
6443
03:24:06,800 --> 03:24:08,720
6444
03:24:08,720 --> 03:24:10,199
6445
03:24:10,199 --> 03:24:12,120
6446
03:24:12,120 --> 03:24:14,239
6447
03:24:14,239 --> 03:24:16,160
6448
03:24:16,160 --> 03:24:17,680
6449
03:24:17,680 --> 03:24:19,319
6450
03:24:19,319 --> 03:24:21,279
6451
03:24:21,279 --> 03:24:23,479
6452
03:24:23,479 --> 03:24:25,359
6453
03:24:25,359 --> 03:24:26,760
6454
03:24:26,760 --> 03:24:28,880
6455
03:24:28,880 --> 03:24:30,680
6456
03:24:30,680 --> 03:24:32,239
6457
03:24:32,239 --> 03:24:34,399
6458
03:24:34,399 --> 03:24:35,920
6459
03:24:35,920 --> 03:24:37,840
6460
03:24:37,840 --> 03:24:39,279
6461
03:24:39,279 --> 03:24:41,160
6462
03:24:41,160 --> 03:24:43,080
6463
03:24:43,080 --> 03:24:45,680
6464
03:24:45,680 --> 03:24:47,560
6465
03:24:47,560 --> 03:24:49,640
6466
03:24:49,640 --> 03:24:52,040
6467
03:24:52,040 --> 03:24:53,760
6468
03:24:53,760 --> 03:24:56,120
6469
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6470
03:24:58,040 --> 03:25:00,040
6471
03:25:00,040 --> 03:25:02,239
6472
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6473
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6474
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6475
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6476
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6477
03:25:13,319 --> 03:25:15,319
6478
03:25:15,319 --> 03:25:17,399
6479
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6480
03:25:18,800 --> 03:25:20,920
6481
03:25:20,920 --> 03:25:22,880
6482
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6483
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6484
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6485
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6486
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6487
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6488
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6489
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6490
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6491
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6492
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6493
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6494
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6495
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6496
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6497
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6498
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6499
03:25:57,319 --> 03:25:59,479
6500
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6501
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6502
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6503
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6504
03:26:09,160 --> 03:26:10,439
6505
03:26:10,439 --> 03:26:12,040
6506
03:26:12,040 --> 03:26:14,000
6507
03:26:14,000 --> 03:26:15,560
6508
03:26:15,560 --> 03:26:17,000
6509
03:26:17,000 --> 03:26:18,520
6510
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6511
03:26:20,080 --> 03:26:21,720
6512
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6513
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6514
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6515
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6516
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6517
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6518
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6519
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6520
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6521
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6522
03:26:42,199 --> 03:26:44,160
6523
03:26:44,160 --> 03:26:46,279
6524
03:26:46,279 --> 03:26:48,720
6525
03:26:48,720 --> 03:26:51,439
6526
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6527
03:26:53,160 --> 03:26:55,319
6528
03:26:55,319 --> 03:26:57,160
6529
03:26:57,160 --> 03:26:59,359
6530
03:26:59,359 --> 03:27:00,880
6531
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6532
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6533
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6534
03:27:07,120 --> 03:27:09,600
6535
03:27:09,600 --> 03:27:11,040
6536
03:27:11,040 --> 03:27:13,359
6537
03:27:13,359 --> 03:27:14,920
6538
03:27:14,920 --> 03:27:16,479
6539
03:27:16,479 --> 03:27:18,520
6540
03:27:18,520 --> 03:27:21,160
6541
03:27:21,160 --> 03:27:23,399
6542
03:27:23,399 --> 03:27:25,359
6543
03:27:25,359 --> 03:27:26,880
6544
03:27:26,880 --> 03:27:28,600
6545
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6546
03:27:30,319 --> 03:27:32,279
6547
03:27:32,279 --> 03:27:34,279
6548
03:27:34,279 --> 03:27:35,800
6549
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6550
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6551
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6552
03:27:40,800 --> 03:27:42,680
6553
03:27:42,680 --> 03:27:44,279
6554
03:27:44,279 --> 03:27:46,479
6555
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6556
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6557
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6558
03:27:52,040 --> 03:27:53,640
6559
03:27:53,640 --> 03:27:55,000
6560
03:27:55,000 --> 03:27:57,239
6561
03:27:57,239 --> 03:27:59,080
6562
03:27:59,080 --> 03:28:00,439
6563
03:28:00,439 --> 03:28:02,520
6564
03:28:02,520 --> 03:28:04,439
6565
03:28:04,439 --> 03:28:06,120
6566
03:28:06,120 --> 03:28:08,080
6567
03:28:08,080 --> 03:28:09,880
6568
03:28:09,880 --> 03:28:11,680
6569
03:28:11,680 --> 03:28:13,920
6570
03:28:13,920 --> 03:28:15,760
6571
03:28:15,760 --> 03:28:17,880
6572
03:28:17,880 --> 03:28:19,560
6573
03:28:19,560 --> 03:28:21,600
6574
03:28:21,600 --> 03:28:23,640
6575
03:28:23,640 --> 03:28:25,319
6576
03:28:25,319 --> 03:28:27,080
6577
03:28:27,080 --> 03:28:28,560
6578
03:28:28,560 --> 03:28:30,560
6579
03:28:30,560 --> 03:28:32,279
6580
03:28:32,279 --> 03:28:34,239
6581
03:28:34,239 --> 03:28:35,560
6582
03:28:35,560 --> 03:28:37,720
6583
03:28:37,720 --> 03:28:39,800
6584
03:28:39,800 --> 03:28:41,359
6585
03:28:41,359 --> 03:28:43,080
6586
03:28:43,080 --> 03:28:44,760
6587
03:28:44,760 --> 03:28:46,120
6588
03:28:46,120 --> 03:28:47,840
6589
03:28:47,840 --> 03:28:49,720
6590
03:28:49,720 --> 03:28:51,319
6591
03:28:51,319 --> 03:28:53,239
6592
03:28:53,239 --> 03:28:55,439
6593
03:28:55,439 --> 03:28:57,279
6594
03:28:57,279 --> 03:28:59,560
6595
03:28:59,560 --> 03:29:01,120
6596
03:29:01,120 --> 03:29:02,880
6597
03:29:02,880 --> 03:29:04,680
6598
03:29:04,680 --> 03:29:06,520
6599
03:29:06,520 --> 03:29:08,399
6600
03:29:08,399 --> 03:29:09,800
6601
03:29:09,800 --> 03:29:11,720
6602
03:29:11,720 --> 03:29:13,640
6603
03:29:13,640 --> 03:29:15,720
6604
03:29:15,720 --> 03:29:17,960
6605
03:29:17,960 --> 03:29:19,520
6606
03:29:19,520 --> 03:29:21,880
6607
03:29:21,880 --> 03:29:23,560
6608
03:29:23,560 --> 03:29:25,279
6609
03:29:25,279 --> 03:29:27,199
6610
03:29:27,199 --> 03:29:29,319
6611
03:29:29,319 --> 03:29:30,760
6612
03:29:30,760 --> 03:29:32,520
6613
03:29:32,520 --> 03:29:34,080
6614
03:29:34,080 --> 03:29:35,800
6615
03:29:35,800 --> 03:29:37,040
6616
03:29:37,040 --> 03:29:38,720
6617
03:29:38,720 --> 03:29:40,720
6618
03:29:40,720 --> 03:29:42,160
6619
03:29:42,160 --> 03:29:43,960
6620
03:29:43,960 --> 03:29:46,120
6621
03:29:46,120 --> 03:29:47,640
6622
03:29:47,640 --> 03:29:49,439
6623
03:29:49,439 --> 03:29:51,080
6624
03:29:51,080 --> 03:29:53,040
6625
03:29:53,040 --> 03:29:54,640
6626
03:29:54,640 --> 03:29:56,640
6627
03:29:56,640 --> 03:29:58,680
6628
03:29:58,680 --> 03:30:00,439
6629
03:30:00,439 --> 03:30:02,080
6630
03:30:02,080 --> 03:30:04,000
6631
03:30:04,000 --> 03:30:05,720
6632
03:30:05,720 --> 03:30:08,000
6633
03:30:08,000 --> 03:30:10,520
6634
03:30:10,520 --> 03:30:12,840
6635
03:30:12,840 --> 03:30:15,000
6636
03:30:15,000 --> 03:30:16,319
6637
03:30:16,319 --> 03:30:18,160
6638
03:30:18,160 --> 03:30:20,080
6639
03:30:20,080 --> 03:30:23,000
6640
03:30:23,000 --> 03:30:25,319
6641
03:30:25,319 --> 03:30:27,199
6642
03:30:27,199 --> 03:30:29,239
6643
03:30:29,239 --> 03:30:31,800
6644
03:30:31,800 --> 03:30:34,680
6645
03:30:34,680 --> 03:30:37,080
6646
03:30:37,080 --> 03:30:39,439
6647
03:30:39,439 --> 03:30:40,880
6648
03:30:40,880 --> 03:30:42,880
6649
03:30:42,880 --> 03:30:44,960
6650
03:30:44,960 --> 03:30:47,520
6651
03:30:47,520 --> 03:30:49,359
6652
03:30:49,359 --> 03:30:51,040
6653
03:30:51,040 --> 03:30:52,840
6654
03:30:52,840 --> 03:30:55,040
6655
03:30:55,040 --> 03:30:56,600
6656
03:30:56,600 --> 03:30:58,920
6657
03:30:58,920 --> 03:31:00,600
6658
03:31:00,600 --> 03:31:02,439
6659
03:31:02,439 --> 03:31:03,880
6660
03:31:03,880 --> 03:31:06,040
6661
03:31:06,040 --> 03:31:08,720
6662
03:31:08,720 --> 03:31:10,399
6663
03:31:10,399 --> 03:31:12,080
6664
03:31:12,080 --> 03:31:13,640
6665
03:31:13,640 --> 03:31:15,680
6666
03:31:15,680 --> 03:31:17,600
6667
03:31:17,600 --> 03:31:19,479
6668
03:31:19,479 --> 03:31:21,279
6669
03:31:21,279 --> 03:31:23,000
6670
03:31:23,000 --> 03:31:24,680
6671
03:31:24,680 --> 03:31:27,199
6672
03:31:27,199 --> 03:31:29,439
6673
03:31:29,439 --> 03:31:31,760
6674
03:31:31,760 --> 03:31:33,199
6675
03:31:33,199 --> 03:31:35,399
6676
03:31:35,399 --> 03:31:37,680
6677
03:31:37,680 --> 03:31:40,040
6678
03:31:40,040 --> 03:31:41,840
6679
03:31:41,840 --> 03:31:44,359
6680
03:31:44,359 --> 03:31:46,560
6681
03:31:46,560 --> 03:31:48,479
6682
03:31:48,479 --> 03:31:50,680
6683
03:31:50,680 --> 03:31:53,439
6684
03:31:53,439 --> 03:31:55,640
6685
03:31:55,640 --> 03:31:58,040
6686
03:31:58,040 --> 03:32:00,080
6687
03:32:00,080 --> 03:32:01,880
6688
03:32:01,880 --> 03:32:03,640
6689
03:32:03,640 --> 03:32:05,520
6690
03:32:05,520 --> 03:32:07,319
6691
03:32:07,319 --> 03:32:09,359
6692
03:32:09,359 --> 03:32:11,399
6693
03:32:11,399 --> 03:32:13,560
6694
03:32:13,560 --> 03:32:15,960
6695
03:32:15,960 --> 03:32:18,399
6696
03:32:18,399 --> 03:32:20,319
6697
03:32:20,319 --> 03:32:22,160
6698
03:32:22,160 --> 03:32:24,199
6699
03:32:24,199 --> 03:32:26,279
6700
03:32:26,279 --> 03:32:28,439
6701
03:32:28,439 --> 03:32:30,640
6702
03:32:30,640 --> 03:32:33,080
6703
03:32:33,080 --> 03:32:35,600
6704
03:32:35,600 --> 03:32:37,319
6705
03:32:37,319 --> 03:32:39,239
6706
03:32:39,239 --> 03:32:41,160
6707
03:32:41,160 --> 03:32:42,640
6708
03:32:42,640 --> 03:32:45,000
6709
03:32:45,000 --> 03:32:46,600
6710
03:32:46,600 --> 03:32:48,680
6711
03:32:48,680 --> 03:32:50,840
6712
03:32:50,840 --> 03:32:53,000
6713
03:32:53,000 --> 03:32:54,760
6714
03:32:54,760 --> 03:32:57,720
6715
03:32:57,720 --> 03:32:59,080
6716
03:32:59,080 --> 03:33:00,640
6717
03:33:00,640 --> 03:33:03,000
6718
03:33:03,000 --> 03:33:04,520
6719
03:33:04,520 --> 03:33:06,399
6720
03:33:06,399 --> 03:33:08,479
6721
03:33:08,479 --> 03:33:10,080
6722
03:33:10,080 --> 03:33:12,199
6723
03:33:12,199 --> 03:33:13,640
6724
03:33:13,640 --> 03:33:15,880
6725
03:33:15,880 --> 03:33:17,319
6726
03:33:17,319 --> 03:33:19,359
6727
03:33:19,359 --> 03:33:21,279
6728
03:33:21,279 --> 03:33:23,040
6729
03:33:23,040 --> 03:33:25,720
6730
03:33:25,720 --> 03:33:27,319
6731
03:33:27,319 --> 03:33:29,040
6732
03:33:29,040 --> 03:33:30,840
6733
03:33:30,840 --> 03:33:32,680
6734
03:33:32,680 --> 03:33:34,840
6735
03:33:34,840 --> 03:33:36,359
6736
03:33:36,359 --> 03:33:37,800
6737
03:33:37,800 --> 03:33:39,439
6738
03:33:39,439 --> 03:33:41,080
6739
03:33:41,080 --> 03:33:43,080
6740
03:33:43,080 --> 03:33:44,720
6741
03:33:44,720 --> 03:33:46,479
6742
03:33:46,479 --> 03:33:48,359
6743
03:33:48,359 --> 03:33:50,600
6744
03:33:50,600 --> 03:33:52,560
6745
03:33:52,560 --> 03:33:55,160
6746
03:33:55,160 --> 03:33:57,279
6747
03:33:57,279 --> 03:33:59,199
6748
03:33:59,199 --> 03:34:01,199
6749
03:34:01,199 --> 03:34:03,720
6750
03:34:03,720 --> 03:34:05,800
6751
03:34:05,800 --> 03:34:07,920
6752
03:34:07,920 --> 03:34:09,840
6753
03:34:09,840 --> 03:34:11,920
6754
03:34:11,920 --> 03:34:14,560
6755
03:34:14,560 --> 03:34:16,760
6756
03:34:16,760 --> 03:34:18,479
6757
03:34:18,479 --> 03:34:20,160
6758
03:34:20,160 --> 03:34:21,479
6759
03:34:21,479 --> 03:34:23,120
6760
03:34:23,120 --> 03:34:25,439
6761
03:34:25,439 --> 03:34:27,399
6762
03:34:27,399 --> 03:34:29,279
6763
03:34:29,279 --> 03:34:30,880
6764
03:34:30,880 --> 03:34:33,120
6765
03:34:33,120 --> 03:34:34,680
6766
03:34:34,680 --> 03:34:35,960
6767
03:34:35,960 --> 03:34:37,920
6768
03:34:37,920 --> 03:34:39,960
6769
03:34:39,960 --> 03:34:42,040
6770
03:34:42,040 --> 03:34:44,439
6771
03:34:44,439 --> 03:34:46,080
6772
03:34:46,080 --> 03:34:47,800
6773
03:34:47,800 --> 03:34:49,920
6774
03:34:49,920 --> 03:34:51,279
6775
03:34:51,279 --> 03:34:52,640
6776
03:34:52,640 --> 03:34:55,000
6777
03:34:55,000 --> 03:34:56,960
6778
03:34:56,960 --> 03:34:58,840
6779
03:34:58,840 --> 03:35:00,720
6780
03:35:00,720 --> 03:35:02,399
6781
03:35:02,399 --> 03:35:04,000
6782
03:35:04,000 --> 03:35:05,520
6783
03:35:05,520 --> 03:35:06,800
6784
03:35:06,800 --> 03:35:08,560
6785
03:35:08,560 --> 03:35:10,479
6786
03:35:10,479 --> 03:35:12,199
6787
03:35:12,199 --> 03:35:14,000
6788
03:35:14,000 --> 03:35:16,000
6789
03:35:16,000 --> 03:35:17,479
6790
03:35:17,479 --> 03:35:19,960
6791
03:35:19,960 --> 03:35:21,800
6792
03:35:21,800 --> 03:35:24,279
6793
03:35:24,279 --> 03:35:26,359
6794
03:35:26,359 --> 03:35:28,319
6795
03:35:28,319 --> 03:35:30,439
6796
03:35:30,439 --> 03:35:32,319
6797
03:35:32,319 --> 03:35:34,520
6798
03:35:34,520 --> 03:35:36,560
6799
03:35:36,560 --> 03:35:38,479
6800
03:35:38,479 --> 03:35:40,120
6801
03:35:40,120 --> 03:35:41,760
6802
03:35:41,760 --> 03:35:44,040
6803
03:35:44,040 --> 03:35:45,279
6804
03:35:45,279 --> 03:35:47,080
6805
03:35:47,080 --> 03:35:48,520
6806
03:35:48,520 --> 03:35:50,120
6807
03:35:50,120 --> 03:35:51,720
6808
03:35:51,720 --> 03:35:54,560
6809
03:35:54,560 --> 03:35:57,399
6810
03:35:57,399 --> 03:35:58,960
6811
03:35:58,960 --> 03:36:00,720
6812
03:36:00,720 --> 03:36:02,199
6813
03:36:02,199 --> 03:36:03,960
6814
03:36:03,960 --> 03:36:05,520
6815
03:36:05,520 --> 03:36:07,840
6816
03:36:07,840 --> 03:36:10,199
6817
03:36:10,199 --> 03:36:12,279
6818
03:36:12,279 --> 03:36:14,439
6819
03:36:14,439 --> 03:36:16,000
6820
03:36:16,000 --> 03:36:18,040
6821
03:36:18,040 --> 03:36:19,960
6822
03:36:19,960 --> 03:36:22,080
6823
03:36:22,080 --> 03:36:24,680
6824
03:36:24,680 --> 03:36:26,279
6825
03:36:26,279 --> 03:36:28,120
6826
03:36:28,120 --> 03:36:30,040
6827
03:36:30,040 --> 03:36:32,120
6828
03:36:32,120 --> 03:36:34,120
6829
03:36:34,120 --> 03:36:36,160
6830
03:36:36,160 --> 03:36:38,279
6831
03:36:38,279 --> 03:36:40,199
6832
03:36:40,199 --> 03:36:42,439
6833
03:36:42,439 --> 03:36:44,359
6834
03:36:44,359 --> 03:36:46,160
6835
03:36:46,160 --> 03:36:48,439
6836
03:36:48,439 --> 03:36:50,120
6837
03:36:50,120 --> 03:36:51,800
6838
03:36:51,800 --> 03:36:53,279
6839
03:36:53,279 --> 03:36:54,600
6840
03:36:54,600 --> 03:36:55,840
6841
03:36:55,840 --> 03:36:57,199
6842
03:36:57,199 --> 03:36:58,560
6843
03:36:58,560 --> 03:37:00,800
6844
03:37:00,800 --> 03:37:03,160
6845
03:37:03,160 --> 03:37:04,760
6846
03:37:04,760 --> 03:37:07,199
6847
03:37:07,199 --> 03:37:10,040
6848
03:37:10,040 --> 03:37:11,840
6849
03:37:11,840 --> 03:37:13,359
6850
03:37:13,359 --> 03:37:15,080
6851
03:37:15,080 --> 03:37:16,479
6852
03:37:16,479 --> 03:37:18,520
6853
03:37:18,520 --> 03:37:20,560
6854
03:37:20,560 --> 03:37:23,279
6855
03:37:23,279 --> 03:37:25,399
6856
03:37:25,399 --> 03:37:27,199
6857
03:37:27,199 --> 03:37:29,120
6858
03:37:29,120 --> 03:37:31,000
6859
03:37:31,000 --> 03:37:32,680
6860
03:37:32,680 --> 03:37:35,279
6861
03:37:35,279 --> 03:37:37,080
6862
03:37:37,080 --> 03:37:38,840
6863
03:37:38,840 --> 03:37:40,680
6864
03:37:40,680 --> 03:37:42,760
6865
03:37:42,760 --> 03:37:44,560
6866
03:37:44,560 --> 03:37:46,399
6867
03:37:46,399 --> 03:37:48,000
6868
03:37:48,000 --> 03:37:51,439
6869
03:37:51,479 --> 03:37:54,520
6870
03:37:54,520 --> 03:37:55,800
6871
03:37:55,800 --> 03:37:58,319
6872
03:37:58,319 --> 03:37:59,640
6873
03:37:59,640 --> 03:38:01,760
6874
03:38:01,760 --> 03:38:03,920
6875
03:38:03,920 --> 03:38:05,279
6876
03:38:05,279 --> 03:38:07,600
6877
03:38:07,600 --> 03:38:09,160
6878
03:38:09,160 --> 03:38:11,080
6879
03:38:11,080 --> 03:38:13,680
6880
03:38:13,680 --> 03:38:15,600
6881
03:38:15,600 --> 03:38:16,880
6882
03:38:16,880 --> 03:38:19,000
6883
03:38:19,000 --> 03:38:20,760
6884
03:38:20,760 --> 03:38:22,520
6885
03:38:22,520 --> 03:38:24,120
6886
03:38:24,120 --> 03:38:26,040
6887
03:38:26,040 --> 03:38:28,319
6888
03:38:28,319 --> 03:38:30,279
6889
03:38:30,279 --> 03:38:32,160
6890
03:38:32,160 --> 03:38:34,080
6891
03:38:34,080 --> 03:38:36,239
6892
03:38:36,239 --> 03:38:38,000
6893
03:38:38,000 --> 03:38:39,680
6894
03:38:39,680 --> 03:38:41,399
6895
03:38:41,399 --> 03:38:43,000
6896
03:38:43,000 --> 03:38:44,840
6897
03:38:44,840 --> 03:38:47,279
6898
03:38:47,279 --> 03:38:49,359
6899
03:38:49,359 --> 03:38:51,760
6900
03:38:51,760 --> 03:38:53,199
6901
03:38:53,199 --> 03:38:55,080
6902
03:38:55,080 --> 03:38:57,040
6903
03:38:57,040 --> 03:38:59,000
6904
03:38:59,000 --> 03:39:01,040
6905
03:39:01,040 --> 03:39:03,239
6906
03:39:03,239 --> 03:39:05,520
6907
03:39:05,520 --> 03:39:08,359
6908
03:39:08,359 --> 03:39:10,560
6909
03:39:10,560 --> 03:39:12,760
6910
03:39:12,760 --> 03:39:15,000
6911
03:39:15,000 --> 03:39:16,439
6912
03:39:16,439 --> 03:39:18,399
6913
03:39:18,399 --> 03:39:20,399
6914
03:39:20,399 --> 03:39:21,840
6915
03:39:21,840 --> 03:39:23,479
6916
03:39:23,479 --> 03:39:25,279
6917
03:39:25,279 --> 03:39:27,000
6918
03:39:27,000 --> 03:39:28,760
6919
03:39:28,760 --> 03:39:31,279
6920
03:39:31,279 --> 03:39:34,120
6921
03:39:34,120 --> 03:39:35,720
6922
03:39:35,720 --> 03:39:37,279
6923
03:39:37,279 --> 03:39:39,160
6924
03:39:39,160 --> 03:39:41,000
6925
03:39:41,000 --> 03:39:42,720
6926
03:39:42,720 --> 03:39:45,520
6927
03:39:45,520 --> 03:39:47,279
6928
03:39:47,279 --> 03:39:49,040
6929
03:39:49,040 --> 03:39:50,760
6930
03:39:50,760 --> 03:39:52,199
6931
03:39:52,199 --> 03:39:54,239
6932
03:39:54,239 --> 03:39:56,359
6933
03:39:56,359 --> 03:39:58,760
6934
03:39:58,760 --> 03:40:00,760
6935
03:40:00,760 --> 03:40:02,680
6936
03:40:02,680 --> 03:40:04,520
6937
03:40:04,520 --> 03:40:05,920
6938
03:40:05,920 --> 03:40:07,680
6939
03:40:07,680 --> 03:40:09,640
6940
03:40:09,640 --> 03:40:12,040
6941
03:40:12,040 --> 03:40:13,800
6942
03:40:13,800 --> 03:40:15,319
6943
03:40:15,319 --> 03:40:17,040
6944
03:40:17,040 --> 03:40:19,439
6945
03:40:19,439 --> 03:40:21,880
6946
03:40:21,880 --> 03:40:23,880
6947
03:40:23,880 --> 03:40:25,800
6948
03:40:25,800 --> 03:40:27,000
6949
03:40:27,000 --> 03:40:28,439
6950
03:40:28,439 --> 03:40:30,359
6951
03:40:30,359 --> 03:40:32,239
6952
03:40:32,239 --> 03:40:34,680
6953
03:40:34,680 --> 03:40:36,160
6954
03:40:36,160 --> 03:40:38,239
6955
03:40:38,239 --> 03:40:40,600
6956
03:40:40,600 --> 03:40:42,760
6957
03:40:42,760 --> 03:40:44,640
6958
03:40:44,640 --> 03:40:47,520
6959
03:40:47,520 --> 03:40:50,439
6960
03:40:50,439 --> 03:40:52,760
6961
03:40:52,760 --> 03:40:54,000
6962
03:40:54,000 --> 03:40:56,080
6963
03:40:56,080 --> 03:40:58,640
6964
03:40:58,640 --> 03:41:01,279
6965
03:41:01,279 --> 03:41:03,920
6966
03:41:03,920 --> 03:41:05,600
6967
03:41:05,600 --> 03:41:07,840
6968
03:41:07,840 --> 03:41:09,800
6969
03:41:09,800 --> 03:41:11,479
6970
03:41:11,479 --> 03:41:13,239
6971
03:41:13,239 --> 03:41:14,880
6972
03:41:14,880 --> 03:41:16,640
6973
03:41:16,640 --> 03:41:18,920
6974
03:41:18,920 --> 03:41:21,000
6975
03:41:21,000 --> 03:41:22,560
6976
03:41:22,560 --> 03:41:24,159
6977
03:41:24,159 --> 03:41:25,960
6978
03:41:25,960 --> 03:41:28,159
6979
03:41:28,159 --> 03:41:30,319
6980
03:41:30,319 --> 03:41:31,960
6981
03:41:31,960 --> 03:41:34,439
6982
03:41:34,439 --> 03:41:36,040
6983
03:41:36,040 --> 03:41:38,880
6984
03:41:38,880 --> 03:41:40,960
6985
03:41:40,960 --> 03:41:42,800
6986
03:41:42,800 --> 03:41:44,840
6987
03:41:44,840 --> 03:41:46,680
6988
03:41:46,680 --> 03:41:48,880
6989
03:41:48,880 --> 03:41:51,560
6990
03:41:51,560 --> 03:41:53,479
6991
03:41:53,479 --> 03:41:54,920
6992
03:41:54,920 --> 03:41:56,520
6993
03:41:56,520 --> 03:41:58,479
6994
03:41:58,479 --> 03:42:00,720
6995
03:42:00,720 --> 03:42:02,359
6996
03:42:02,359 --> 03:42:04,680
6997
03:42:04,680 --> 03:42:07,239
6998
03:42:07,239 --> 03:42:09,560
6999
03:42:09,560 --> 03:42:11,399
7000
03:42:11,399 --> 03:42:13,199
7001
03:42:13,199 --> 03:42:15,319
7002
03:42:15,319 --> 03:42:17,560
7003
03:42:17,560 --> 03:42:19,120
7004
03:42:19,120 --> 03:42:21,080
7005
03:42:21,080 --> 03:42:22,920
7006
03:42:22,920 --> 03:42:24,640
7007
03:42:24,640 --> 03:42:26,760
7008
03:42:26,760 --> 03:42:28,159
7009
03:42:28,159 --> 03:42:30,239
7010
03:42:30,239 --> 03:42:32,120
7011
03:42:32,120 --> 03:42:33,800
7012
03:42:33,800 --> 03:42:35,880
7013
03:42:35,880 --> 03:42:37,640
7014
03:42:37,640 --> 03:42:39,239
7015
03:42:39,239 --> 03:42:40,880
7016
03:42:40,880 --> 03:42:42,640
7017
03:42:42,640 --> 03:42:44,840
7018
03:42:44,840 --> 03:42:45,960
7019
03:42:45,960 --> 03:42:48,040
7020
03:42:48,040 --> 03:42:50,040
7021
03:42:50,040 --> 03:42:52,600
7022
03:42:52,600 --> 03:42:54,239
7023
03:42:54,239 --> 03:42:56,399
7024
03:42:56,399 --> 03:42:58,520
7025
03:42:58,520 --> 03:43:00,080
7026
03:43:00,080 --> 03:43:01,880
7027
03:43:01,880 --> 03:43:03,319
7028
03:43:03,319 --> 03:43:05,159
7029
03:43:05,159 --> 03:43:06,600
7030
03:43:06,600 --> 03:43:08,600
7031
03:43:08,600 --> 03:43:11,000
7032
03:43:11,000 --> 03:43:13,159
7033
03:43:13,159 --> 03:43:15,520
7034
03:43:15,520 --> 03:43:17,640
7035
03:43:17,640 --> 03:43:19,760
7036
03:43:19,760 --> 03:43:22,080
7037
03:43:22,080 --> 03:43:24,560
7038
03:43:24,560 --> 03:43:27,080
7039
03:43:27,080 --> 03:43:28,920
7040
03:43:28,920 --> 03:43:30,399
7041
03:43:30,399 --> 03:43:32,000
7042
03:43:32,000 --> 03:43:33,720
7043
03:43:33,720 --> 03:43:35,840
7044
03:43:35,840 --> 03:43:38,040
7045
03:43:38,040 --> 03:43:40,120
7046
03:43:40,120 --> 03:43:41,800
7047
03:43:41,800 --> 03:43:44,040
7048
03:43:44,040 --> 03:43:46,880
7049
03:43:46,880 --> 03:43:49,239
7050
03:43:49,239 --> 03:43:51,520
7051
03:43:51,520 --> 03:43:53,199
7052
03:43:53,199 --> 03:43:55,399
7053
03:43:55,399 --> 03:43:57,920
7054
03:43:57,920 --> 03:43:59,279
7055
03:43:59,279 --> 03:44:00,800
7056
03:44:00,800 --> 03:44:02,560
7057
03:44:02,560 --> 03:44:05,279
7058
03:44:05,279 --> 03:44:07,319
7059
03:44:07,319 --> 03:44:09,279
7060
03:44:09,279 --> 03:44:11,000
7061
03:44:11,000 --> 03:44:13,399
7062
03:44:13,399 --> 03:44:15,399
7063
03:44:15,399 --> 03:44:17,279
7064
03:44:17,279 --> 03:44:19,319
7065
03:44:19,319 --> 03:44:21,640
7066
03:44:21,640 --> 03:44:23,640
7067
03:44:23,640 --> 03:44:26,359
7068
03:44:26,359 --> 03:44:28,319
7069
03:44:28,319 --> 03:44:30,239
7070
03:44:30,239 --> 03:44:32,560
7071
03:44:32,560 --> 03:44:34,279
7072
03:44:34,279 --> 03:44:36,040
7073
03:44:36,040 --> 03:44:38,120
7074
03:44:38,120 --> 03:44:40,479
7075
03:44:40,479 --> 03:44:42,359
7076
03:44:42,359 --> 03:44:44,760
7077
03:44:44,760 --> 03:44:46,199
7078
03:44:46,199 --> 03:44:47,920
7079
03:44:47,920 --> 03:44:50,120
7080
03:44:50,120 --> 03:44:51,680
7081
03:44:51,680 --> 03:44:53,520
7082
03:44:53,520 --> 03:44:55,199
7083
03:44:55,199 --> 03:44:57,479
7084
03:44:57,479 --> 03:44:59,359
7085
03:44:59,359 --> 03:45:00,720
7086
03:45:00,720 --> 03:45:02,800
7087
03:45:02,800 --> 03:45:05,520
7088
03:45:05,520 --> 03:45:07,279
7089
03:45:07,279 --> 03:45:08,840
7090
03:45:08,840 --> 03:45:10,800
7091
03:45:10,800 --> 03:45:12,319
7092
03:45:12,319 --> 03:45:14,439
7093
03:45:14,439 --> 03:45:15,920
7094
03:45:15,920 --> 03:45:17,760
7095
03:45:17,760 --> 03:45:19,960
7096
03:45:19,960 --> 03:45:21,680
7097
03:45:21,680 --> 03:45:23,319
7098
03:45:23,319 --> 03:45:25,120
7099
03:45:25,120 --> 03:45:27,000
7100
03:45:27,000 --> 03:45:29,239
7101
03:45:29,239 --> 03:45:30,760
7102
03:45:30,760 --> 03:45:32,560
7103
03:45:32,560 --> 03:45:34,279
7104
03:45:34,279 --> 03:45:35,640
7105
03:45:35,640 --> 03:45:37,399
7106
03:45:37,399 --> 03:45:39,399
7107
03:45:39,399 --> 03:45:41,840
7108
03:45:41,840 --> 03:45:44,239
7109
03:45:44,239 --> 03:45:46,080
7110
03:45:46,080 --> 03:45:48,159
7111
03:45:48,159 --> 03:45:50,840
7112
03:45:50,840 --> 03:45:52,960
7113
03:45:52,960 --> 03:45:55,199
7114
03:45:55,199 --> 03:45:57,399
7115
03:45:57,399 --> 03:45:59,439
7116
03:45:59,439 --> 03:46:01,120
7117
03:46:01,120 --> 03:46:02,640
7118
03:46:02,640 --> 03:46:04,560
7119
03:46:04,560 --> 03:46:06,840
7120
03:46:06,840 --> 03:46:08,800
7121
03:46:08,800 --> 03:46:10,560
7122
03:46:10,560 --> 03:46:11,920
7123
03:46:11,920 --> 03:46:13,920
7124
03:46:13,920 --> 03:46:15,880
7125
03:46:15,880 --> 03:46:17,600
7126
03:46:17,600 --> 03:46:19,279
7127
03:46:19,279 --> 03:46:21,520
7128
03:46:21,520 --> 03:46:23,439
7129
03:46:23,439 --> 03:46:24,479
7130
03:46:24,479 --> 03:46:26,239
7131
03:46:26,239 --> 03:46:28,319
7132
03:46:28,319 --> 03:46:29,960
7133
03:46:29,960 --> 03:46:31,640
7134
03:46:31,640 --> 03:46:33,680
7135
03:46:33,680 --> 03:46:35,720
7136
03:46:35,720 --> 03:46:37,000
7137
03:46:37,000 --> 03:46:38,399
7138
03:46:38,399 --> 03:46:40,520
7139
03:46:40,520 --> 03:46:42,479
7140
03:46:42,479 --> 03:46:44,399
7141
03:46:44,399 --> 03:46:45,960
7142
03:46:45,960 --> 03:46:47,640
7143
03:46:47,640 --> 03:46:49,640
7144
03:46:49,640 --> 03:46:51,199
7145
03:46:51,199 --> 03:46:52,680
7146
03:46:52,680 --> 03:46:54,800
7147
03:46:54,800 --> 03:46:56,760
7148
03:46:56,760 --> 03:46:58,199
7149
03:46:58,199 --> 03:47:00,000
7150
03:47:00,000 --> 03:47:02,159
7151
03:47:02,159 --> 03:47:03,840
7152
03:47:03,840 --> 03:47:05,640
7153
03:47:05,640 --> 03:47:07,479
7154
03:47:07,479 --> 03:47:09,239
7155
03:47:09,239 --> 03:47:10,840
7156
03:47:10,840 --> 03:47:12,520
7157
03:47:12,520 --> 03:47:14,040
7158
03:47:14,040 --> 03:47:15,800
7159
03:47:15,800 --> 03:47:17,479
7160
03:47:17,479 --> 03:47:19,479
7161
03:47:19,479 --> 03:47:21,000
7162
03:47:21,000 --> 03:47:23,760
7163
03:47:23,760 --> 03:47:25,800
7164
03:47:25,800 --> 03:47:28,560
7165
03:47:28,560 --> 03:47:30,640
7166
03:47:30,640 --> 03:47:32,600
7167
03:47:32,600 --> 03:47:34,239
7168
03:47:34,239 --> 03:47:36,239
7169
03:47:36,239 --> 03:47:37,880
7170
03:47:37,880 --> 03:47:39,199
7171
03:47:39,199 --> 03:47:41,159
7172
03:47:41,159 --> 03:47:43,439
7173
03:47:43,439 --> 03:47:45,479
7174
03:47:45,479 --> 03:47:47,960
7175
03:47:47,960 --> 03:47:49,720
7176
03:47:49,720 --> 03:47:51,560
7177
03:47:51,560 --> 03:47:53,600
7178
03:47:53,600 --> 03:47:55,760
7179
03:47:55,760 --> 03:47:57,720
7180
03:47:57,720 --> 03:47:59,439
7181
03:47:59,439 --> 03:48:01,120
7182
03:48:01,120 --> 03:48:03,159
7183
03:48:03,159 --> 03:48:06,439
7184
03:48:06,439 --> 03:48:08,520
7185
03:48:08,520 --> 03:48:10,560
7186
03:48:10,560 --> 03:48:12,479
7187
03:48:12,479 --> 03:48:15,080
7188
03:48:15,080 --> 03:48:17,600
7189
03:48:17,600 --> 03:48:19,319
7190
03:48:19,319 --> 03:48:21,399
7191
03:48:21,399 --> 03:48:23,840
7192
03:48:23,840 --> 03:48:25,640
7193
03:48:25,640 --> 03:48:27,600
7194
03:48:27,600 --> 03:48:29,120
7195
03:48:29,120 --> 03:48:31,040
7196
03:48:31,040 --> 03:48:32,600
7197
03:48:32,600 --> 03:48:34,880
7198
03:48:34,880 --> 03:48:36,880
7199
03:48:36,880 --> 03:48:39,000
7200
03:48:39,000 --> 03:48:41,319
7201
03:48:41,319 --> 03:48:42,920
7202
03:48:42,920 --> 03:48:44,399
7203
03:48:44,399 --> 03:48:46,319
7204
03:48:46,319 --> 03:48:48,199
7205
03:48:48,199 --> 03:48:50,000
7206
03:48:50,000 --> 03:48:52,159
7207
03:48:52,159 --> 03:48:54,000
7208
03:48:54,000 --> 03:48:55,760
7209
03:48:55,760 --> 03:48:57,680
7210
03:48:57,680 --> 03:48:59,680
7211
03:48:59,680 --> 03:49:01,199
7212
03:49:01,199 --> 03:49:02,880
7213
03:49:02,880 --> 03:49:04,560
7214
03:49:04,560 --> 03:49:06,520
7215
03:49:06,520 --> 03:49:09,040
7216
03:49:09,040 --> 03:49:10,520
7217
03:49:10,520 --> 03:49:13,239
7218
03:49:13,239 --> 03:49:15,080
7219
03:49:15,080 --> 03:49:16,960
7220
03:49:16,960 --> 03:49:18,560
7221
03:49:18,560 --> 03:49:20,479
7222
03:49:20,479 --> 03:49:22,120
7223
03:49:22,120 --> 03:49:23,840
7224
03:49:23,840 --> 03:49:25,560
7225
03:49:25,560 --> 03:49:27,000
7226
03:49:27,000 --> 03:49:28,960
7227
03:49:28,960 --> 03:49:30,159
7228
03:49:30,159 --> 03:49:31,960
7229
03:49:31,960 --> 03:49:33,800
7230
03:49:33,800 --> 03:49:35,800
7231
03:49:35,800 --> 03:49:38,000
7232
03:49:38,000 --> 03:49:40,279
7233
03:49:40,279 --> 03:49:42,359
7234
03:49:42,359 --> 03:49:44,319
7235
03:49:44,319 --> 03:49:46,000
7236
03:49:46,000 --> 03:49:47,680
7237
03:49:47,680 --> 03:49:49,560
7238
03:49:49,560 --> 03:49:51,520
7239
03:49:51,520 --> 03:49:53,840
7240
03:49:53,840 --> 03:49:56,080
7241
03:49:56,080 --> 03:49:58,159
7242
03:49:58,159 --> 03:49:59,560
7243
03:49:59,560 --> 03:50:01,640
7244
03:50:01,640 --> 03:50:03,840
7245
03:50:03,840 --> 03:50:06,840
7246
03:50:06,840 --> 03:50:08,800
7247
03:50:08,800 --> 03:50:10,800
7248
03:50:10,800 --> 03:50:12,760
7249
03:50:12,760 --> 03:50:14,399
7250
03:50:14,399 --> 03:50:16,120
7251
03:50:16,120 --> 03:50:17,880
7252
03:50:17,880 --> 03:50:19,760
7253
03:50:19,760 --> 03:50:21,239
7254
03:50:21,239 --> 03:50:23,159
7255
03:50:23,159 --> 03:50:24,520
7256
03:50:24,520 --> 03:50:26,319
7257
03:50:26,319 --> 03:50:28,080
7258
03:50:28,080 --> 03:50:29,439
7259
03:50:29,439 --> 03:50:31,279
7260
03:50:31,279 --> 03:50:33,000
7261
03:50:33,000 --> 03:50:34,600
7262
03:50:34,600 --> 03:50:36,479
7263
03:50:36,479 --> 03:50:38,239
7264
03:50:38,239 --> 03:50:40,239
7265
03:50:40,239 --> 03:50:42,239
7266
03:50:42,239 --> 03:50:44,120
7267
03:50:44,120 --> 03:50:47,359
7268
03:50:47,359 --> 03:50:49,680
7269
03:50:49,680 --> 03:50:50,880
7270
03:50:50,880 --> 03:50:52,600
7271
03:50:52,600 --> 03:50:54,199
7272
03:50:54,199 --> 03:50:56,120
7273
03:50:56,120 --> 03:50:57,800
7274
03:50:57,800 --> 03:50:59,439
7275
03:50:59,439 --> 03:51:01,080
7276
03:51:01,080 --> 03:51:03,359
7277
03:51:03,359 --> 03:51:05,600
7278
03:51:05,600 --> 03:51:06,920
7279
03:51:06,920 --> 03:51:08,720
7280
03:51:08,720 --> 03:51:10,479
7281
03:51:10,479 --> 03:51:12,199
7282
03:51:12,199 --> 03:51:13,720
7283
03:51:13,720 --> 03:51:15,239
7284
03:51:15,239 --> 03:51:16,720
7285
03:51:16,720 --> 03:51:18,680
7286
03:51:18,680 --> 03:51:20,880
7287
03:51:20,880 --> 03:51:22,159
7288
03:51:22,159 --> 03:51:24,000
7289
03:51:24,000 --> 03:51:25,960
7290
03:51:25,960 --> 03:51:28,120
7291
03:51:28,120 --> 03:51:29,640
7292
03:51:29,640 --> 03:51:31,720
7293
03:51:31,720 --> 03:51:33,720
7294
03:51:33,720 --> 03:51:35,439
7295
03:51:35,439 --> 03:51:37,000
7296
03:51:37,000 --> 03:51:39,040
7297
03:51:39,040 --> 03:51:40,960
7298
03:51:40,960 --> 03:51:43,159
7299
03:51:43,159 --> 03:51:44,680
7300
03:51:44,680 --> 03:51:46,720
7301
03:51:46,720 --> 03:51:48,880
7302
03:51:48,880 --> 03:51:51,359
7303
03:51:51,359 --> 03:51:52,760
7304
03:51:52,760 --> 03:51:54,680
7305
03:51:54,680 --> 03:51:56,239
7306
03:51:56,239 --> 03:51:58,040
7307
03:51:58,040 --> 03:51:59,800
7308
03:51:59,800 --> 03:52:02,720
7309
03:52:02,720 --> 03:52:05,080
7310
03:52:05,080 --> 03:52:07,520
7311
03:52:07,520 --> 03:52:09,680
7312
03:52:09,680 --> 03:52:11,720
7313
03:52:11,720 --> 03:52:15,080
7314
03:52:15,080 --> 03:52:16,880
7315
03:52:16,880 --> 03:52:19,199
7316
03:52:19,199 --> 03:52:21,239
7317
03:52:21,239 --> 03:52:24,279
7318
03:52:24,279 --> 03:52:26,279
7319
03:52:26,279 --> 03:52:28,120
7320
03:52:28,120 --> 03:52:30,199
7321
03:52:30,199 --> 03:52:32,359
7322
03:52:32,359 --> 03:52:34,040
7323
03:52:34,040 --> 03:52:35,960
7324
03:52:35,960 --> 03:52:37,560
7325
03:52:37,560 --> 03:52:39,720
7326
03:52:39,720 --> 03:52:41,439
7327
03:52:41,439 --> 03:52:44,000
7328
03:52:44,000 --> 03:52:46,720
7329
03:52:46,720 --> 03:52:48,920
7330
03:52:48,920 --> 03:52:51,640
7331
03:52:51,640 --> 03:52:54,560
7332
03:52:54,560 --> 03:52:56,399
7333
03:52:56,399 --> 03:52:58,520
7334
03:52:58,520 --> 03:53:00,399
7335
03:53:00,399 --> 03:53:03,359
7336
03:53:03,359 --> 03:53:05,880
7337
03:53:05,880 --> 03:53:07,600
7338
03:53:07,600 --> 03:53:09,120
7339
03:53:09,120 --> 03:53:11,159
7340
03:53:11,159 --> 03:53:13,279
7341
03:53:13,279 --> 03:53:15,399
7342
03:53:15,399 --> 03:53:17,000
7343
03:53:17,000 --> 03:53:18,399
7344
03:53:18,399 --> 03:53:20,359
7345
03:53:20,359 --> 03:53:22,040
7346
03:53:22,040 --> 03:53:24,000
7347
03:53:24,000 --> 03:53:25,479
7348
03:53:25,479 --> 03:53:27,040
7349
03:53:27,040 --> 03:53:29,159
7350
03:53:29,159 --> 03:53:31,279
7351
03:53:31,279 --> 03:53:32,880
7352
03:53:32,880 --> 03:53:34,120
7353
03:53:34,120 --> 03:53:36,000
7354
03:53:36,000 --> 03:53:37,600
7355
03:53:37,600 --> 03:53:39,680
7356
03:53:39,680 --> 03:53:41,159
7357
03:53:41,159 --> 03:53:43,319
7358
03:53:43,319 --> 03:53:45,120
7359
03:53:45,120 --> 03:53:47,080
7360
03:53:47,080 --> 03:53:48,920
7361
03:53:48,920 --> 03:53:50,760
7362
03:53:50,760 --> 03:53:52,840
7363
03:53:52,840 --> 03:53:55,040
7364
03:53:55,040 --> 03:53:57,040
7365
03:53:57,040 --> 03:53:58,439
7366
03:53:58,439 --> 03:54:00,800
7367
03:54:00,800 --> 03:54:02,319
7368
03:54:02,319 --> 03:54:04,279
7369
03:54:04,279 --> 03:54:06,000
7370
03:54:06,000 --> 03:54:08,000
7371
03:54:08,000 --> 03:54:09,840
7372
03:54:09,840 --> 03:54:11,560
7373
03:54:11,560 --> 03:54:13,640
7374
03:54:13,640 --> 03:54:15,680
7375
03:54:15,680 --> 03:54:17,359
7376
03:54:17,359 --> 03:54:19,040
7377
03:54:19,040 --> 03:54:20,880
7378
03:54:20,880 --> 03:54:22,600
7379
03:54:22,600 --> 03:54:25,000
7380
03:54:25,000 --> 03:54:26,520
7381
03:54:26,520 --> 03:54:28,279
7382
03:54:28,279 --> 03:54:29,840
7383
03:54:29,840 --> 03:54:31,439
7384
03:54:31,439 --> 03:54:33,319
7385
03:54:33,319 --> 03:54:35,239
7386
03:54:35,239 --> 03:54:36,520
7387
03:54:36,520 --> 03:54:38,399
7388
03:54:38,399 --> 03:54:40,600
7389
03:54:40,600 --> 03:54:42,199
7390
03:54:42,199 --> 03:54:43,800
7391
03:54:43,800 --> 03:54:45,560
7392
03:54:45,560 --> 03:54:48,000
7393
03:54:48,040 --> 03:54:50,399
7394
03:54:50,399 --> 03:54:52,080
7395
03:54:52,080 --> 03:54:53,720
7396
03:54:53,720 --> 03:54:55,640
7397
03:54:55,640 --> 03:54:58,120
7398
03:54:58,120 --> 03:54:59,479
7399
03:54:59,479 --> 03:55:01,640
7400
03:55:01,640 --> 03:55:03,279
7401
03:55:03,279 --> 03:55:05,359
7402
03:55:05,359 --> 03:55:07,319
7403
03:55:07,319 --> 03:55:09,120
7404
03:55:09,120 --> 03:55:11,319
7405
03:55:11,319 --> 03:55:12,920
7406
03:55:12,920 --> 03:55:14,640
7407
03:55:14,640 --> 03:55:16,319
7408
03:55:16,319 --> 03:55:18,120
7409
03:55:18,120 --> 03:55:19,960
7410
03:55:19,960 --> 03:55:21,920
7411
03:55:21,920 --> 03:55:23,359
7412
03:55:23,359 --> 03:55:25,319
7413
03:55:25,319 --> 03:55:27,159
7414
03:55:27,159 --> 03:55:28,680
7415
03:55:28,680 --> 03:55:30,800
7416
03:55:30,800 --> 03:55:32,880
7417
03:55:32,880 --> 03:55:34,600
7418
03:55:34,600 --> 03:55:36,040
7419
03:55:36,040 --> 03:55:37,560
7420
03:55:37,560 --> 03:55:39,359
7421
03:55:39,359 --> 03:55:40,920
7422
03:55:40,920 --> 03:55:43,080
7423
03:55:43,080 --> 03:55:44,520
7424
03:55:44,520 --> 03:55:46,680
7425
03:55:46,680 --> 03:55:49,040
7426
03:55:49,040 --> 03:55:50,840
7427
03:55:50,840 --> 03:55:52,760
7428
03:55:52,760 --> 03:55:55,000
7429
03:55:55,000 --> 03:55:56,760
7430
03:55:56,760 --> 03:55:58,199
7431
03:55:58,199 --> 03:55:59,920
7432
03:55:59,920 --> 03:56:02,000
7433
03:56:02,000 --> 03:56:04,120
7434
03:56:04,120 --> 03:56:05,359
7435
03:56:05,359 --> 03:56:07,479
7436
03:56:07,479 --> 03:56:09,359
7437
03:56:09,359 --> 03:56:11,040
7438
03:56:11,040 --> 03:56:13,120
7439
03:56:13,120 --> 03:56:15,439
7440
03:56:15,439 --> 03:56:17,279
7441
03:56:17,279 --> 03:56:19,520
7442
03:56:19,520 --> 03:56:21,159
7443
03:56:21,159 --> 03:56:22,880
7444
03:56:22,880 --> 03:56:24,720
7445
03:56:24,720 --> 03:56:26,960
7446
03:56:26,960 --> 03:56:28,760
7447
03:56:28,760 --> 03:56:30,920
7448
03:56:30,920 --> 03:56:32,120
7449
03:56:32,120 --> 03:56:34,279
7450
03:56:34,279 --> 03:56:35,479
7451
03:56:35,479 --> 03:56:37,399
7452
03:56:37,399 --> 03:56:38,880
7453
03:56:38,880 --> 03:56:40,600
7454
03:56:40,600 --> 03:56:42,760
7455
03:56:42,760 --> 03:56:44,239
7456
03:56:44,239 --> 03:56:45,479
7457
03:56:45,479 --> 03:56:47,439
7458
03:56:47,439 --> 03:56:49,159
7459
03:56:49,159 --> 03:56:50,760
7460
03:56:50,760 --> 03:56:52,640
7461
03:56:52,640 --> 03:56:54,640
7462
03:56:54,640 --> 03:56:56,760
7463
03:56:56,760 --> 03:56:58,399
7464
03:56:58,399 --> 03:57:00,000
7465
03:57:00,000 --> 03:57:02,000
7466
03:57:02,000 --> 03:57:04,399
7467
03:57:04,399 --> 03:57:06,640
7468
03:57:06,640 --> 03:57:08,479
7469
03:57:08,479 --> 03:57:10,920
7470
03:57:10,920 --> 03:57:12,960
7471
03:57:12,960 --> 03:57:15,159
7472
03:57:15,159 --> 03:57:17,399
7473
03:57:17,399 --> 03:57:19,080
7474
03:57:19,080 --> 03:57:20,840
7475
03:57:20,840 --> 03:57:22,800
7476
03:57:22,800 --> 03:57:25,080
7477
03:57:25,080 --> 03:57:26,640
7478
03:57:26,640 --> 03:57:28,680
7479
03:57:28,680 --> 03:57:30,159
7480
03:57:30,159 --> 03:57:31,600
7481
03:57:31,600 --> 03:57:33,359
7482
03:57:33,359 --> 03:57:35,760
7483
03:57:35,760 --> 03:57:37,399
7484
03:57:37,399 --> 03:57:40,279
7485
03:57:40,279 --> 03:57:42,120
7486
03:57:42,120 --> 03:57:44,040
7487
03:57:44,040 --> 03:57:46,800
7488
03:57:46,800 --> 03:57:49,120
7489
03:57:49,120 --> 03:57:51,399
7490
03:57:51,399 --> 03:57:53,040
7491
03:57:53,040 --> 03:57:54,600
7492
03:57:54,600 --> 03:57:56,560
7493
03:57:56,560 --> 03:57:58,960
7494
03:57:58,960 --> 03:58:00,319
7495
03:58:00,319 --> 03:58:02,199
7496
03:58:02,199 --> 03:58:03,880
7497
03:58:03,880 --> 03:58:05,479
7498
03:58:05,479 --> 03:58:07,439
7499
03:58:07,439 --> 03:58:08,640
7500
03:58:08,640 --> 03:58:09,960
7501
03:58:09,960 --> 03:58:11,600
7502
03:58:11,600 --> 03:58:13,199
7503
03:58:13,199 --> 03:58:15,520
7504
03:58:15,520 --> 03:58:17,159
7505
03:58:17,159 --> 03:58:19,479
7506
03:58:19,479 --> 03:58:21,120
7507
03:58:21,120 --> 03:58:22,880
7508
03:58:22,880 --> 03:58:24,840
7509
03:58:24,840 --> 03:58:26,920
7510
03:58:26,920 --> 03:58:28,800
7511
03:58:28,800 --> 03:58:31,120
7512
03:58:31,120 --> 03:58:33,479
7513
03:58:33,479 --> 03:58:35,080
7514
03:58:35,080 --> 03:58:36,920
7515
03:58:36,920 --> 03:58:39,239
7516
03:58:39,239 --> 03:58:40,840
7517
03:58:40,840 --> 03:58:42,880
7518
03:58:42,880 --> 03:58:44,800
7519
03:58:44,800 --> 03:58:47,600
7520
03:58:47,600 --> 03:58:50,080
7521
03:58:50,080 --> 03:58:51,600
7522
03:58:51,600 --> 03:58:53,600
7523
03:58:53,600 --> 03:58:55,319
7524
03:58:55,319 --> 03:58:57,159
7525
03:58:57,159 --> 03:58:59,199
7526
03:58:59,199 --> 03:59:01,800
7527
03:59:01,800 --> 03:59:03,600
7528
03:59:03,600 --> 03:59:05,319
7529
03:59:05,319 --> 03:59:06,520
7530
03:59:06,520 --> 03:59:08,199
7531
03:59:08,199 --> 03:59:09,760
7532
03:59:09,760 --> 03:59:11,600
7533
03:59:11,600 --> 03:59:13,120
7534
03:59:13,120 --> 03:59:14,760
7535
03:59:14,760 --> 03:59:16,840
7536
03:59:16,840 --> 03:59:18,960
7537
03:59:18,960 --> 03:59:20,880
7538
03:59:20,880 --> 03:59:22,479
7539
03:59:22,479 --> 03:59:24,399
7540
03:59:24,399 --> 03:59:25,880
7541
03:59:25,880 --> 03:59:27,319
7542
03:59:27,319 --> 03:59:29,319
7543
03:59:29,319 --> 03:59:31,359
7544
03:59:31,359 --> 03:59:33,040
7545
03:59:33,040 --> 03:59:34,600
7546
03:59:34,600 --> 03:59:36,840
7547
03:59:36,840 --> 03:59:39,040
7548
03:59:39,040 --> 03:59:40,120
7549
03:59:40,120 --> 03:59:42,199
7550
03:59:42,199 --> 03:59:44,199
7551
03:59:44,199 --> 03:59:46,080
7552
03:59:46,080 --> 03:59:48,040
7553
03:59:48,040 --> 03:59:49,439
7554
03:59:49,439 --> 03:59:51,239
7555
03:59:51,239 --> 03:59:52,680
7556
03:59:52,680 --> 03:59:54,680
7557
03:59:54,680 --> 03:59:56,640
7558
03:59:56,640 --> 03:59:58,960
7559
03:59:58,960 --> 04:00:00,680
7560
04:00:00,680 --> 04:00:02,040
7561
04:00:02,040 --> 04:00:03,399
7562
04:00:03,399 --> 04:00:04,840
7563
04:00:04,840 --> 04:00:06,359
7564
04:00:06,359 --> 04:00:08,399
7565
04:00:08,399 --> 04:00:09,840
7566
04:00:09,840 --> 04:00:11,600
7567
04:00:11,600 --> 04:00:13,199
7568
04:00:13,199 --> 04:00:14,920
7569
04:00:14,920 --> 04:00:16,960
7570
04:00:16,960 --> 04:00:18,800
7571
04:00:18,800 --> 04:00:20,520
7572
04:00:20,520 --> 04:00:22,239
7573
04:00:22,239 --> 04:00:25,080
7574
04:00:25,080 --> 04:00:26,479
7575
04:00:26,479 --> 04:00:28,680
7576
04:00:28,680 --> 04:00:30,399
7577
04:00:30,399 --> 04:00:31,800
7578
04:00:31,800 --> 04:00:33,399
7579
04:00:33,399 --> 04:00:36,080
7580
04:00:36,080 --> 04:00:37,720
7581
04:00:37,720 --> 04:00:40,720
7582
04:00:40,720 --> 04:00:42,479
7583
04:00:42,479 --> 04:00:44,960
7584
04:00:44,960 --> 04:00:47,880
7585
04:00:47,880 --> 04:00:49,640
7586
04:00:49,640 --> 04:00:51,720
7587
04:00:51,720 --> 04:00:53,720
7588
04:00:53,720 --> 04:00:55,199
7589
04:00:55,199 --> 04:00:57,600
7590
04:00:57,600 --> 04:01:00,080
7591
04:01:00,080 --> 04:01:01,880
7592
04:01:01,880 --> 04:01:04,479
7593
04:01:04,479 --> 04:01:06,479
7594
04:01:06,479 --> 04:01:08,560
7595
04:01:08,560 --> 04:01:09,920
7596
04:01:09,920 --> 04:01:11,279
7597
04:01:11,279 --> 04:01:13,040
7598
04:01:13,040 --> 04:01:14,439
7599
04:01:14,439 --> 04:01:16,239
7600
04:01:16,239 --> 04:01:18,520
7601
04:01:18,520 --> 04:01:20,319
7602
04:01:20,319 --> 04:01:21,960
7603
04:01:21,960 --> 04:01:24,359
7604
04:01:24,359 --> 04:01:26,640
7605
04:01:26,640 --> 04:01:28,560
7606
04:01:28,560 --> 04:01:30,840
7607
04:01:30,840 --> 04:01:32,359
7608
04:01:32,359 --> 04:01:34,159
7609
04:01:34,159 --> 04:01:35,600
7610
04:01:35,600 --> 04:01:38,000
7611
04:01:38,000 --> 04:01:40,000
7612
04:01:40,000 --> 04:01:42,359
7613
04:01:42,359 --> 04:01:44,359
7614
04:01:44,359 --> 04:01:46,159
7615
04:01:46,159 --> 04:01:48,319
7616
04:01:48,319 --> 04:01:50,399
7617
04:01:50,399 --> 04:01:52,199
7618
04:01:52,199 --> 04:01:54,080
7619
04:01:54,080 --> 04:01:56,359
7620
04:01:56,359 --> 04:02:00,279
7621
04:02:00,279 --> 04:02:01,800
7622
04:02:01,800 --> 04:02:04,159
7623
04:02:04,159 --> 04:02:06,560
7624
04:02:06,560 --> 04:02:08,560
7625
04:02:08,560 --> 04:02:10,080
7626
04:02:10,080 --> 04:02:11,560
7627
04:02:11,560 --> 04:02:13,319
7628
04:02:13,319 --> 04:02:15,359
7629
04:02:15,359 --> 04:02:17,159
7630
04:02:17,159 --> 04:02:18,520
7631
04:02:18,520 --> 04:02:19,960
7632
04:02:19,960 --> 04:02:21,800
7633
04:02:21,800 --> 04:02:24,120
7634
04:02:24,120 --> 04:02:26,239
7635
04:02:26,239 --> 04:02:27,800
7636
04:02:27,800 --> 04:02:29,279
7637
04:02:29,279 --> 04:02:30,920
7638
04:02:30,920 --> 04:02:32,680
7639
04:02:32,680 --> 04:02:34,399
7640
04:02:34,399 --> 04:02:36,960
7641
04:02:36,960 --> 04:02:38,960
7642
04:02:38,960 --> 04:02:41,760
7643
04:02:41,760 --> 04:02:43,560
7644
04:02:43,560 --> 04:02:45,159
7645
04:02:45,159 --> 04:02:46,760
7646
04:02:46,760 --> 04:02:49,600
7647
04:02:49,600 --> 04:02:51,640
7648
04:02:51,640 --> 04:02:53,760
7649
04:02:53,760 --> 04:02:55,439
7650
04:02:55,439 --> 04:02:57,199
7651
04:02:57,199 --> 04:02:58,760
7652
04:02:58,760 --> 04:03:00,680
7653
04:03:00,680 --> 04:03:02,520
7654
04:03:02,520 --> 04:03:04,399
7655
04:03:04,399 --> 04:03:05,640
7656
04:03:05,640 --> 04:03:07,560
7657
04:03:07,560 --> 04:03:09,199
7658
04:03:09,199 --> 04:03:10,560
7659
04:03:10,560 --> 04:03:12,120
7660
04:03:12,120 --> 04:03:13,960
7661
04:03:13,960 --> 04:03:15,479
7662
04:03:15,479 --> 04:03:17,920
7663
04:03:17,920 --> 04:03:19,800
7664
04:03:19,800 --> 04:03:21,239
7665
04:03:21,239 --> 04:03:23,040
7666
04:03:23,040 --> 04:03:24,640
7667
04:03:24,640 --> 04:03:26,439
7668
04:03:26,439 --> 04:03:28,279
7669
04:03:28,279 --> 04:03:30,199
7670
04:03:30,199 --> 04:03:31,760
7671
04:03:31,760 --> 04:03:33,680
7672
04:03:33,680 --> 04:03:35,359
7673
04:03:35,359 --> 04:03:37,560
7674
04:03:37,560 --> 04:03:39,040
7675
04:03:39,040 --> 04:03:40,960
7676
04:03:40,960 --> 04:03:42,640
7677
04:03:42,640 --> 04:03:44,439
7678
04:03:44,439 --> 04:03:46,040
7679
04:03:46,040 --> 04:03:47,640
7680
04:03:47,640 --> 04:03:49,439
7681
04:03:49,439 --> 04:03:51,479
7682
04:03:51,479 --> 04:03:54,159
7683
04:03:54,159 --> 04:03:55,640
7684
04:03:55,640 --> 04:03:57,640
7685
04:03:57,640 --> 04:03:59,640
7686
04:03:59,640 --> 04:04:01,080
7687
04:04:01,080 --> 04:04:03,120
7688
04:04:03,120 --> 04:04:04,760
7689
04:04:04,760 --> 04:04:07,040
7690
04:04:07,040 --> 04:04:09,279
7691
04:04:09,279 --> 04:04:11,239
7692
04:04:11,239 --> 04:04:13,120
7693
04:04:13,120 --> 04:04:14,439
7694
04:04:14,439 --> 04:04:16,000
7695
04:04:16,000 --> 04:04:17,760
7696
04:04:17,760 --> 04:04:20,479
7697
04:04:20,479 --> 04:04:22,239
7698
04:04:22,239 --> 04:04:24,439
7699
04:04:24,439 --> 04:04:26,239
7700
04:04:26,239 --> 04:04:28,920
7701
04:04:28,920 --> 04:04:30,439
7702
04:04:30,439 --> 04:04:33,000
7703
04:04:33,000 --> 04:04:34,760
7704
04:04:34,760 --> 04:04:36,359
7705
04:04:36,359 --> 04:04:38,359
7706
04:04:38,359 --> 04:04:39,760
7707
04:04:39,760 --> 04:04:42,399
7708
04:04:42,399 --> 04:04:44,199
7709
04:04:44,199 --> 04:04:46,439
7710
04:04:46,439 --> 04:04:48,399
7711
04:04:48,399 --> 04:04:50,319
7712
04:04:50,319 --> 04:04:52,439
7713
04:04:52,439 --> 04:04:55,120
7714
04:04:55,120 --> 04:04:56,479
7715
04:04:56,479 --> 04:04:57,920
7716
04:04:57,920 --> 04:04:59,319
7717
04:04:59,319 --> 04:05:01,279
7718
04:05:01,279 --> 04:05:02,720
7719
04:05:02,720 --> 04:05:04,560
7720
04:05:04,560 --> 04:05:05,720
7721
04:05:05,720 --> 04:05:07,279
7722
04:05:07,279 --> 04:05:08,520
7723
04:05:08,520 --> 04:05:10,880
7724
04:05:10,880 --> 04:05:12,239
7725
04:05:12,239 --> 04:05:14,279
7726
04:05:14,279 --> 04:05:15,720
7727
04:05:15,720 --> 04:05:17,199
7728
04:05:17,199 --> 04:05:18,760
7729
04:05:18,760 --> 04:05:20,319
7730
04:05:20,319 --> 04:05:22,120
7731
04:05:22,120 --> 04:05:23,399
7732
04:05:23,399 --> 04:05:25,920
7733
04:05:25,920 --> 04:05:27,640
7734
04:05:27,640 --> 04:05:29,720
7735
04:05:29,720 --> 04:05:31,840
7736
04:05:31,840 --> 04:05:34,319
7737
04:05:34,319 --> 04:05:36,199
7738
04:05:36,199 --> 04:05:37,800
7739
04:05:37,800 --> 04:05:39,560
7740
04:05:39,560 --> 04:05:41,880
7741
04:05:41,880 --> 04:05:44,000
7742
04:05:44,000 --> 04:05:45,720
7743
04:05:45,720 --> 04:05:48,159
7744
04:05:48,159 --> 04:05:50,239
7745
04:05:50,239 --> 04:05:51,760
7746
04:05:51,760 --> 04:05:53,159
7747
04:05:53,159 --> 04:05:55,080
7748
04:05:55,080 --> 04:05:57,159
7749
04:05:57,159 --> 04:05:59,279
7750
04:05:59,279 --> 04:06:01,399
7751
04:06:01,399 --> 04:06:03,279
7752
04:06:03,279 --> 04:06:04,840
7753
04:06:04,840 --> 04:06:06,880
7754
04:06:06,880 --> 04:06:08,600
7755
04:06:08,600 --> 04:06:10,239
7756
04:06:10,239 --> 04:06:11,840
7757
04:06:11,840 --> 04:06:13,760
7758
04:06:13,760 --> 04:06:15,439
7759
04:06:15,439 --> 04:06:17,439
7760
04:06:17,439 --> 04:06:19,640
7761
04:06:19,640 --> 04:06:21,560
7762
04:06:21,560 --> 04:06:23,319
7763
04:06:23,319 --> 04:06:25,439
7764
04:06:25,439 --> 04:06:27,359
7765
04:06:27,359 --> 04:06:29,239
7766
04:06:29,239 --> 04:06:30,880
7767
04:06:30,880 --> 04:06:33,040
7768
04:06:33,040 --> 04:06:34,760
7769
04:06:34,760 --> 04:06:36,960
7770
04:06:36,960 --> 04:06:38,800
7771
04:06:38,800 --> 04:06:40,760
7772
04:06:40,760 --> 04:06:42,359
7773
04:06:42,359 --> 04:06:44,399
7774
04:06:44,399 --> 04:06:46,399
7775
04:06:46,399 --> 04:06:48,760
7776
04:06:48,760 --> 04:06:50,720
7777
04:06:50,720 --> 04:06:52,680
7778
04:06:52,680 --> 04:06:54,840
7779
04:06:54,840 --> 04:06:57,319
7780
04:06:57,319 --> 04:06:58,680
7781
04:06:58,680 --> 04:07:00,439
7782
04:07:00,439 --> 04:07:02,279
7783
04:07:02,279 --> 04:07:04,239
7784
04:07:04,239 --> 04:07:07,319
7785
04:07:07,319 --> 04:07:09,040
7786
04:07:09,040 --> 04:07:10,680
7787
04:07:10,680 --> 04:07:12,520
7788
04:07:12,520 --> 04:07:14,080
7789
04:07:14,080 --> 04:07:15,880
7790
04:07:15,880 --> 04:07:18,080
7791
04:07:18,080 --> 04:07:19,479
7792
04:07:19,479 --> 04:07:21,359
7793
04:07:21,359 --> 04:07:23,399
7794
04:07:23,399 --> 04:07:25,439
7795
04:07:25,439 --> 04:07:26,960
7796
04:07:26,960 --> 04:07:28,800
7797
04:07:28,800 --> 04:07:31,199
7798
04:07:31,199 --> 04:07:33,319
7799
04:07:33,319 --> 04:07:35,279
7800
04:07:35,279 --> 04:07:37,040
7801
04:07:37,040 --> 04:07:38,920
7802
04:07:38,920 --> 04:07:40,760
7803
04:07:40,760 --> 04:07:42,840
7804
04:07:42,840 --> 04:07:44,159
7805
04:07:44,159 --> 04:07:45,479
7806
04:07:45,479 --> 04:07:47,479
7807
04:07:47,479 --> 04:07:50,119
7808
04:07:50,119 --> 04:07:52,600
7809
04:07:52,600 --> 04:07:54,880
7810
04:07:54,880 --> 04:07:56,920
7811
04:07:56,920 --> 04:07:58,760
7812
04:07:58,760 --> 04:08:00,840
7813
04:08:00,840 --> 04:08:02,760
7814
04:08:02,760 --> 04:08:04,840
7815
04:08:04,840 --> 04:08:06,840
7816
04:08:06,840 --> 04:08:09,479
7817
04:08:09,479 --> 04:08:11,720
7818
04:08:11,720 --> 04:08:15,560
7819
04:08:15,560 --> 04:08:18,199
7820
04:08:18,199 --> 04:08:20,600
7821
04:08:20,600 --> 04:08:22,439
7822
04:08:22,439 --> 04:08:24,199
7823
04:08:24,199 --> 04:08:26,119
7824
04:08:26,119 --> 04:08:28,000
7825
04:08:28,000 --> 04:08:29,560
7826
04:08:29,560 --> 04:08:31,239
7827
04:08:31,239 --> 04:08:33,560
7828
04:08:33,560 --> 04:08:35,960
7829
04:08:35,960 --> 04:08:38,479
7830
04:08:38,479 --> 04:08:40,640
7831
04:08:40,640 --> 04:08:42,800
7832
04:08:42,800 --> 04:08:44,640
7833
04:08:44,640 --> 04:08:46,560
7834
04:08:46,560 --> 04:08:48,520
7835
04:08:48,520 --> 04:08:51,199
7836
04:08:51,199 --> 04:08:54,000
7837
04:08:54,000 --> 04:08:56,199
7838
04:08:56,199 --> 04:08:57,960
7839
04:08:57,960 --> 04:08:59,600
7840
04:08:59,600 --> 04:09:01,199
7841
04:09:01,199 --> 04:09:03,080
7842
04:09:03,080 --> 04:09:04,479
7843
04:09:04,479 --> 04:09:06,359
7844
04:09:06,359 --> 04:09:07,920
7845
04:09:07,920 --> 04:09:09,640
7846
04:09:09,640 --> 04:09:11,359
7847
04:09:11,359 --> 04:09:13,239
7848
04:09:13,239 --> 04:09:15,199
7849
04:09:15,199 --> 04:09:17,119
7850
04:09:17,119 --> 04:09:18,600
7851
04:09:18,600 --> 04:09:20,319
7852
04:09:20,319 --> 04:09:22,239
7853
04:09:22,239 --> 04:09:24,760
7854
04:09:24,760 --> 04:09:26,520
7855
04:09:26,520 --> 04:09:28,119
7856
04:09:28,119 --> 04:09:30,040
7857
04:09:30,040 --> 04:09:31,680
7858
04:09:31,680 --> 04:09:33,159
7859
04:09:33,159 --> 04:09:35,199
7860
04:09:35,199 --> 04:09:37,640
7861
04:09:37,640 --> 04:09:39,640
7862
04:09:39,640 --> 04:09:41,119
7863
04:09:41,119 --> 04:09:43,800
7864
04:09:43,800 --> 04:09:45,960
7865
04:09:45,960 --> 04:09:47,520
7866
04:09:47,520 --> 04:09:48,720
7867
04:09:48,720 --> 04:09:50,800
7868
04:09:50,800 --> 04:09:52,359
7869
04:09:52,359 --> 04:09:54,680
7870
04:09:54,680 --> 04:09:56,479
7871
04:09:56,479 --> 04:09:58,359
7872
04:09:58,359 --> 04:10:00,359
7873
04:10:00,359 --> 04:10:02,319
7874
04:10:02,319 --> 04:10:04,080
7875
04:10:04,080 --> 04:10:06,159
7876
04:10:06,159 --> 04:10:07,640
7877
04:10:07,640 --> 04:10:09,880
7878
04:10:09,880 --> 04:10:11,880
7879
04:10:11,880 --> 04:10:13,840
7880
04:10:13,840 --> 04:10:16,800
7881
04:10:16,800 --> 04:10:18,279
7882
04:10:18,279 --> 04:10:20,520
7883
04:10:20,520 --> 04:10:22,279
7884
04:10:22,279 --> 04:10:24,960
7885
04:10:24,960 --> 04:10:27,359
7886
04:10:27,359 --> 04:10:29,520
7887
04:10:29,520 --> 04:10:31,359
7888
04:10:31,359 --> 04:10:33,520
7889
04:10:33,520 --> 04:10:35,159
7890
04:10:35,159 --> 04:10:37,199
7891
04:10:37,199 --> 04:10:38,880
7892
04:10:38,880 --> 04:10:41,600
7893
04:10:41,600 --> 04:10:43,840
7894
04:10:43,840 --> 04:10:46,199
7895
04:10:46,199 --> 04:10:48,040
7896
04:10:48,040 --> 04:10:49,720
7897
04:10:49,720 --> 04:10:51,560
7898
04:10:51,560 --> 04:10:53,000
7899
04:10:53,000 --> 04:10:54,520
7900
04:10:54,520 --> 04:10:57,439
7901
04:10:57,439 --> 04:10:59,760
7902
04:10:59,760 --> 04:11:02,319
7903
04:11:02,319 --> 04:11:04,600
7904
04:11:04,600 --> 04:11:06,800
7905
04:11:06,800 --> 04:11:08,399
7906
04:11:08,399 --> 04:11:10,600
7907
04:11:10,600 --> 04:11:12,720
7908
04:11:12,720 --> 04:11:15,040
7909
04:11:15,040 --> 04:11:17,279
7910
04:11:17,279 --> 04:11:19,359
7911
04:11:19,359 --> 04:11:22,080
7912
04:11:22,080 --> 04:11:23,960
7913
04:11:23,960 --> 04:11:25,640
7914
04:11:25,640 --> 04:11:27,359
7915
04:11:27,359 --> 04:11:28,960
7916
04:11:28,960 --> 04:11:31,520
7917
04:11:31,520 --> 04:11:33,439
7918
04:11:33,439 --> 04:11:36,119
7919
04:11:36,119 --> 04:11:38,119
7920
04:11:38,119 --> 04:11:40,920
7921
04:11:40,920 --> 04:11:42,479
7922
04:11:42,479 --> 04:11:44,159
7923
04:11:44,159 --> 04:11:46,600
7924
04:11:46,600 --> 04:11:48,560
7925
04:11:48,560 --> 04:11:50,920
7926
04:11:50,920 --> 04:11:52,640
7927
04:11:52,640 --> 04:11:55,080
7928
04:11:55,080 --> 04:11:56,880
7929
04:11:56,880 --> 04:11:58,720
7930
04:11:58,720 --> 04:12:00,720
7931
04:12:00,720 --> 04:12:02,600
7932
04:12:02,600 --> 04:12:04,239
7933
04:12:04,239 --> 04:12:05,920
7934
04:12:05,920 --> 04:12:07,840
7935
04:12:07,840 --> 04:12:09,600
7936
04:12:09,600 --> 04:12:11,279
7937
04:12:11,279 --> 04:12:13,319
7938
04:12:13,319 --> 04:12:14,920
7939
04:12:14,920 --> 04:12:16,600
7940
04:12:16,600 --> 04:12:18,560
7941
04:12:18,560 --> 04:12:20,239
7942
04:12:20,239 --> 04:12:22,399
7943
04:12:22,399 --> 04:12:25,279
7944
04:12:25,279 --> 04:12:27,319
7945
04:12:27,319 --> 04:12:29,600
7946
04:12:29,600 --> 04:12:31,720
7947
04:12:31,720 --> 04:12:33,119
7948
04:12:33,119 --> 04:12:35,680
7949
04:12:35,680 --> 04:12:38,840
7950
04:12:38,840 --> 04:12:40,960
7951
04:12:40,960 --> 04:12:42,720
7952
04:12:42,720 --> 04:12:45,439
7953
04:12:45,439 --> 04:12:47,000
7954
04:12:47,000 --> 04:12:50,119
7955
04:12:50,119 --> 04:12:52,520
7956
04:12:52,520 --> 04:12:54,600
7957
04:12:54,600 --> 04:12:56,800
7958
04:12:56,800 --> 04:12:59,239
7959
04:12:59,239 --> 04:13:01,359
7960
04:13:01,359 --> 04:13:03,159
7961
04:13:03,159 --> 04:13:05,439
7962
04:13:05,439 --> 04:13:07,800
7963
04:13:07,800 --> 04:13:09,159
7964
04:13:09,159 --> 04:13:11,080
7965
04:13:11,080 --> 04:13:13,840
7966
04:13:13,840 --> 04:13:16,000
7967
04:13:16,000 --> 04:13:18,720
7968
04:13:18,720 --> 04:13:20,439
7969
04:13:20,439 --> 04:13:22,840
7970
04:13:22,840 --> 04:13:24,920
7971
04:13:24,920 --> 04:13:26,680
7972
04:13:26,680 --> 04:13:29,199
7973
04:13:29,199 --> 04:13:30,920
7974
04:13:30,920 --> 04:13:33,640
7975
04:13:33,640 --> 04:13:36,239
7976
04:13:36,239 --> 04:13:37,920
7977
04:13:37,920 --> 04:13:39,640
7978
04:13:39,640 --> 04:13:42,080
7979
04:13:42,080 --> 04:13:43,880
7980
04:13:43,880 --> 04:13:45,239
7981
04:13:45,239 --> 04:13:47,199
7982
04:13:47,199 --> 04:13:49,560
7983
04:13:49,560 --> 04:13:51,000
7984
04:13:51,000 --> 04:13:53,520
7985
04:13:53,520 --> 04:13:55,239
7986
04:13:55,239 --> 04:13:57,119
7987
04:13:57,119 --> 04:13:59,080
7988
04:13:59,080 --> 04:14:00,439
7989
04:14:00,439 --> 04:14:01,800
7990
04:14:01,800 --> 04:14:03,399
7991
04:14:03,399 --> 04:14:05,279
7992
04:14:05,279 --> 04:14:07,239
7993
04:14:07,239 --> 04:14:09,399
7994
04:14:09,399 --> 04:14:11,159
7995
04:14:11,159 --> 04:14:13,319
7996
04:14:13,319 --> 04:14:14,920
7997
04:14:14,920 --> 04:14:16,319
7998
04:14:16,319 --> 04:14:18,319
7999
04:14:18,319 --> 04:14:19,720
8000
04:14:19,720 --> 04:14:21,880
8001
04:14:21,880 --> 04:14:24,159
8002
04:14:24,159 --> 04:14:25,720
8003
04:14:25,720 --> 04:14:27,680
8004
04:14:27,680 --> 04:14:29,080
8005
04:14:29,080 --> 04:14:30,800
8006
04:14:30,800 --> 04:14:32,840
8007
04:14:32,840 --> 04:14:35,000
8008
04:14:35,000 --> 04:14:37,119
8009
04:14:37,119 --> 04:14:39,080
8010
04:14:39,080 --> 04:14:41,000
8011
04:14:41,000 --> 04:14:42,560
8012
04:14:42,560 --> 04:14:44,720
8013
04:14:44,720 --> 04:14:46,920
8014
04:14:46,920 --> 04:14:48,680
8015
04:14:48,680 --> 04:14:50,720
8016
04:14:50,720 --> 04:14:52,600
8017
04:14:52,600 --> 04:14:54,439
8018
04:14:54,439 --> 04:14:56,479
8019
04:14:56,479 --> 04:14:58,279
8020
04:14:58,279 --> 04:15:00,119
8021
04:15:00,119 --> 04:15:02,279
8022
04:15:02,279 --> 04:15:04,199
8023
04:15:04,199 --> 04:15:06,279
8024
04:15:06,279 --> 04:15:08,720
8025
04:15:08,720 --> 04:15:10,479
8026
04:15:10,479 --> 04:15:12,399
8027
04:15:12,399 --> 04:15:14,399
8028
04:15:14,399 --> 04:15:16,199
8029
04:15:16,199 --> 04:15:17,760
8030
04:15:17,760 --> 04:15:19,680
8031
04:15:19,680 --> 04:15:21,239
8032
04:15:21,239 --> 04:15:23,439
8033
04:15:23,439 --> 04:15:26,199
8034
04:15:26,199 --> 04:15:27,920
8035
04:15:27,920 --> 04:15:30,399
8036
04:15:30,399 --> 04:15:32,319
8037
04:15:32,319 --> 04:15:34,359
8038
04:15:34,359 --> 04:15:36,080
8039
04:15:36,080 --> 04:15:37,520
8040
04:15:37,520 --> 04:15:39,239
8041
04:15:39,239 --> 04:15:40,640
8042
04:15:40,640 --> 04:15:43,040
8043
04:15:43,040 --> 04:15:44,560
8044
04:15:44,560 --> 04:15:46,319
8045
04:15:46,319 --> 04:15:48,119
8046
04:15:48,119 --> 04:15:49,600
8047
04:15:49,600 --> 04:15:51,520
8048
04:15:51,520 --> 04:15:53,920
8049
04:15:53,920 --> 04:15:55,520
8050
04:15:55,520 --> 04:15:57,520
8051
04:15:57,520 --> 04:15:59,159
8052
04:15:59,159 --> 04:16:01,239
8053
04:16:01,239 --> 04:16:02,560
8054
04:16:02,560 --> 04:16:04,239
8055
04:16:04,239 --> 04:16:05,920
8056
04:16:05,920 --> 04:16:08,199
8057
04:16:08,199 --> 04:16:10,000
8058
04:16:10,000 --> 04:16:12,119
8059
04:16:12,119 --> 04:16:14,439
8060
04:16:14,439 --> 04:16:16,279
8061
04:16:16,279 --> 04:16:18,279
8062
04:16:18,279 --> 04:16:20,439
8063
04:16:20,439 --> 04:16:22,359
8064
04:16:22,359 --> 04:16:24,279
8065
04:16:24,279 --> 04:16:26,359
8066
04:16:26,359 --> 04:16:28,439
8067
04:16:28,439 --> 04:16:30,399
8068
04:16:30,399 --> 04:16:31,960
8069
04:16:31,960 --> 04:16:33,680
8070
04:16:33,680 --> 04:16:35,359
8071
04:16:35,359 --> 04:16:37,119
8072
04:16:37,119 --> 04:16:40,520
8073
04:16:40,520 --> 04:16:43,239
8074
04:16:43,239 --> 04:16:45,520
8075
04:16:45,520 --> 04:16:48,840
8076
04:16:48,840 --> 04:16:50,800
8077
04:16:50,800 --> 04:16:52,040
8078
04:16:52,040 --> 04:16:54,439
8079
04:16:54,439 --> 04:16:57,080
8080
04:16:57,080 --> 04:16:59,640
8081
04:16:59,640 --> 04:17:01,399
8082
04:17:01,399 --> 04:17:03,239
8083
04:17:03,239 --> 04:17:05,080
8084
04:17:05,080 --> 04:17:06,680
8085
04:17:06,680 --> 04:17:08,800
8086
04:17:08,800 --> 04:17:10,159
8087
04:17:10,159 --> 04:17:12,000
8088
04:17:12,000 --> 04:17:13,960
8089
04:17:13,960 --> 04:17:15,680
8090
04:17:15,680 --> 04:17:17,600
8091
04:17:17,600 --> 04:17:19,359
8092
04:17:19,359 --> 04:17:21,159
8093
04:17:21,159 --> 04:17:24,000
8094
04:17:24,000 --> 04:17:26,279
8095
04:17:26,279 --> 04:17:29,279
8096
04:17:29,279 --> 04:17:31,920
8097
04:17:31,920 --> 04:17:33,560
8098
04:17:33,560 --> 04:17:35,520
8099
04:17:35,520 --> 04:17:38,000
8100
04:17:38,000 --> 04:17:40,640
8101
04:17:40,640 --> 04:17:42,520
8102
04:17:42,520 --> 04:17:45,439
8103
04:17:45,439 --> 04:17:47,199
8104
04:17:47,199 --> 04:17:48,960
8105
04:17:48,960 --> 04:17:50,439
8106
04:17:50,439 --> 04:17:52,439
8107
04:17:52,439 --> 04:17:54,880
8108
04:17:54,880 --> 04:17:56,720
8109
04:17:56,720 --> 04:17:58,399
8110
04:17:58,399 --> 04:18:00,600
8111
04:18:00,600 --> 04:18:02,319
8112
04:18:02,319 --> 04:18:05,239
8113
04:18:05,239 --> 04:18:07,560
8114
04:18:07,560 --> 04:18:10,119
8115
04:18:10,119 --> 04:18:12,159
8116
04:18:12,159 --> 04:18:13,439
8117
04:18:13,439 --> 04:18:15,159
8118
04:18:15,159 --> 04:18:17,760
8119
04:18:17,760 --> 04:18:20,199
8120
04:18:20,199 --> 04:18:23,040
8121
04:18:23,040 --> 04:18:25,119
8122
04:18:25,119 --> 04:18:27,159
8123
04:18:27,159 --> 04:18:29,439
8124
04:18:29,439 --> 04:18:31,000
8125
04:18:31,000 --> 04:18:33,000
8126
04:18:33,000 --> 04:18:34,760
8127
04:18:34,760 --> 04:18:36,880
8128
04:18:36,880 --> 04:18:38,479
8129
04:18:38,479 --> 04:18:40,520
8130
04:18:40,520 --> 04:18:42,319
8131
04:18:42,319 --> 04:18:43,840
8132
04:18:43,840 --> 04:18:45,760
8133
04:18:45,760 --> 04:18:47,600
8134
04:18:47,600 --> 04:18:49,199
8135
04:18:49,199 --> 04:18:51,960
8136
04:18:51,960 --> 04:18:53,920
8137
04:18:53,920 --> 04:18:55,640
8138
04:18:55,640 --> 04:18:57,239
8139
04:18:57,239 --> 04:18:59,159
8140
04:18:59,159 --> 04:19:00,880
8141
04:19:00,880 --> 04:19:02,800
8142
04:19:02,800 --> 04:19:05,199
8143
04:19:05,199 --> 04:19:07,159
8144
04:19:07,159 --> 04:19:09,159
8145
04:19:09,159 --> 04:19:10,680
8146
04:19:10,680 --> 04:19:12,359
8147
04:19:12,359 --> 04:19:14,159
8148
04:19:14,159 --> 04:19:16,319
8149
04:19:16,319 --> 04:19:18,119
8150
04:19:18,119 --> 04:19:19,600
8151
04:19:19,600 --> 04:19:21,399
8152
04:19:21,399 --> 04:19:22,880
8153
04:19:22,880 --> 04:19:24,680
8154
04:19:24,680 --> 04:19:26,359
8155
04:19:26,359 --> 04:19:28,239
8156
04:19:28,239 --> 04:19:30,080
8157
04:19:30,080 --> 04:19:31,760
8158
04:19:31,760 --> 04:19:33,439
8159
04:19:33,439 --> 04:19:35,399
8160
04:19:35,399 --> 04:19:37,199
8161
04:19:37,199 --> 04:19:38,960
8162
04:19:38,960 --> 04:19:40,439
8163
04:19:40,439 --> 04:19:42,279
8164
04:19:42,279 --> 04:19:45,080
8165
04:19:45,080 --> 04:19:47,880
8166
04:19:47,880 --> 04:19:49,840
8167
04:19:49,840 --> 04:19:51,359
8168
04:19:51,359 --> 04:19:53,479
8169
04:19:53,479 --> 04:19:56,040
8170
04:19:56,040 --> 04:19:57,800
8171
04:19:57,800 --> 04:19:59,840
8172
04:19:59,840 --> 04:20:01,159
8173
04:20:01,159 --> 04:20:03,800
8174
04:20:03,800 --> 04:20:06,040
8175
04:20:06,040 --> 04:20:08,159
8176
04:20:08,159 --> 04:20:10,239
8177
04:20:10,239 --> 04:20:11,319
8178
04:20:11,319 --> 04:20:13,239
8179
04:20:13,239 --> 04:20:15,199
8180
04:20:15,199 --> 04:20:16,880
8181
04:20:16,880 --> 04:20:18,399
8182
04:20:18,399 --> 04:20:20,199
8183
04:20:20,199 --> 04:20:22,439
8184
04:20:22,439 --> 04:20:25,239
8185
04:20:25,239 --> 04:20:27,479
8186
04:20:27,479 --> 04:20:28,960
8187
04:20:28,960 --> 04:20:30,359
8188
04:20:30,359 --> 04:20:32,119
8189
04:20:32,119 --> 04:20:34,239
8190
04:20:34,239 --> 04:20:35,920
8191
04:20:35,920 --> 04:20:37,920
8192
04:20:37,920 --> 04:20:39,520
8193
04:20:39,520 --> 04:20:41,560
8194
04:20:41,560 --> 04:20:43,359
8195
04:20:43,359 --> 04:20:45,080
8196
04:20:45,080 --> 04:20:47,640
8197
04:20:47,640 --> 04:20:49,319
8198
04:20:49,319 --> 04:20:51,119
8199
04:20:51,119 --> 04:20:53,319
8200
04:20:53,319 --> 04:20:55,920
8201
04:20:55,920 --> 04:20:58,040
8202
04:20:58,040 --> 04:20:59,600
8203
04:20:59,600 --> 04:21:01,479
8204
04:21:01,479 --> 04:21:03,479
8205
04:21:03,479 --> 04:21:05,239
8206
04:21:05,239 --> 04:21:06,960
8207
04:21:06,960 --> 04:21:08,760
8208
04:21:08,760 --> 04:21:10,319
8209
04:21:10,319 --> 04:21:12,000
8210
04:21:12,000 --> 04:21:13,560
8211
04:21:13,560 --> 04:21:15,399
8212
04:21:15,399 --> 04:21:17,199
8213
04:21:17,199 --> 04:21:18,880
8214
04:21:18,880 --> 04:21:20,840
8215
04:21:20,840 --> 04:21:23,000
8216
04:21:23,000 --> 04:21:24,920
8217
04:21:24,920 --> 04:21:26,960
8218
04:21:26,960 --> 04:21:28,680
8219
04:21:28,680 --> 04:21:30,560
8220
04:21:30,560 --> 04:21:32,080
8221
04:21:32,080 --> 04:21:33,880
8222
04:21:33,880 --> 04:21:35,760
8223
04:21:35,760 --> 04:21:38,000
8224
04:21:38,000 --> 04:21:39,359
8225
04:21:39,359 --> 04:21:41,279
8226
04:21:41,279 --> 04:21:42,720
8227
04:21:42,720 --> 04:21:44,680
8228
04:21:44,680 --> 04:21:46,439
8229
04:21:46,439 --> 04:21:48,359
8230
04:21:48,359 --> 04:21:50,439
8231
04:21:50,439 --> 04:21:52,600
8232
04:21:52,600 --> 04:21:54,399
8233
04:21:54,399 --> 04:21:57,399
8234
04:21:57,399 --> 04:22:00,680
8235
04:22:00,680 --> 04:22:02,040
8236
04:22:02,040 --> 04:22:03,680
8237
04:22:03,680 --> 04:22:05,159
8238
04:22:05,159 --> 04:22:07,159
8239
04:22:07,159 --> 04:22:09,080
8240
04:22:09,080 --> 04:22:11,319
8241
04:22:11,319 --> 04:22:12,880
8242
04:22:12,880 --> 04:22:15,119
8243
04:22:15,119 --> 04:22:16,680
8244
04:22:16,680 --> 04:22:18,840
8245
04:22:18,840 --> 04:22:20,560
8246
04:22:20,560 --> 04:22:22,600
8247
04:22:22,600 --> 04:22:24,359
8248
04:22:24,359 --> 04:22:26,119
8249
04:22:26,119 --> 04:22:28,760
8250
04:22:28,760 --> 04:22:30,600
8251
04:22:30,600 --> 04:22:32,560
8252
04:22:32,560 --> 04:22:35,359
8253
04:22:35,359 --> 04:22:37,680
8254
04:22:37,680 --> 04:22:39,520
8255
04:22:39,520 --> 04:22:42,040
8256
04:22:42,040 --> 04:22:43,800
8257
04:22:43,800 --> 04:22:45,479
8258
04:22:45,479 --> 04:22:47,199
8259
04:22:47,199 --> 04:22:48,800
8260
04:22:48,800 --> 04:22:50,880
8261
04:22:50,880 --> 04:22:53,399
8262
04:22:53,399 --> 04:22:54,920
8263
04:22:54,920 --> 04:22:56,720
8264
04:22:56,720 --> 04:22:58,319
8265
04:22:58,319 --> 04:23:00,800
8266
04:23:00,800 --> 04:23:02,399
8267
04:23:02,399 --> 04:23:04,279
8268
04:23:04,279 --> 04:23:05,600
8269
04:23:05,600 --> 04:23:07,319
8270
04:23:07,319 --> 04:23:09,680
8271
04:23:09,680 --> 04:23:11,560
8272
04:23:11,560 --> 04:23:13,239
8273
04:23:13,239 --> 04:23:14,800
8274
04:23:14,800 --> 04:23:16,760
8275
04:23:16,760 --> 04:23:18,439
8276
04:23:18,439 --> 04:23:20,080
8277
04:23:20,080 --> 04:23:21,680
8278
04:23:21,680 --> 04:23:23,760
8279
04:23:23,760 --> 04:23:26,439
8280
04:23:26,439 --> 04:23:28,760
8281
04:23:28,760 --> 04:23:31,199
8282
04:23:31,199 --> 04:23:33,399
8283
04:23:33,399 --> 04:23:35,239
8284
04:23:35,239 --> 04:23:37,520
8285
04:23:37,520 --> 04:23:39,159
8286
04:23:39,159 --> 04:23:41,399
8287
04:23:41,399 --> 04:23:43,720
8288
04:23:43,720 --> 04:23:45,760
8289
04:23:45,760 --> 04:23:47,319
8290
04:23:47,319 --> 04:23:49,319
8291
04:23:49,319 --> 04:23:51,319
8292
04:23:51,319 --> 04:23:54,199
8293
04:23:54,199 --> 04:23:56,560
8294
04:23:56,560 --> 04:23:58,720
8295
04:23:58,720 --> 04:24:00,520
8296
04:24:00,520 --> 04:24:02,560
8297
04:24:02,560 --> 04:24:04,239
8298
04:24:04,239 --> 04:24:05,720
8299
04:24:05,720 --> 04:24:07,600
8300
04:24:07,600 --> 04:24:09,439
8301
04:24:09,439 --> 04:24:11,479
8302
04:24:11,479 --> 04:24:13,600
8303
04:24:13,600 --> 04:24:15,920
8304
04:24:15,920 --> 04:24:17,680
8305
04:24:17,680 --> 04:24:20,000
8306
04:24:20,000 --> 04:24:21,760
8307
04:24:21,760 --> 04:24:23,800
8308
04:24:23,800 --> 04:24:26,239
8309
04:24:26,239 --> 04:24:28,040
8310
04:24:28,040 --> 04:24:29,760
8311
04:24:29,760 --> 04:24:31,600
8312
04:24:31,600 --> 04:24:33,960
8313
04:24:33,960 --> 04:24:35,720
8314
04:24:35,720 --> 04:24:38,080
8315
04:24:38,080 --> 04:24:40,119
8316
04:24:40,119 --> 04:24:41,800
8317
04:24:41,800 --> 04:24:44,560
8318
04:24:44,560 --> 04:24:46,359
8319
04:24:46,359 --> 04:24:48,319
8320
04:24:48,319 --> 04:24:50,080
8321
04:24:50,080 --> 04:24:52,000
8322
04:24:52,000 --> 04:24:53,800
8323
04:24:53,800 --> 04:24:55,520
8324
04:24:55,520 --> 04:24:57,119
8325
04:24:57,119 --> 04:24:58,880
8326
04:24:58,880 --> 04:25:00,640
8327
04:25:00,640 --> 04:25:02,600
8328
04:25:02,600 --> 04:25:04,040
8329
04:25:04,040 --> 04:25:05,640
8330
04:25:05,640 --> 04:25:07,479
8331
04:25:07,479 --> 04:25:09,359
8332
04:25:09,359 --> 04:25:10,680
8333
04:25:10,680 --> 04:25:12,520
8334
04:25:12,520 --> 04:25:14,040
8335
04:25:14,040 --> 04:25:16,159
8336
04:25:16,159 --> 04:25:18,399
8337
04:25:18,399 --> 04:25:20,279
8338
04:25:20,279 --> 04:25:22,199
8339
04:25:22,199 --> 04:25:23,680
8340
04:25:23,680 --> 04:25:24,800
8341
04:25:24,800 --> 04:25:26,760
8342
04:25:26,760 --> 04:25:28,359
8343
04:25:28,359 --> 04:25:30,479
8344
04:25:30,479 --> 04:25:31,840
8345
04:25:31,840 --> 04:25:33,359
8346
04:25:33,359 --> 04:25:35,760
8347
04:25:35,760 --> 04:25:37,560
8348
04:25:37,560 --> 04:25:39,319
8349
04:25:39,319 --> 04:25:41,040
8350
04:25:41,040 --> 04:25:42,640
8351
04:25:42,640 --> 04:25:44,439
8352
04:25:44,439 --> 04:25:45,840
8353
04:25:45,840 --> 04:25:47,399
8354
04:25:47,399 --> 04:25:49,359
8355
04:25:49,359 --> 04:25:52,159
8356
04:25:52,159 --> 04:25:53,920
8357
04:25:53,920 --> 04:25:56,159
8358
04:25:56,159 --> 04:25:57,800
8359
04:25:57,800 --> 04:25:59,720
8360
04:25:59,720 --> 04:26:01,159
8361
04:26:01,159 --> 04:26:03,199
8362
04:26:03,199 --> 04:26:05,040
8363
04:26:05,040 --> 04:26:06,760
8364
04:26:06,760 --> 04:26:08,560
8365
04:26:08,560 --> 04:26:11,640
8366
04:26:11,640 --> 04:26:14,199
8367
04:26:14,199 --> 04:26:15,760
8368
04:26:15,760 --> 04:26:17,920
8369
04:26:17,920 --> 04:26:19,199
8370
04:26:19,199 --> 04:26:21,399
8371
04:26:21,399 --> 04:26:23,279
8372
04:26:23,279 --> 04:26:25,119
8373
04:26:25,119 --> 04:26:27,239
8374
04:26:27,239 --> 04:26:29,560
8375
04:26:29,560 --> 04:26:31,880
8376
04:26:31,880 --> 04:26:34,199
8377
04:26:34,199 --> 04:26:36,359
8378
04:26:36,359 --> 04:26:38,159
8379
04:26:38,159 --> 04:26:39,680
8380
04:26:39,680 --> 04:26:41,159
8381
04:26:41,159 --> 04:26:42,920
8382
04:26:42,920 --> 04:26:44,520
8383
04:26:44,520 --> 04:26:45,840
8384
04:26:45,840 --> 04:26:47,960
8385
04:26:47,960 --> 04:26:49,439
8386
04:26:49,439 --> 04:26:51,279
8387
04:26:51,279 --> 04:26:52,920
8388
04:26:52,920 --> 04:26:54,880
8389
04:26:54,880 --> 04:26:56,319
8390
04:26:56,319 --> 04:26:57,920
8391
04:26:57,920 --> 04:26:59,319
8392
04:26:59,319 --> 04:27:01,479
8393
04:27:01,479 --> 04:27:03,479
8394
04:27:03,479 --> 04:27:05,159
8395
04:27:05,159 --> 04:27:07,800
8396
04:27:07,800 --> 04:27:09,840
8397
04:27:09,840 --> 04:27:12,920
8398
04:27:12,920 --> 04:27:14,960
8399
04:27:14,960 --> 04:27:16,439
8400
04:27:16,439 --> 04:27:18,119
8401
04:27:18,119 --> 04:27:19,760
8402
04:27:19,760 --> 04:27:21,239
8403
04:27:21,239 --> 04:27:24,040
8404
04:27:24,040 --> 04:27:25,680
8405
04:27:25,680 --> 04:27:27,880
8406
04:27:27,880 --> 04:27:30,279
8407
04:27:30,279 --> 04:27:33,199
8408
04:27:33,199 --> 04:27:35,040
8409
04:27:35,040 --> 04:27:37,199
8410
04:27:37,199 --> 04:27:39,520
8411
04:27:39,520 --> 04:27:41,479
8412
04:27:41,479 --> 04:27:42,760
8413
04:27:42,760 --> 04:27:45,080
8414
04:27:45,080 --> 04:27:47,199
8415
04:27:47,199 --> 04:27:48,960
8416
04:27:48,960 --> 04:27:50,720
8417
04:27:50,720 --> 04:27:52,279
8418
04:27:52,279 --> 04:27:53,920
8419
04:27:53,920 --> 04:27:56,040
8420
04:27:56,040 --> 04:27:57,800
8421
04:27:57,800 --> 04:27:59,600
8422
04:27:59,600 --> 04:28:01,680
8423
04:28:01,680 --> 04:28:03,119
8424
04:28:03,119 --> 04:28:04,760
8425
04:28:04,760 --> 04:28:06,840
8426
04:28:06,840 --> 04:28:08,439
8427
04:28:08,439 --> 04:28:09,760
8428
04:28:09,760 --> 04:28:11,720
8429
04:28:11,720 --> 04:28:13,159
8430
04:28:13,159 --> 04:28:15,000
8431
04:28:15,000 --> 04:28:17,119
8432
04:28:17,119 --> 04:28:19,199
8433
04:28:19,199 --> 04:28:21,399
8434
04:28:21,399 --> 04:28:23,800
8435
04:28:23,800 --> 04:28:25,720
8436
04:28:25,720 --> 04:28:27,680
8437
04:28:27,680 --> 04:28:29,560
8438
04:28:29,560 --> 04:28:32,319
8439
04:28:32,319 --> 04:28:34,239
8440
04:28:34,239 --> 04:28:35,760
8441
04:28:35,760 --> 04:28:37,960
8442
04:28:37,960 --> 04:28:39,760
8443
04:28:39,760 --> 04:28:41,399
8444
04:28:41,399 --> 04:28:43,359
8445
04:28:43,359 --> 04:28:45,279
8446
04:28:45,279 --> 04:28:46,840
8447
04:28:46,840 --> 04:28:48,760
8448
04:28:48,760 --> 04:28:50,600
8449
04:28:50,600 --> 04:28:52,880
8450
04:28:52,880 --> 04:28:54,560
8451
04:28:54,560 --> 04:28:57,040
8452
04:28:57,040 --> 04:28:59,640
8453
04:28:59,640 --> 04:29:02,040
8454
04:29:02,040 --> 04:29:04,439
8455
04:29:04,439 --> 04:29:07,760
8456
04:29:07,760 --> 04:29:09,720
8457
04:29:09,720 --> 04:29:12,920
8458
04:29:12,920 --> 04:29:15,040
8459
04:29:15,040 --> 04:29:17,279
8460
04:29:17,279 --> 04:29:19,399
8461
04:29:19,399 --> 04:29:21,359
8462
04:29:21,359 --> 04:29:23,000
8463
04:29:23,000 --> 04:29:24,520
8464
04:29:24,520 --> 04:29:26,920
8465
04:29:26,920 --> 04:29:29,239
8466
04:29:29,239 --> 04:29:32,560
8467
04:29:32,560 --> 04:29:35,920
8468
04:29:35,920 --> 04:29:38,840
8469
04:29:38,840 --> 04:29:40,720
8470
04:29:40,720 --> 04:29:44,000
8471
04:29:44,000 --> 04:29:46,239
8472
04:29:46,239 --> 04:29:48,600
8473
04:29:48,600 --> 04:29:50,399
8474
04:29:50,399 --> 04:29:52,560
8475
04:29:52,560 --> 04:29:55,159
8476
04:29:55,159 --> 04:29:56,640
8477
04:29:56,640 --> 04:29:58,960
8478
04:29:58,960 --> 04:30:01,119
8479
04:30:01,119 --> 04:30:02,960
8480
04:30:02,960 --> 04:30:04,600
8481
04:30:04,600 --> 04:30:06,399
8482
04:30:06,399 --> 04:30:07,720
8483
04:30:07,720 --> 04:30:09,560
8484
04:30:09,560 --> 04:30:11,080
8485
04:30:11,080 --> 04:30:13,040
8486
04:30:13,040 --> 04:30:15,159
8487
04:30:15,159 --> 04:30:17,359
8488
04:30:17,359 --> 04:30:19,479
8489
04:30:19,479 --> 04:30:22,479
8490
04:30:22,479 --> 04:30:24,520
8491
04:30:24,520 --> 04:30:26,000
8492
04:30:26,000 --> 04:30:27,960
8493
04:30:27,960 --> 04:30:31,760
8494
04:30:31,760 --> 04:30:33,880
8495
04:30:33,880 --> 04:30:35,800
8496
04:30:35,800 --> 04:30:38,000
8497
04:30:38,000 --> 04:30:40,159
8498
04:30:40,159 --> 04:30:42,239
8499
04:30:42,239 --> 04:30:44,720
8500
04:30:44,720 --> 04:30:46,760
8501
04:30:46,760 --> 04:30:48,479
8502
04:30:48,479 --> 04:30:50,319
8503
04:30:50,319 --> 04:30:51,960
8504
04:30:51,960 --> 04:30:53,479
8505
04:30:53,479 --> 04:30:55,720
8506
04:30:55,720 --> 04:30:57,479
8507
04:30:57,479 --> 04:30:59,239
8508
04:30:59,239 --> 04:31:01,600
8509
04:31:01,600 --> 04:31:04,920
8510
04:31:05,680 --> 04:31:09,000
8511
04:31:09,000 --> 04:31:10,439
8512
04:31:10,439 --> 04:31:12,680
8513
04:31:12,680 --> 04:31:14,600
8514
04:31:14,600 --> 04:31:16,279
8515
04:31:16,279 --> 04:31:18,359
8516
04:31:18,359 --> 04:31:20,359
8517
04:31:20,359 --> 04:31:22,119
8518
04:31:22,119 --> 04:31:24,520
8519
04:31:24,520 --> 04:31:26,319
8520
04:31:26,319 --> 04:31:28,239
8521
04:31:28,239 --> 04:31:30,199
8522
04:31:30,199 --> 04:31:32,040
8523
04:31:32,040 --> 04:31:33,640
8524
04:31:33,640 --> 04:31:36,080
8525
04:31:36,080 --> 04:31:37,760
8526
04:31:37,760 --> 04:31:39,720
8527
04:31:39,720 --> 04:31:41,359
8528
04:31:41,359 --> 04:31:43,520
8529
04:31:43,520 --> 04:31:45,479
8530
04:31:45,479 --> 04:31:47,640
8531
04:31:47,640 --> 04:31:50,000
8532
04:31:50,000 --> 04:31:52,640
8533
04:31:52,640 --> 04:31:54,479
8534
04:31:54,479 --> 04:31:56,239
8535
04:31:56,239 --> 04:31:58,080
8536
04:31:58,080 --> 04:31:59,520
8537
04:31:59,520 --> 04:32:01,479
8538
04:32:01,479 --> 04:32:03,600
8539
04:32:03,600 --> 04:32:06,119
8540
04:32:06,119 --> 04:32:08,279
8541
04:32:08,279 --> 04:32:09,960
8542
04:32:09,960 --> 04:32:13,000
8543
04:32:13,000 --> 04:32:15,239
8544
04:32:15,239 --> 04:32:16,760
8545
04:32:16,760 --> 04:32:18,680
8546
04:32:18,680 --> 04:32:20,119
8547
04:32:20,119 --> 04:32:22,080
8548
04:32:22,080 --> 04:32:23,920
8549
04:32:23,920 --> 04:32:26,000
8550
04:32:26,000 --> 04:32:27,960
8551
04:32:27,960 --> 04:32:29,720
8552
04:32:29,720 --> 04:32:32,560
8553
04:32:32,560 --> 04:32:34,520
8554
04:32:34,520 --> 04:32:36,080
8555
04:32:36,080 --> 04:32:38,640
8556
04:32:38,640 --> 04:32:41,359
8557
04:32:41,359 --> 04:32:44,199
8558
04:32:44,199 --> 04:32:46,800
8559
04:32:46,800 --> 04:32:48,560
8560
04:32:48,560 --> 04:32:50,640
8561
04:32:50,640 --> 04:32:52,640
8562
04:32:52,640 --> 04:32:54,520
8563
04:32:54,520 --> 04:32:56,720
8564
04:32:56,720 --> 04:32:58,680
8565
04:32:58,680 --> 04:33:00,920
8566
04:33:00,920 --> 04:33:02,640
8567
04:33:02,640 --> 04:33:04,000
8568
04:33:04,000 --> 04:33:06,199
8569
04:33:06,199 --> 04:33:08,080
8570
04:33:08,080 --> 04:33:09,639
8571
04:33:09,639 --> 04:33:11,919
8572
04:33:11,919 --> 04:33:13,520
8573
04:33:13,520 --> 04:33:15,599
8574
04:33:15,599 --> 04:33:17,118
8575
04:33:17,118 --> 04:33:19,160
8576
04:33:19,160 --> 04:33:22,039
8577
04:33:22,039 --> 04:33:23,799
8578
04:33:23,799 --> 04:33:25,320
8579
04:33:25,320 --> 04:33:27,480
8580
04:33:27,480 --> 04:33:28,879
8581
04:33:28,879 --> 04:33:30,840
8582
04:33:30,840 --> 04:33:32,599
8583
04:33:32,599 --> 04:33:34,000
8584
04:33:34,000 --> 04:33:35,561
8585
04:33:35,561 --> 04:33:38,240
8586
04:33:38,240 --> 04:33:39,879
8587
04:33:39,879 --> 04:33:41,799
8588
04:33:41,799 --> 04:33:44,039
8589
04:33:44,039 --> 04:33:46,958
8590
04:33:46,958 --> 04:33:49,080
8591
04:33:49,080 --> 04:33:52,480
8592
04:33:52,480 --> 04:33:55,240
8593
04:33:55,240 --> 04:33:58,199
8594
04:33:58,199 --> 04:34:00,561
8595
04:34:00,561 --> 04:34:02,039
8596
04:34:02,039 --> 04:34:04,000
8597
04:34:04,000 --> 04:34:06,080
8598
04:34:06,080 --> 04:34:07,759
8599
04:34:07,759 --> 04:34:09,480
8600
04:34:09,480 --> 04:34:11,520
8601
04:34:11,520 --> 04:34:13,278
8602
04:34:13,278 --> 04:34:15,520
8603
04:34:15,520 --> 04:34:17,438
8604
04:34:17,438 --> 04:34:19,799
8605
04:34:19,799 --> 04:34:22,199
8606
04:34:22,199 --> 04:34:24,039
8607
04:34:24,039 --> 04:34:26,199
8608
04:34:26,199 --> 04:34:27,879
8609
04:34:27,879 --> 04:34:29,400
8610
04:34:29,400 --> 04:34:31,278
8611
04:34:31,278 --> 04:34:33,278
8612
04:34:33,278 --> 04:34:35,240
8613
04:34:35,240 --> 04:34:37,080
8614
04:34:37,080 --> 04:34:39,000
8615
04:34:39,000 --> 04:34:40,840
8616
04:34:40,840 --> 04:34:42,438
8617
04:34:42,438 --> 04:34:43,958
8618
04:34:43,958 --> 04:34:46,561
8619
04:34:46,561 --> 04:34:48,118
8620
04:34:48,118 --> 04:34:50,080
8621
04:34:50,080 --> 04:34:52,359
8622
04:34:52,359 --> 04:34:53,719
8623
04:34:53,719 --> 04:34:55,561
8624
04:34:55,561 --> 04:34:57,199
8625
04:34:57,199 --> 04:34:58,599
8626
04:34:58,599 --> 04:35:00,199
8627
04:35:00,199 --> 04:35:02,039
8628
04:35:02,039 --> 04:35:04,080
8629
04:35:04,080 --> 04:35:05,799
8630
04:35:05,799 --> 04:35:07,719
8631
04:35:07,719 --> 04:35:09,680
8632
04:35:09,680 --> 04:35:11,118
8633
04:35:11,118 --> 04:35:13,000
8634
04:35:13,000 --> 04:35:14,719
8635
04:35:14,719 --> 04:35:16,480
8636
04:35:16,480 --> 04:35:17,799
8637
04:35:17,799 --> 04:35:20,039
8638
04:35:20,039 --> 04:35:23,199
8639
04:35:23,199 --> 04:35:24,840
8640
04:35:24,840 --> 04:35:26,561
8641
04:35:26,561 --> 04:35:28,160
8642
04:35:28,160 --> 04:35:29,840
8643
04:35:29,840 --> 04:35:32,278
8644
04:35:32,278 --> 04:35:34,840
8645
04:35:34,840 --> 04:35:36,480
8646
04:35:36,480 --> 04:35:37,919
8647
04:35:37,919 --> 04:35:39,561
8648
04:35:39,561 --> 04:35:41,639
8649
04:35:41,639 --> 04:35:43,359
8650
04:35:43,359 --> 04:35:45,480
8651
04:35:45,480 --> 04:35:47,520
8652
04:35:47,520 --> 04:35:50,240
8653
04:35:50,240 --> 04:35:52,359
8654
04:35:52,359 --> 04:35:54,240
8655
04:35:54,240 --> 04:35:56,080
8656
04:35:56,080 --> 04:35:57,840
8657
04:35:57,840 --> 04:35:59,719
8658
04:35:59,719 --> 04:36:01,520
8659
04:36:01,520 --> 04:36:03,278
8660
04:36:03,278 --> 04:36:05,240
8661
04:36:05,240 --> 04:36:07,639
8662
04:36:07,639 --> 04:36:10,438
8663
04:36:10,438 --> 04:36:12,799
8664
04:36:12,799 --> 04:36:15,160
8665
04:36:15,160 --> 04:36:16,680
8666
04:36:16,680 --> 04:36:18,599
8667
04:36:18,599 --> 04:36:20,759
8668
04:36:20,759 --> 04:36:22,639
8669
04:36:22,639 --> 04:36:24,400
8670
04:36:24,400 --> 04:36:26,160
8671
04:36:26,160 --> 04:36:28,118
8672
04:36:28,118 --> 04:36:30,039
8673
04:36:30,039 --> 04:36:31,680
8674
04:36:31,680 --> 04:36:33,759
8675
04:36:33,759 --> 04:36:36,480
8676
04:36:36,480 --> 04:36:38,438
8677
04:36:38,438 --> 04:36:39,958
8678
04:36:39,958 --> 04:36:41,958
8679
04:36:41,958 --> 04:36:43,278
8680
04:36:43,278 --> 04:36:44,520
8681
04:36:44,520 --> 04:36:46,359
8682
04:36:46,359 --> 04:36:47,958
8683
04:36:47,958 --> 04:36:49,719
8684
04:36:49,719 --> 04:36:51,160
8685
04:36:51,160 --> 04:36:53,520
8686
04:36:53,520 --> 04:36:55,359
8687
04:36:55,359 --> 04:36:57,879
8688
04:36:57,879 --> 04:36:59,438
8689
04:36:59,438 --> 04:37:01,080
8690
04:37:01,080 --> 04:37:02,919
8691
04:37:02,919 --> 04:37:05,118
8692
04:37:05,118 --> 04:37:06,561
8693
04:37:06,561 --> 04:37:08,240
8694
04:37:08,240 --> 04:37:10,199
8695
04:37:10,199 --> 04:37:11,639
8696
04:37:11,639 --> 04:37:13,680
8697
04:37:13,680 --> 04:37:15,520
8698
04:37:15,520 --> 04:37:17,320
8699
04:37:17,320 --> 04:37:19,199
8700
04:37:19,199 --> 04:37:20,840
8701
04:37:20,840 --> 04:37:22,480
8702
04:37:22,480 --> 04:37:24,320
8703
04:37:24,320 --> 04:37:26,639
8704
04:37:26,639 --> 04:37:28,118
8705
04:37:28,118 --> 04:37:29,919
8706
04:37:29,919 --> 04:37:31,680
8707
04:37:31,680 --> 04:37:33,719
8708
04:37:33,719 --> 04:37:35,639
8709
04:37:35,639 --> 04:37:37,320
8710
04:37:37,320 --> 04:37:39,240
8711
04:37:39,240 --> 04:37:42,160
8712
04:37:42,160 --> 04:37:44,359
8713
04:37:44,359 --> 04:37:46,240
8714
04:37:46,240 --> 04:37:48,400
8715
04:37:48,400 --> 04:37:49,879
8716
04:37:49,879 --> 04:37:52,039
8717
04:37:52,039 --> 04:37:53,719
8718
04:37:53,719 --> 04:37:55,520
8719
04:37:55,520 --> 04:37:57,599
8720
04:37:57,599 --> 04:37:58,799
8721
04:37:58,799 --> 04:38:00,480
8722
04:38:00,480 --> 04:38:02,240
8723
04:38:02,240 --> 04:38:04,278
8724
04:38:04,278 --> 04:38:06,240
8725
04:38:06,240 --> 04:38:08,480
8726
04:38:08,480 --> 04:38:10,438
8727
04:38:10,438 --> 04:38:11,958
8728
04:38:11,958 --> 04:38:13,879
8729
04:38:13,879 --> 04:38:15,480
8730
04:38:15,480 --> 04:38:17,118
8731
04:38:17,118 --> 04:38:19,719
8732
04:38:19,719 --> 04:38:21,039
8733
04:38:21,039 --> 04:38:23,080
8734
04:38:23,080 --> 04:38:24,719
8735
04:38:24,719 --> 04:38:26,639
8736
04:38:26,639 --> 04:38:29,480
8737
04:38:29,480 --> 04:38:31,799
8738
04:38:31,799 --> 04:38:33,879
8739
04:38:33,879 --> 04:38:35,919
8740
04:38:35,919 --> 04:38:37,879
8741
04:38:37,879 --> 04:38:39,799
8742
04:38:39,799 --> 04:38:41,799
8743
04:38:41,799 --> 04:38:44,118
8744
04:38:44,118 --> 04:38:46,840
8745
04:38:46,840 --> 04:38:49,118
8746
04:38:49,118 --> 04:38:51,000
8747
04:38:51,000 --> 04:38:53,438
8748
04:38:53,438 --> 04:38:55,680
8749
04:38:55,680 --> 04:38:57,118
8750
04:38:57,118 --> 04:38:58,639
8751
04:38:58,639 --> 04:39:00,520
8752
04:39:00,520 --> 04:39:02,561
8753
04:39:02,561 --> 04:39:04,599
8754
04:39:04,599 --> 04:39:06,320
8755
04:39:06,320 --> 04:39:09,320
8756
04:39:09,320 --> 04:39:11,480
8757
04:39:11,480 --> 04:39:13,438
8758
04:39:13,438 --> 04:39:15,039
8759
04:39:15,039 --> 04:39:17,520
8760
04:39:17,520 --> 04:39:19,000
8761
04:39:19,000 --> 04:39:20,799
8762
04:39:20,799 --> 04:39:22,719
8763
04:39:22,719 --> 04:39:24,520
8764
04:39:24,520 --> 04:39:26,520
8765
04:39:26,520 --> 04:39:28,639
8766
04:39:28,639 --> 04:39:30,680
8767
04:39:30,680 --> 04:39:32,599
8768
04:39:32,599 --> 04:39:34,799
8769
04:39:34,799 --> 04:39:37,878
8770
04:39:37,878 --> 04:39:39,798
8771
04:39:39,798 --> 04:39:41,958
8772
04:39:41,958 --> 04:39:43,680
8773
04:39:43,680 --> 04:39:44,958
8774
04:39:44,958 --> 04:39:47,120
8775
04:39:47,120 --> 04:39:48,840
8776
04:39:48,840 --> 04:39:50,600
8777
04:39:50,600 --> 04:39:52,080
8778
04:39:52,080 --> 04:39:54,240
8779
04:39:54,240 --> 04:39:55,760
8780
04:39:55,760 --> 04:39:57,798
8781
04:39:57,798 --> 04:40:00,520
8782
04:40:00,520 --> 04:40:03,160
8783
04:40:03,160 --> 04:40:05,638
8784
04:40:05,638 --> 04:40:07,520
8785
04:40:07,520 --> 04:40:09,360
8786
04:40:09,360 --> 04:40:11,440
8787
04:40:11,440 --> 04:40:13,320
8788
04:40:13,320 --> 04:40:15,120
8789
04:40:15,120 --> 04:40:17,680
8790
04:40:17,680 --> 04:40:19,040
8791
04:40:19,040 --> 04:40:21,120
8792
04:40:21,120 --> 04:40:22,520
8793
04:40:22,520 --> 04:40:24,760
8794
04:40:24,760 --> 04:40:27,120
8795
04:40:27,120 --> 04:40:29,600
8796
04:40:29,600 --> 04:40:31,560
8797
04:40:31,560 --> 04:40:33,878
8798
04:40:33,878 --> 04:40:36,680
8799
04:40:36,680 --> 04:40:38,680
8800
04:40:38,680 --> 04:40:42,040
8801
04:40:42,040 --> 04:40:44,040
8802
04:40:44,040 --> 04:40:46,560
8803
04:40:46,560 --> 04:40:48,480
8804
04:40:48,480 --> 04:40:49,958
8805
04:40:49,958 --> 04:40:51,600
8806
04:40:51,600 --> 04:40:53,080
8807
04:40:53,080 --> 04:40:56,000
8808
04:40:56,000 --> 04:40:58,920
8809
04:40:58,920 --> 04:41:00,760
8810
04:41:00,760 --> 04:41:02,680
8811
04:41:02,680 --> 04:41:05,280
8812
04:41:05,280 --> 04:41:08,638
8813
04:41:08,638 --> 04:41:10,920
8814
04:41:10,920 --> 04:41:13,120
8815
04:41:13,120 --> 04:41:14,638
8816
04:41:14,638 --> 04:41:16,600
8817
04:41:16,600 --> 04:41:18,680
8818
04:41:18,680 --> 04:41:20,638
8819
04:41:20,638 --> 04:41:22,638
8820
04:41:22,638 --> 04:41:24,200
8821
04:41:24,200 --> 04:41:26,400
8822
04:41:26,400 --> 04:41:28,560
8823
04:41:28,560 --> 04:41:30,480
8824
04:41:30,480 --> 04:41:32,360
8825
04:41:32,360 --> 04:41:34,360
8826
04:41:34,360 --> 04:41:36,560
8827
04:41:36,560 --> 04:41:37,920
8828
04:41:37,920 --> 04:41:40,040
8829
04:41:40,040 --> 04:41:42,760
8830
04:41:42,760 --> 04:41:44,440
8831
04:41:44,440 --> 04:41:46,200
8832
04:41:46,200 --> 04:41:48,400
8833
04:41:48,400 --> 04:41:50,360
8834
04:41:50,360 --> 04:41:52,280
8835
04:41:52,280 --> 04:41:54,040
8836
04:41:54,040 --> 04:41:55,160
8837
04:41:55,160 --> 04:41:56,920
8838
04:41:56,920 --> 04:41:59,920
8839
04:41:59,920 --> 04:42:01,520
8840
04:42:01,520 --> 04:42:03,120
8841
04:42:03,120 --> 04:42:04,840
8842
04:42:04,840 --> 04:42:06,760
8843
04:42:06,760 --> 04:42:09,798
8844
04:42:09,798 --> 04:42:11,520
8845
04:42:11,520 --> 04:42:14,280
8846
04:42:14,280 --> 04:42:15,920
8847
04:42:15,920 --> 04:42:18,200
8848
04:42:18,200 --> 04:42:20,000
8849
04:42:20,000 --> 04:42:22,680
8850
04:42:22,680 --> 04:42:24,718
8851
04:42:24,718 --> 04:42:27,360
8852
04:42:27,360 --> 04:42:29,120
8853
04:42:29,120 --> 04:42:30,718
8854
04:42:30,718 --> 04:42:32,958
8855
04:42:32,958 --> 04:42:34,718
8856
04:42:34,718 --> 04:42:36,280
8857
04:42:36,280 --> 04:42:37,680
8858
04:42:37,680 --> 04:42:39,878
8859
04:42:39,878 --> 04:42:41,200
8860
04:42:41,200 --> 04:42:43,320
8861
04:42:43,320 --> 04:42:45,680
8862
04:42:45,680 --> 04:42:47,718
8863
04:42:47,718 --> 04:42:49,600
8864
04:42:49,600 --> 04:42:52,440
8865
04:42:52,440 --> 04:42:54,120
8866
04:42:54,120 --> 04:42:56,638
8867
04:42:56,638 --> 04:42:59,320
8868
04:42:59,320 --> 04:43:01,400
8869
04:43:01,400 --> 04:43:03,240
8870
04:43:03,240 --> 04:43:05,600
8871
04:43:05,600 --> 04:43:08,320
8872
04:43:08,320 --> 04:43:10,320
8873
04:43:10,320 --> 04:43:12,080
8874
04:43:12,080 --> 04:43:14,280
8875
04:43:14,280 --> 04:43:16,440
8876
04:43:16,440 --> 04:43:18,360
8877
04:43:18,360 --> 04:43:20,520
8878
04:43:20,520 --> 04:43:22,600
8879
04:43:22,600 --> 04:43:25,600
8880
04:43:25,600 --> 04:43:27,760
8881
04:43:27,760 --> 04:43:30,840
8882
04:43:30,840 --> 04:43:32,560
8883
04:43:32,560 --> 04:43:34,840
8884
04:43:34,840 --> 04:43:37,280
8885
04:43:37,280 --> 04:43:39,760
8886
04:43:39,760 --> 04:43:41,840
8887
04:43:41,840 --> 04:43:43,520
8888
04:43:43,520 --> 04:43:45,920
8889
04:43:45,920 --> 04:43:47,600
8890
04:43:47,600 --> 04:43:49,280
8891
04:43:49,280 --> 04:43:51,560
8892
04:43:51,560 --> 04:43:53,480
8893
04:43:53,480 --> 04:43:57,160
8894
04:43:57,160 --> 04:43:59,280
8895
04:43:59,280 --> 04:44:01,440
8896
04:44:01,440 --> 04:44:03,760
8897
04:44:03,760 --> 04:44:05,680
8898
04:44:05,680 --> 04:44:07,240
8899
04:44:07,240 --> 04:44:08,878
8900
04:44:08,878 --> 04:44:10,360
8901
04:44:10,360 --> 04:44:11,840
8902
04:44:11,840 --> 04:44:13,360
8903
04:44:13,360 --> 04:44:15,560
8904
04:44:15,560 --> 04:44:18,520
8905
04:44:18,520 --> 04:44:20,160
8906
04:44:20,160 --> 04:44:22,200
8907
04:44:22,200 --> 04:44:23,798
8908
04:44:23,798 --> 04:44:26,560
8909
04:44:26,560 --> 04:44:28,600
8910
04:44:28,600 --> 04:44:30,680
8911
04:44:30,680 --> 04:44:33,040
8912
04:44:33,040 --> 04:44:35,200
8913
04:44:35,200 --> 04:44:37,400
8914
04:44:37,400 --> 04:44:39,440
8915
04:44:39,440 --> 04:44:41,280
8916
04:44:41,280 --> 04:44:44,000
8917
04:44:44,000 --> 04:44:45,920
8918
04:44:45,920 --> 04:44:47,840
8919
04:44:47,840 --> 04:44:49,718
8920
04:44:49,718 --> 04:44:51,040
8921
04:44:51,040 --> 04:44:52,958
8922
04:44:52,958 --> 04:44:54,680
8923
04:44:54,680 --> 04:44:56,600
8924
04:44:56,600 --> 04:44:58,120
8925
04:44:58,120 --> 04:45:00,920
8926
04:45:00,920 --> 04:45:02,680
8927
04:45:02,680 --> 04:45:04,160
8928
04:45:04,160 --> 04:45:06,560
8929
04:45:06,560 --> 04:45:08,520
8930
04:45:08,520 --> 04:45:10,120
8931
04:45:10,120 --> 04:45:11,920
8932
04:45:11,920 --> 04:45:14,240
8933
04:45:14,240 --> 04:45:16,200
8934
04:45:16,200 --> 04:45:18,200
8935
04:45:18,200 --> 04:45:20,878
8936
04:45:20,878 --> 04:45:22,360
8937
04:45:22,360 --> 04:45:23,680
8938
04:45:23,680 --> 04:45:24,958
8939
04:45:24,958 --> 04:45:26,440
8940
04:45:26,440 --> 04:45:28,400
8941
04:45:28,400 --> 04:45:29,878
8942
04:45:29,878 --> 04:45:31,360
8943
04:45:31,360 --> 04:45:32,920
8944
04:45:32,920 --> 04:45:34,798
8945
04:45:34,798 --> 04:45:37,120
8946
04:45:37,120 --> 04:45:39,160
8947
04:45:39,160 --> 04:45:40,680
8948
04:45:40,680 --> 04:45:42,600
8949
04:45:42,600 --> 04:45:44,360
8950
04:45:44,360 --> 04:45:46,280
8951
04:45:46,280 --> 04:45:48,200
8952
04:45:48,200 --> 04:45:49,600
8953
04:45:49,600 --> 04:45:51,680
8954
04:45:51,680 --> 04:45:53,440
8955
04:45:53,440 --> 04:45:55,240
8956
04:45:55,240 --> 04:45:57,280
8957
04:45:57,280 --> 04:45:59,240
8958
04:45:59,240 --> 04:46:01,480
8959
04:46:01,480 --> 04:46:03,718
8960
04:46:03,718 --> 04:46:05,920
8961
04:46:05,920 --> 04:46:07,760
8962
04:46:07,760 --> 04:46:09,360
8963
04:46:09,360 --> 04:46:11,000
8964
04:46:11,000 --> 04:46:13,320
8965
04:46:13,320 --> 04:46:15,080
8966
04:46:15,080 --> 04:46:17,120
8967
04:46:17,120 --> 04:46:19,440
8968
04:46:19,440 --> 04:46:20,958
8969
04:46:20,958 --> 04:46:23,200
8970
04:46:23,200 --> 04:46:25,000
8971
04:46:25,000 --> 04:46:26,878
8972
04:46:26,878 --> 04:46:28,798
8973
04:46:28,798 --> 04:46:31,080
8974
04:46:31,080 --> 04:46:33,520
8975
04:46:33,520 --> 04:46:35,638
8976
04:46:35,638 --> 04:46:37,360
8977
04:46:37,360 --> 04:46:39,320
8978
04:46:39,320 --> 04:46:41,080
8979
04:46:41,080 --> 04:46:43,480
8980
04:46:43,480 --> 04:46:45,718
8981
04:46:45,718 --> 04:46:47,558
8982
04:46:47,558 --> 04:46:49,958
8983
04:46:49,958 --> 04:46:52,120
8984
04:46:52,120 --> 04:46:54,760
8985
04:46:54,760 --> 04:46:57,240
8986
04:46:57,240 --> 04:46:59,440
8987
04:46:59,440 --> 04:47:01,760
8988
04:47:01,760 --> 04:47:04,320
8989
04:47:04,320 --> 04:47:05,718
8990
04:47:05,718 --> 04:47:07,760
8991
04:47:07,760 --> 04:47:09,360
8992
04:47:09,360 --> 04:47:11,320
8993
04:47:11,320 --> 04:47:12,920
8994
04:47:12,920 --> 04:47:14,798
8995
04:47:14,798 --> 04:47:16,958
8996
04:47:16,958 --> 04:47:19,360
8997
04:47:19,360 --> 04:47:22,160
8998
04:47:22,160 --> 04:47:24,558
8999
04:47:24,558 --> 04:47:27,920
9000
04:47:27,920 --> 04:47:29,840
9001
04:47:29,840 --> 04:47:32,000
9002
04:47:32,000 --> 04:47:34,120
9003
04:47:34,120 --> 04:47:36,000
9004
04:47:36,000 --> 04:47:38,798
9005
04:47:38,798 --> 04:47:41,798
9006
04:47:41,798 --> 04:47:44,360
9007
04:47:44,360 --> 04:47:46,080
9008
04:47:46,080 --> 04:47:49,240
9009
04:47:49,240 --> 04:47:51,440
9010
04:47:51,440 --> 04:47:54,000
9011
04:47:54,000 --> 04:47:55,480
9012
04:47:55,480 --> 04:47:57,520
9013
04:47:57,520 --> 04:47:59,680
9014
04:47:59,680 --> 04:48:02,440
9015
04:48:02,440 --> 04:48:04,920
9016
04:48:04,920 --> 04:48:06,840
9017
04:48:06,840 --> 04:48:09,200
9018
04:48:09,200 --> 04:48:11,000
9019
04:48:11,000 --> 04:48:12,360
9020
04:48:12,360 --> 04:48:14,200
9021
04:48:14,200 --> 04:48:15,878
9022
04:48:15,878 --> 04:48:17,360
9023
04:48:17,360 --> 04:48:19,160
9024
04:48:19,160 --> 04:48:20,958
9025
04:48:20,958 --> 04:48:23,200
9026
04:48:23,200 --> 04:48:24,638
9027
04:48:24,638 --> 04:48:26,160
9028
04:48:26,160 --> 04:48:28,600
9029
04:48:28,600 --> 04:48:30,680
9030
04:48:30,680 --> 04:48:32,680
9031
04:48:32,680 --> 04:48:34,480
9032
04:48:34,480 --> 04:48:36,320
9033
04:48:36,320 --> 04:48:38,400
9034
04:48:38,400 --> 04:48:40,520
9035
04:48:40,520 --> 04:48:41,798
9036
04:48:41,798 --> 04:48:43,638
9037
04:48:43,638 --> 04:48:45,360
9038
04:48:45,360 --> 04:48:47,280
9039
04:48:47,280 --> 04:48:49,920
9040
04:48:49,920 --> 04:48:52,200
9041
04:48:52,200 --> 04:48:54,798
9042
04:48:54,798 --> 04:48:56,120
9043
04:48:56,120 --> 04:48:58,200
9044
04:48:58,200 --> 04:49:00,520
9045
04:49:00,520 --> 04:49:02,718
9046
04:49:02,718 --> 04:49:04,480
9047
04:49:04,480 --> 04:49:06,320
9048
04:49:06,320 --> 04:49:08,280
9049
04:49:08,280 --> 04:49:10,360
9050
04:49:10,360 --> 04:49:12,600
9051
04:49:12,600 --> 04:49:14,200
9052
04:49:14,200 --> 04:49:17,638
9053
04:49:17,638 --> 04:49:20,920
9054
04:49:20,920 --> 04:49:22,760
9055
04:49:22,760 --> 04:49:26,480
9056
04:49:26,480 --> 04:49:28,240
9057
04:49:28,240 --> 04:49:31,558
9058
04:49:31,558 --> 04:49:34,400
9059
04:49:34,400 --> 04:49:36,760
9060
04:49:36,760 --> 04:49:39,200
9061
04:49:39,200 --> 04:49:40,958
9062
04:49:40,958 --> 04:49:42,638
9063
04:49:42,638 --> 04:49:44,320
9064
04:49:44,320 --> 04:49:45,958
9065
04:49:45,958 --> 04:49:48,440
9066
04:49:48,440 --> 04:49:51,120
9067
04:49:51,120 --> 04:49:53,160
9068
04:49:53,160 --> 04:49:55,040
9069
04:49:55,040 --> 04:49:57,600
9070
04:49:57,600 --> 04:50:00,000
9071
04:50:00,000 --> 04:50:01,920
9072
04:50:01,920 --> 04:50:04,360
9073
04:50:04,360 --> 04:50:06,120
9074
04:50:06,120 --> 04:50:08,280
9075
04:50:08,280 --> 04:50:09,840
9076
04:50:09,840 --> 04:50:12,040
9077
04:50:12,040 --> 04:50:13,520
9078
04:50:13,520 --> 04:50:15,600
9079
04:50:15,600 --> 04:50:17,440
9080
04:50:17,440 --> 04:50:20,200
9081
04:50:20,200 --> 04:50:22,798
9082
04:50:22,798 --> 04:50:24,120
9083
04:50:24,120 --> 04:50:26,200
9084
04:50:26,200 --> 04:50:28,000
9085
04:50:28,000 --> 04:50:30,360
9086
04:50:30,360 --> 04:50:32,280
9087
04:50:32,280 --> 04:50:35,080
9088
04:50:35,080 --> 04:50:37,200
9089
04:50:37,200 --> 04:50:39,558
9090
04:50:39,558 --> 04:50:41,040
9091
04:50:41,040 --> 04:50:43,280
9092
04:50:43,280 --> 04:50:45,120
9093
04:50:45,120 --> 04:50:47,080
9094
04:50:47,080 --> 04:50:50,360
9095
04:50:50,360 --> 04:50:53,360
9096
04:50:53,360 --> 04:50:55,878
9097
04:50:55,878 --> 04:50:58,320
9098
04:50:58,320 --> 04:51:00,520
9099
04:51:00,520 --> 04:51:02,760
9100
04:51:02,760 --> 04:51:04,600
9101
04:51:04,600 --> 04:51:05,840
9102
04:51:05,840 --> 04:51:08,000
9103
04:51:08,000 --> 04:51:09,240
9104
04:51:09,240 --> 04:51:11,200
9105
04:51:11,200 --> 04:51:12,958
9106
04:51:12,958 --> 04:51:14,558
9107
04:51:14,558 --> 04:51:16,760
9108
04:51:16,760 --> 04:51:19,400
9109
04:51:19,400 --> 04:51:21,680
9110
04:51:21,680 --> 04:51:24,120
9111
04:51:24,120 --> 04:51:26,638
9112
04:51:26,638 --> 04:51:29,440
9113
04:51:29,440 --> 04:51:31,120
9114
04:51:31,120 --> 04:51:32,840
9115
04:51:32,840 --> 04:51:34,718
9116
04:51:34,718 --> 04:51:36,638
9117
04:51:36,638 --> 04:51:39,080
9118
04:51:39,080 --> 04:51:40,240
9119
04:51:40,240 --> 04:51:42,200
9120
04:51:42,200 --> 04:51:43,798
9121
04:51:43,798 --> 04:51:45,920
9122
04:51:45,920 --> 04:51:48,558
9123
04:51:48,558 --> 04:51:52,160
9124
04:51:52,160 --> 04:51:54,638
9125
04:51:54,638 --> 04:51:57,400
9126
04:51:57,400 --> 04:51:59,680
9127
04:51:59,680 --> 04:52:02,280
9128
04:52:02,280 --> 04:52:04,718
9129
04:52:04,718 --> 04:52:07,558
9130
04:52:07,558 --> 04:52:10,320
9131
04:52:10,320 --> 04:52:11,798
9132
04:52:11,798 --> 04:52:13,520
9133
04:52:13,520 --> 04:52:14,878
9134
04:52:14,878 --> 04:52:16,080
9135
04:52:16,080 --> 04:52:17,840
9136
04:52:17,840 --> 04:52:19,280
9137
04:52:19,280 --> 04:52:20,958
9138
04:52:20,958 --> 04:52:23,040
9139
04:52:23,040 --> 04:52:24,440
9140
04:52:24,440 --> 04:52:26,638
9141
04:52:26,638 --> 04:52:28,600
9142
04:52:28,600 --> 04:52:30,558
9143
04:52:30,558 --> 04:52:33,120
9144
04:52:33,120 --> 04:52:35,240
9145
04:52:35,240 --> 04:52:36,958
9146
04:52:36,958 --> 04:52:38,600
9147
04:52:38,600 --> 04:52:40,760
9148
04:52:40,760 --> 04:52:42,200
9149
04:52:42,200 --> 04:52:44,480
9150
04:52:44,480 --> 04:52:46,440
9151
04:52:46,440 --> 04:52:48,200
9152
04:52:48,200 --> 04:52:50,400
9153
04:52:50,400 --> 04:52:52,600
9154
04:52:52,600 --> 04:52:54,558
9155
04:52:54,558 --> 04:52:56,840
9156
04:52:56,840 --> 04:52:59,200
9157
04:52:59,200 --> 04:53:01,240
9158
04:53:01,240 --> 04:53:03,120
9159
04:53:03,120 --> 04:53:05,080
9160
04:53:05,080 --> 04:53:06,840
9161
04:53:06,840 --> 04:53:08,480
9162
04:53:08,480 --> 04:53:10,680
9163
04:53:10,680 --> 04:53:13,200
9164
04:53:13,200 --> 04:53:15,080
9165
04:53:15,080 --> 04:53:17,240
9166
04:53:17,240 --> 04:53:19,400
9167
04:53:19,400 --> 04:53:21,920
9168
04:53:21,920 --> 04:53:23,680
9169
04:53:23,680 --> 04:53:24,958
9170
04:53:24,958 --> 04:53:26,200
9171
04:53:26,200 --> 04:53:28,878
9172
04:53:28,878 --> 04:53:30,840
9173
04:53:30,840 --> 04:53:32,920
9174
04:53:32,920 --> 04:53:34,520
9175
04:53:34,520 --> 04:53:36,480
9176
04:53:36,480 --> 04:53:38,440
9177
04:53:38,440 --> 04:53:39,958
9178
04:53:39,958 --> 04:53:41,558
9179
04:53:41,558 --> 04:53:43,360
9180
04:53:43,360 --> 04:53:46,360
9181
04:53:46,360 --> 04:53:47,840
9182
04:53:47,840 --> 04:53:49,920
9183
04:53:49,920 --> 04:53:52,080
9184
04:53:52,080 --> 04:53:53,798
9185
04:53:53,798 --> 04:53:55,240
9186
04:53:55,240 --> 04:53:57,400
9187
04:53:57,400 --> 04:53:59,000
9188
04:53:59,000 --> 04:54:00,840
9189
04:54:00,840 --> 04:54:02,760
9190
04:54:02,760 --> 04:54:04,280
9191
04:54:04,280 --> 04:54:06,400
9192
04:54:06,400 --> 04:54:08,040
9193
04:54:08,040 --> 04:54:09,760
9194
04:54:09,760 --> 04:54:12,718
9195
04:54:12,718 --> 04:54:14,638
9196
04:54:14,638 --> 04:54:16,958
9197
04:54:16,958 --> 04:54:19,120
9198
04:54:19,120 --> 04:54:21,200
9199
04:54:21,200 --> 04:54:23,240
9200
04:54:23,240 --> 04:54:25,200
9201
04:54:25,200 --> 04:54:26,638
9202
04:54:26,638 --> 04:54:28,280
9203
04:54:28,280 --> 04:54:30,080
9204
04:54:30,080 --> 04:54:32,200
9205
04:54:32,200 --> 04:54:34,080
9206
04:54:34,080 --> 04:54:36,040
9207
04:54:36,040 --> 04:54:38,040
9208
04:54:38,040 --> 04:54:39,798
9209
04:54:39,798 --> 04:54:41,638
9210
04:54:41,638 --> 04:54:43,320
9211
04:54:43,320 --> 04:54:45,638
9212
04:54:45,638 --> 04:54:47,320
9213
04:54:47,320 --> 04:54:49,798
9214
04:54:49,798 --> 04:54:51,200
9215
04:54:51,200 --> 04:54:52,958
9216
04:54:52,958 --> 04:54:55,120
9217
04:54:55,120 --> 04:54:57,360
9218
04:54:57,360 --> 04:54:59,080
9219
04:54:59,080 --> 04:55:02,440
9220
04:55:02,480 --> 04:55:04,840
9221
04:55:04,840 --> 04:55:06,520
9222
04:55:06,520 --> 04:55:08,480
9223
04:55:08,480 --> 04:55:10,080
9224
04:55:10,080 --> 04:55:12,200
9225
04:55:12,200 --> 04:55:13,878
9226
04:55:13,878 --> 04:55:15,878
9227
04:55:15,878 --> 04:55:18,440
9228
04:55:18,440 --> 04:55:19,920
9229
04:55:19,920 --> 04:55:21,360
9230
04:55:21,360 --> 04:55:22,798
9231
04:55:22,798 --> 04:55:24,878
9232
04:55:24,878 --> 04:55:26,760
9233
04:55:26,760 --> 04:55:28,000
9234
04:55:28,000 --> 04:55:29,520
9235
04:55:29,520 --> 04:55:31,440
9236
04:55:31,440 --> 04:55:33,878
9237
04:55:33,878 --> 04:55:36,000
9238
04:55:36,000 --> 04:55:38,360
9239
04:55:38,360 --> 04:55:41,000
9240
04:55:41,000 --> 04:55:43,760
9241
04:55:43,760 --> 04:55:46,760
9242
04:55:46,760 --> 04:55:48,558
9243
04:55:48,558 --> 04:55:51,200
9244
04:55:51,200 --> 04:55:53,240
9245
04:55:53,240 --> 04:55:55,958
9246
04:55:55,958 --> 04:55:57,520
9247
04:55:57,520 --> 04:56:00,120
9248
04:56:00,120 --> 04:56:02,600
9249
04:56:02,600 --> 04:56:04,558
9250
04:56:04,558 --> 04:56:06,320
9251
04:56:06,320 --> 04:56:08,240
9252
04:56:08,240 --> 04:56:09,958
9253
04:56:09,958 --> 04:56:11,718
9254
04:56:11,718 --> 04:56:13,200
9255
04:56:13,200 --> 04:56:14,480
9256
04:56:14,480 --> 04:56:16,840
9257
04:56:16,840 --> 04:56:18,280
9258
04:56:18,280 --> 04:56:20,280
9259
04:56:20,280 --> 04:56:22,360
9260
04:56:22,360 --> 04:56:24,878
9261
04:56:24,878 --> 04:56:26,958
9262
04:56:26,958 --> 04:56:28,718
9263
04:56:28,718 --> 04:56:30,600
9264
04:56:30,600 --> 04:56:32,520
9265
04:56:32,520 --> 04:56:34,638
9266
04:56:34,638 --> 04:56:36,558
9267
04:56:36,558 --> 04:56:38,040
9268
04:56:38,040 --> 04:56:39,600
9269
04:56:39,600 --> 04:56:41,160
9270
04:56:41,160 --> 04:56:43,120
9271
04:56:43,120 --> 04:56:44,798
9272
04:56:44,798 --> 04:56:47,000
9273
04:56:47,000 --> 04:56:49,120
9274
04:56:49,120 --> 04:56:51,280
9275
04:56:51,280 --> 04:56:52,638
9276
04:56:52,638 --> 04:56:54,840
9277
04:56:54,840 --> 04:56:56,440
9278
04:56:56,440 --> 04:56:58,120
9279
04:56:58,120 --> 04:56:59,798
9280
04:56:59,798 --> 04:57:01,440
9281
04:57:01,440 --> 04:57:03,558
9282
04:57:03,558 --> 04:57:05,638
9283
04:57:05,638 --> 04:57:07,760
9284
04:57:07,760 --> 04:57:10,320
9285
04:57:10,320 --> 04:57:11,718
9286
04:57:11,718 --> 04:57:14,000
9287
04:57:14,000 --> 04:57:15,558
9288
04:57:15,558 --> 04:57:17,558
9289
04:57:17,558 --> 04:57:19,360
9290
04:57:19,360 --> 04:57:21,160
9291
04:57:21,160 --> 04:57:23,040
9292
04:57:23,040 --> 04:57:25,558
9293
04:57:25,558 --> 04:57:27,280
9294
04:57:27,280 --> 04:57:29,280
9295
04:57:29,280 --> 04:57:31,080
9296
04:57:31,080 --> 04:57:33,520
9297
04:57:33,520 --> 04:57:35,120
9298
04:57:35,120 --> 04:57:36,958
9299
04:57:36,958 --> 04:57:38,718
9300
04:57:38,718 --> 04:57:40,360
9301
04:57:40,360 --> 04:57:42,558
9302
04:57:42,558 --> 04:57:44,400
9303
04:57:44,400 --> 04:57:46,400
9304
04:57:46,400 --> 04:57:47,840
9305
04:57:47,840 --> 04:57:50,320
9306
04:57:50,320 --> 04:57:52,558
9307
04:57:52,558 --> 04:57:54,320
9308
04:57:54,320 --> 04:57:56,920
9309
04:57:56,920 --> 04:57:58,760
9310
04:57:58,760 --> 04:58:00,360
9311
04:58:00,360 --> 04:58:01,958
9312
04:58:01,958 --> 04:58:03,760
9313
04:58:03,760 --> 04:58:05,480
9314
04:58:05,480 --> 04:58:06,958
9315
04:58:06,958 --> 04:58:09,400
9316
04:58:09,400 --> 04:58:11,040
9317
04:58:11,040 --> 04:58:12,920
9318
04:58:12,920 --> 04:58:16,120
9319
04:58:16,120 --> 04:58:18,080
9320
04:58:18,080 --> 04:58:20,160
9321
04:58:20,160 --> 04:58:22,360
9322
04:58:22,360 --> 04:58:23,958
9323
04:58:23,958 --> 04:58:26,480
9324
04:58:26,480 --> 04:58:27,878
9325
04:58:27,878 --> 04:58:29,878
9326
04:58:29,878 --> 04:58:31,160
9327
04:58:31,160 --> 04:58:33,080
9328
04:58:33,080 --> 04:58:34,600
9329
04:58:34,600 --> 04:58:36,638
9330
04:58:36,638 --> 04:58:38,160
9331
04:58:38,160 --> 04:58:40,558
9332
04:58:40,558 --> 04:58:43,520
9333
04:58:43,520 --> 04:58:45,520
9334
04:58:45,520 --> 04:58:47,480
9335
04:58:47,480 --> 04:58:49,320
9336
04:58:49,320 --> 04:58:51,480
9337
04:58:51,480 --> 04:58:54,120
9338
04:58:54,120 --> 04:58:55,360
9339
04:58:55,360 --> 04:58:57,638
9340
04:58:57,638 --> 04:58:59,718
9341
04:58:59,718 --> 04:59:01,920
9342
04:59:01,920 --> 04:59:03,520
9343
04:59:03,520 --> 04:59:06,120
9344
04:59:06,120 --> 04:59:08,520
9345
04:59:08,520 --> 04:59:11,480
9346
04:59:11,480 --> 04:59:13,200
9347
04:59:13,200 --> 04:59:15,040
9348
04:59:15,040 --> 04:59:17,000
9349
04:59:17,000 --> 04:59:18,760
9350
04:59:18,760 --> 04:59:20,520
9351
04:59:20,520 --> 04:59:22,400
9352
04:59:22,400 --> 04:59:24,400
9353
04:59:24,400 --> 04:59:26,400
9354
04:59:26,400 --> 04:59:28,280
9355
04:59:28,280 --> 04:59:30,400
9356
04:59:30,400 --> 04:59:31,920
9357
04:59:31,920 --> 04:59:34,120
9358
04:59:34,120 --> 04:59:35,958
9359
04:59:35,958 --> 04:59:37,520
9360
04:59:37,520 --> 04:59:39,200
9361
04:59:39,200 --> 04:59:41,400
9362
04:59:41,400 --> 04:59:43,040
9363
04:59:43,040 --> 04:59:45,240
9364
04:59:45,240 --> 04:59:46,638
9365
04:59:46,638 --> 04:59:48,520
9366
04:59:48,520 --> 04:59:51,080
9367
04:59:51,080 --> 04:59:52,718
9368
04:59:52,718 --> 04:59:54,320
9369
04:59:54,320 --> 04:59:56,520
9370
04:59:56,520 --> 04:59:58,320
9371
04:59:58,320 --> 05:00:00,878
9372
05:00:00,878 --> 05:00:03,240
9373
05:00:03,240 --> 05:00:06,160
9374
05:00:06,160 --> 05:00:08,000
9375
05:00:08,000 --> 05:00:10,080
9376
05:00:10,080 --> 05:00:12,440
9377
05:00:12,440 --> 05:00:13,958
9378
05:00:13,958 --> 05:00:15,798
9379
05:00:15,798 --> 05:00:17,240
9380
05:00:17,240 --> 05:00:19,240
9381
05:00:19,240 --> 05:00:21,200
9382
05:00:21,200 --> 05:00:23,120
9383
05:00:23,120 --> 05:00:25,360
9384
05:00:25,360 --> 05:00:27,200
9385
05:00:27,200 --> 05:00:28,920
9386
05:00:28,920 --> 05:00:30,400
9387
05:00:30,400 --> 05:00:31,920
9388
05:00:31,920 --> 05:00:33,680
9389
05:00:33,680 --> 05:00:35,520
9390
05:00:35,520 --> 05:00:38,120
9391
05:00:38,120 --> 05:00:40,080
9392
05:00:40,080 --> 05:00:41,240
9393
05:00:41,240 --> 05:00:42,958
9394
05:00:42,958 --> 05:00:44,958
9395
05:00:44,958 --> 05:00:46,958
9396
05:00:46,958 --> 05:00:48,840
9397
05:00:48,840 --> 05:00:50,840
9398
05:00:50,840 --> 05:00:52,798
9399
05:00:52,798 --> 05:00:55,240
9400
05:00:55,240 --> 05:00:57,440
9401
05:00:57,440 --> 05:00:58,798
9402
05:00:58,798 --> 05:01:00,200
9403
05:01:00,200 --> 05:01:02,280
9404
05:01:02,280 --> 05:01:03,680
9405
05:01:03,680 --> 05:01:05,360
9406
05:01:05,360 --> 05:01:06,798
9407
05:01:06,798 --> 05:01:09,160
9408
05:01:09,160 --> 05:01:11,400
9409
05:01:11,400 --> 05:01:13,320
9410
05:01:13,320 --> 05:01:15,480
9411
05:01:15,480 --> 05:01:17,080
9412
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9413
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9414
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9415
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9416
05:01:24,480 --> 05:01:26,240
9417
05:01:26,240 --> 05:01:28,080
9418
05:01:28,080 --> 05:01:30,240
9419
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9420
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9421
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9422
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9423
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9424
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9425
05:01:41,000 --> 05:01:43,040
9426
05:01:43,040 --> 05:01:45,440
9427
05:01:45,440 --> 05:01:48,080
9428
05:01:48,080 --> 05:01:49,878
9429
05:01:49,878 --> 05:01:51,798
9430
05:01:51,798 --> 05:01:53,920
9431
05:01:53,920 --> 05:01:55,520
9432
05:01:55,520 --> 05:01:57,360
9433
05:01:57,360 --> 05:01:59,080
9434
05:01:59,080 --> 05:02:00,440
9435
05:02:00,440 --> 05:02:02,040
9436
05:02:02,040 --> 05:02:04,000
9437
05:02:04,000 --> 05:02:05,840
9438
05:02:05,840 --> 05:02:07,520
9439
05:02:07,520 --> 05:02:09,480
9440
05:02:09,480 --> 05:02:11,400
9441
05:02:11,400 --> 05:02:12,878
9442
05:02:12,878 --> 05:02:15,080
9443
05:02:15,080 --> 05:02:17,040
9444
05:02:17,040 --> 05:02:18,878
9445
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9446
05:02:20,280 --> 05:02:22,400
9447
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9448
05:02:24,120 --> 05:02:25,840
9449
05:02:25,840 --> 05:02:27,718
9450
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9451
05:02:29,680 --> 05:02:31,040
9452
05:02:31,040 --> 05:02:33,200
9453
05:02:33,200 --> 05:02:35,040
9454
05:02:35,040 --> 05:02:36,840
9455
05:02:36,840 --> 05:02:38,718
9456
05:02:38,718 --> 05:02:40,680
9457
05:02:40,680 --> 05:02:42,600
9458
05:02:42,600 --> 05:02:44,760
9459
05:02:44,760 --> 05:02:46,680
9460
05:02:46,680 --> 05:02:48,320
9461
05:02:48,320 --> 05:02:50,760
9462
05:02:50,760 --> 05:02:53,160
9463
05:02:53,160 --> 05:02:55,240
9464
05:02:55,240 --> 05:02:57,280
9465
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9466
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9467
05:03:00,958 --> 05:03:02,718
9468
05:03:02,718 --> 05:03:04,520
9469
05:03:04,520 --> 05:03:06,320
9470
05:03:06,320 --> 05:03:07,638
9471
05:03:07,638 --> 05:03:09,240
9472
05:03:09,240 --> 05:03:11,638
9473
05:03:11,638 --> 05:03:13,840
9474
05:03:13,840 --> 05:03:16,160
9475
05:03:16,160 --> 05:03:17,920
9476
05:03:17,920 --> 05:03:20,200
9477
05:03:20,200 --> 05:03:22,000
9478
05:03:22,000 --> 05:03:24,200
9479
05:03:24,200 --> 05:03:26,280
9480
05:03:26,280 --> 05:03:28,360
9481
05:03:28,360 --> 05:03:29,798
9482
05:03:29,798 --> 05:03:31,840
9483
05:03:31,840 --> 05:03:33,600
9484
05:03:33,600 --> 05:03:35,480
9485
05:03:35,480 --> 05:03:37,080
9486
05:03:37,080 --> 05:03:39,600
9487
05:03:39,600 --> 05:03:41,200
9488
05:03:41,200 --> 05:03:42,840
9489
05:03:42,840 --> 05:03:45,120
9490
05:03:45,120 --> 05:03:46,558
9491
05:03:46,558 --> 05:03:48,958
9492
05:03:48,958 --> 05:03:51,280
9493
05:03:51,280 --> 05:03:54,040
9494
05:03:54,040 --> 05:03:56,280
9495
05:03:56,280 --> 05:03:58,400
9496
05:03:58,400 --> 05:04:00,360
9497
05:04:00,360 --> 05:04:02,200
9498
05:04:02,200 --> 05:04:04,840
9499
05:04:04,840 --> 05:04:06,638
9500
05:04:06,638 --> 05:04:08,320
9501
05:04:08,320 --> 05:04:09,760
9502
05:04:09,760 --> 05:04:11,200
9503
05:04:11,200 --> 05:04:13,080
9504
05:04:13,080 --> 05:04:14,760
9505
05:04:14,760 --> 05:04:16,240
9506
05:04:16,240 --> 05:04:18,320
9507
05:04:18,320 --> 05:04:19,920
9508
05:04:19,920 --> 05:04:22,360
9509
05:04:22,360 --> 05:04:24,680
9510
05:04:24,680 --> 05:04:27,200
9511
05:04:27,200 --> 05:04:29,000
9512
05:04:29,000 --> 05:04:31,040
9513
05:04:31,040 --> 05:04:32,878
9514
05:04:32,878 --> 05:04:34,760
9515
05:04:34,760 --> 05:04:36,520
9516
05:04:36,520 --> 05:04:37,920
9517
05:04:37,920 --> 05:04:40,320
9518
05:04:40,320 --> 05:04:41,958
9519
05:04:41,958 --> 05:04:43,840
9520
05:04:43,840 --> 05:04:46,440
9521
05:04:46,440 --> 05:04:48,280
9522
05:04:48,280 --> 05:04:50,320
9523
05:04:50,320 --> 05:04:51,798
9524
05:04:51,798 --> 05:04:53,520
9525
05:04:53,520 --> 05:04:55,400
9526
05:04:55,400 --> 05:04:56,920
9527
05:04:56,920 --> 05:04:59,080
9528
05:04:59,080 --> 05:05:01,480
9529
05:05:01,480 --> 05:05:04,040
9530
05:05:04,040 --> 05:05:05,760
9531
05:05:05,760 --> 05:05:07,600
9532
05:05:07,600 --> 05:05:09,280
9533
05:05:09,280 --> 05:05:10,600
9534
05:05:10,600 --> 05:05:12,760
9535
05:05:12,760 --> 05:05:15,000
9536
05:05:15,000 --> 05:05:16,798
9537
05:05:16,798 --> 05:05:18,280
9538
05:05:18,280 --> 05:05:19,840
9539
05:05:19,840 --> 05:05:21,200
9540
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9541
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9542
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9543
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9544
05:05:28,638 --> 05:05:30,520
9545
05:05:30,520 --> 05:05:32,480
9546
05:05:32,480 --> 05:05:34,600
9547
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9548
05:05:36,680 --> 05:05:38,760
9549
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9550
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9551
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9552
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9553
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9554
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9555
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9556
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9557
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9558
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9559
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9560
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9561
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9562
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9563
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9564
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9565
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9566
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9567
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9568
05:06:15,558 --> 05:06:17,200
9569
05:06:17,200 --> 05:06:19,320
9570
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9571
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9572
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9573
05:06:25,280 --> 05:06:27,558
9574
05:06:27,558 --> 05:06:29,160
9575
05:06:29,160 --> 05:06:30,638
9576
05:06:30,638 --> 05:06:32,120
9577
05:06:32,120 --> 05:06:33,798
9578
05:06:33,798 --> 05:06:35,798
9579
05:06:35,798 --> 05:06:37,680
9580
05:06:37,680 --> 05:06:39,160
9581
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9582
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9583
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9584
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9585
05:06:46,360 --> 05:06:48,120
9586
05:06:48,120 --> 05:06:50,280
9587
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9588
05:06:51,878 --> 05:06:53,680
9589
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9590
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9591
05:06:57,160 --> 05:06:59,040
9592
05:06:59,040 --> 05:07:00,798
9593
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9594
05:07:02,440 --> 05:07:04,040
9595
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9596
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9597
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9598
05:07:09,360 --> 05:07:11,160
9599
05:07:11,160 --> 05:07:13,160
9600
05:07:13,160 --> 05:07:15,040
9601
05:07:15,040 --> 05:07:17,080
9602
05:07:17,080 --> 05:07:19,878
9603
05:07:19,878 --> 05:07:21,440
9604
05:07:21,440 --> 05:07:23,638
9605
05:07:23,638 --> 05:07:26,360
9606
05:07:26,360 --> 05:07:28,958
9607
05:07:28,958 --> 05:07:31,718
9608
05:07:31,718 --> 05:07:34,000
9609
05:07:34,000 --> 05:07:35,878
9610
05:07:35,878 --> 05:07:37,558
9611
05:07:37,558 --> 05:07:40,200
9612
05:07:40,200 --> 05:07:42,080
9613
05:07:42,080 --> 05:07:43,600
9614
05:07:43,600 --> 05:07:45,360
9615
05:07:45,360 --> 05:07:47,320
9616
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9617
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9618
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9619
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9620
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9621
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9622
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9623
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9624
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9625
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9626
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9627
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9628
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9629
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9630
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9631
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9632
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9633
05:08:19,840 --> 05:08:22,000
9634
05:08:22,000 --> 05:08:23,520
9635
05:08:23,520 --> 05:08:25,440
9636
05:08:25,440 --> 05:08:27,878
9637
05:08:27,878 --> 05:08:30,000
9638
05:08:30,000 --> 05:08:31,400
9639
05:08:31,400 --> 05:08:33,958
9640
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9641
05:08:35,760 --> 05:08:37,520
9642
05:08:37,520 --> 05:08:38,840
9643
05:08:38,840 --> 05:08:40,240
9644
05:08:40,240 --> 05:08:42,400
9645
05:08:42,400 --> 05:08:44,240
9646
05:08:44,240 --> 05:08:45,878
9647
05:08:45,878 --> 05:08:47,558
9648
05:08:47,558 --> 05:08:49,558
9649
05:08:49,558 --> 05:08:51,600
9650
05:08:51,600 --> 05:08:54,400
9651
05:08:54,400 --> 05:08:56,958
9652
05:08:56,958 --> 05:08:59,000
9653
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9654
05:09:01,200 --> 05:09:02,878
9655
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9656
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9657
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9658
05:09:08,878 --> 05:09:10,240
9659
05:09:10,240 --> 05:09:12,360
9660
05:09:12,360 --> 05:09:14,400
9661
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9662
05:09:16,480 --> 05:09:18,000
9663
05:09:18,000 --> 05:09:19,718
9664
05:09:19,718 --> 05:09:21,400
9665
05:09:21,400 --> 05:09:22,958
9666
05:09:22,958 --> 05:09:24,920
9667
05:09:24,920 --> 05:09:26,680
9668
05:09:26,680 --> 05:09:28,480
9669
05:09:28,480 --> 05:09:30,718
9670
05:09:30,718 --> 05:09:32,520
9671
05:09:32,520 --> 05:09:34,320
9672
05:09:34,320 --> 05:09:35,718
9673
05:09:35,718 --> 05:09:38,080
9674
05:09:38,080 --> 05:09:40,600
9675
05:09:40,600 --> 05:09:43,200
9676
05:09:43,200 --> 05:09:44,840
9677
05:09:44,840 --> 05:09:46,600
9678
05:09:46,600 --> 05:09:47,840
9679
05:09:47,840 --> 05:09:49,480
9680
05:09:49,480 --> 05:09:51,080
9681
05:09:51,080 --> 05:09:53,240
9682
05:09:53,240 --> 05:09:55,120
9683
05:09:55,120 --> 05:09:56,600
9684
05:09:56,600 --> 05:09:58,600
9685
05:09:58,600 --> 05:10:00,440
9686
05:10:00,440 --> 05:10:02,280
9687
05:10:02,280 --> 05:10:04,080
9688
05:10:04,080 --> 05:10:05,798
9689
05:10:05,798 --> 05:10:08,120
9690
05:10:08,120 --> 05:10:09,840
9691
05:10:09,840 --> 05:10:11,480
9692
05:10:11,480 --> 05:10:13,440
9693
05:10:13,440 --> 05:10:15,160
9694
05:10:15,160 --> 05:10:17,360
9695
05:10:17,360 --> 05:10:19,200
9696
05:10:19,200 --> 05:10:20,920
9697
05:10:20,920 --> 05:10:22,600
9698
05:10:22,600 --> 05:10:23,958
9699
05:10:23,958 --> 05:10:25,760
9700
05:10:25,760 --> 05:10:27,638
9701
05:10:27,638 --> 05:10:30,280
9702
05:10:30,280 --> 05:10:31,680
9703
05:10:31,680 --> 05:10:33,360
9704
05:10:33,360 --> 05:10:34,840
9705
05:10:34,840 --> 05:10:36,320
9706
05:10:36,320 --> 05:10:37,958
9707
05:10:37,958 --> 05:10:40,120
9708
05:10:40,120 --> 05:10:41,400
9709
05:10:41,400 --> 05:10:43,600
9710
05:10:43,600 --> 05:10:45,638
9711
05:10:45,638 --> 05:10:47,120
9712
05:10:47,120 --> 05:10:48,718
9713
05:10:48,718 --> 05:10:50,520
9714
05:10:50,520 --> 05:10:52,480
9715
05:10:52,480 --> 05:10:54,558
9716
05:10:54,558 --> 05:10:56,798
9717
05:10:56,798 --> 05:10:58,718
9718
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9719
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9720
05:11:01,958 --> 05:11:03,840
9721
05:11:03,840 --> 05:11:05,558
9722
05:11:05,558 --> 05:11:06,798
9723
05:11:06,798 --> 05:11:08,680
9724
05:11:08,680 --> 05:11:11,360
9725
05:11:11,360 --> 05:11:13,480
9726
05:11:13,480 --> 05:11:15,718
9727
05:11:15,718 --> 05:11:16,958
9728
05:11:16,958 --> 05:11:19,120
9729
05:11:19,120 --> 05:11:20,480
9730
05:11:20,480 --> 05:11:21,840
9731
05:11:21,840 --> 05:11:23,240
9732
05:11:23,240 --> 05:11:25,840
9733
05:11:25,840 --> 05:11:27,558
9734
05:11:27,558 --> 05:11:30,160
9735
05:11:30,160 --> 05:11:31,760
9736
05:11:31,760 --> 05:11:33,360
9737
05:11:33,360 --> 05:11:34,798
9738
05:11:34,798 --> 05:11:37,080
9739
05:11:37,080 --> 05:11:38,920
9740
05:11:38,920 --> 05:11:41,200
9741
05:11:41,200 --> 05:11:42,958
9742
05:11:42,958 --> 05:11:44,840
9743
05:11:44,840 --> 05:11:46,760
9744
05:11:46,760 --> 05:11:48,440
9745
05:11:48,440 --> 05:11:50,040
9746
05:11:50,040 --> 05:11:51,920
9747
05:11:51,920 --> 05:11:54,280
9748
05:11:54,280 --> 05:11:57,000
9749
05:11:57,360 --> 05:11:59,760
9750
05:11:59,760 --> 05:12:01,440
9751
05:12:01,440 --> 05:12:03,480
9752
05:12:03,480 --> 05:12:05,400
9753
05:12:05,400 --> 05:12:06,638
9754
05:12:06,638 --> 05:12:08,600
9755
05:12:08,600 --> 05:12:10,480
9756
05:12:10,480 --> 05:12:12,120
9757
05:12:12,120 --> 05:12:13,680
9758
05:12:13,680 --> 05:12:15,160
9759
05:12:15,160 --> 05:12:16,760
9760
05:12:16,760 --> 05:12:18,400
9761
05:12:18,400 --> 05:12:19,920
9762
05:12:19,920 --> 05:12:21,160
9763
05:12:21,160 --> 05:12:23,280
9764
05:12:23,280 --> 05:12:24,798
9765
05:12:24,798 --> 05:12:26,600
9766
05:12:26,600 --> 05:12:29,160
9767
05:12:29,160 --> 05:12:30,958
9768
05:12:30,958 --> 05:12:33,400
9769
05:12:33,400 --> 05:12:35,680
9770
05:12:35,680 --> 05:12:37,638
9771
05:12:37,638 --> 05:12:39,200
9772
05:12:39,200 --> 05:12:41,280
9773
05:12:41,280 --> 05:12:43,520
9774
05:12:43,520 --> 05:12:45,200
9775
05:12:45,200 --> 05:12:47,480
9776
05:12:47,480 --> 05:12:49,120
9777
05:12:49,120 --> 05:12:50,798
9778
05:12:50,798 --> 05:12:52,400
9779
05:12:52,400 --> 05:12:54,400
9780
05:12:54,400 --> 05:12:55,878
9781
05:12:55,878 --> 05:12:57,878
9782
05:12:57,878 --> 05:12:59,520
9783
05:12:59,520 --> 05:13:01,080
9784
05:13:01,080 --> 05:13:03,000
9785
05:13:03,000 --> 05:13:04,360
9786
05:13:04,360 --> 05:13:06,600
9787
05:13:06,600 --> 05:13:08,280
9788
05:13:08,280 --> 05:13:10,040
9789
05:13:10,040 --> 05:13:11,200
9790
05:13:11,200 --> 05:13:13,520
9791
05:13:13,520 --> 05:13:15,520
9792
05:13:15,520 --> 05:13:17,718
9793
05:13:17,718 --> 05:13:19,798
9794
05:13:19,798 --> 05:13:21,600
9795
05:13:21,600 --> 05:13:23,200
9796
05:13:23,200 --> 05:13:25,080
9797
05:13:25,080 --> 05:13:26,718
9798
05:13:26,718 --> 05:13:29,360
9799
05:13:29,360 --> 05:13:31,440
9800
05:13:31,440 --> 05:13:33,520
9801
05:13:33,520 --> 05:13:35,360
9802
05:13:35,360 --> 05:13:37,638
9803
05:13:37,638 --> 05:13:40,120
9804
05:13:40,120 --> 05:13:41,760
9805
05:13:41,760 --> 05:13:44,320
9806
05:13:44,320 --> 05:13:46,240
9807
05:13:46,240 --> 05:13:49,160
9808
05:13:49,160 --> 05:13:51,520
9809
05:13:51,520 --> 05:13:53,638
9810
05:13:53,638 --> 05:13:56,920
9811
05:13:56,920 --> 05:13:58,638
9812
05:13:58,638 --> 05:14:01,360
9813
05:14:01,360 --> 05:14:02,920
9814
05:14:02,920 --> 05:14:04,840
9815
05:14:04,840 --> 05:14:06,798
9816
05:14:06,798 --> 05:14:08,760
9817
05:14:08,760 --> 05:14:11,360
9818
05:14:11,360 --> 05:14:12,920
9819
05:14:12,920 --> 05:14:14,240
9820
05:14:14,240 --> 05:14:16,200
9821
05:14:16,200 --> 05:14:18,320
9822
05:14:18,320 --> 05:14:20,360
9823
05:14:20,360 --> 05:14:22,120
9824
05:14:22,120 --> 05:14:24,040
9825
05:14:24,040 --> 05:14:25,958
9826
05:14:25,958 --> 05:14:28,280
9827
05:14:28,280 --> 05:14:30,280
9828
05:14:30,280 --> 05:14:32,320
9829
05:14:32,320 --> 05:14:34,280
9830
05:14:34,280 --> 05:14:36,400
9831
05:14:36,400 --> 05:14:39,080
9832
05:14:39,080 --> 05:14:40,440
9833
05:14:40,440 --> 05:14:41,920
9834
05:14:41,920 --> 05:14:43,760
9835
05:14:43,760 --> 05:14:45,638
9836
05:14:45,638 --> 05:14:49,160
9837
05:14:49,160 --> 05:14:51,160
9838
05:14:51,160 --> 05:14:53,240
9839
05:14:53,240 --> 05:14:55,360
9840
05:14:55,360 --> 05:14:57,680
9841
05:14:57,680 --> 05:14:59,240
9842
05:14:59,240 --> 05:15:01,040
9843
05:15:01,040 --> 05:15:03,000
9844
05:15:03,000 --> 05:15:05,280
9845
05:15:05,280 --> 05:15:07,360
9846
05:15:07,360 --> 05:15:09,200
9847
05:15:09,200 --> 05:15:11,040
9848
05:15:11,040 --> 05:15:12,520
9849
05:15:12,520 --> 05:15:14,280
9850
05:15:14,280 --> 05:15:15,920
9851
05:15:15,920 --> 05:15:17,920
9852
05:15:17,920 --> 05:15:20,600
9853
05:15:20,600 --> 05:15:23,240
9854
05:15:23,240 --> 05:15:25,400
9855
05:15:25,400 --> 05:15:26,878
9856
05:15:26,878 --> 05:15:28,760
9857
05:15:28,760 --> 05:15:30,878
9858
05:15:30,878 --> 05:15:33,680
9859
05:15:33,680 --> 05:15:35,920
9860
05:15:35,920 --> 05:15:38,040
9861
05:15:38,040 --> 05:15:39,718
9862
05:15:39,718 --> 05:15:41,520
9863
05:15:41,520 --> 05:15:44,000
9864
05:15:44,000 --> 05:15:45,958
9865
05:15:45,958 --> 05:15:48,200
9866
05:15:48,200 --> 05:15:50,080
9867
05:15:50,080 --> 05:15:52,040
9868
05:15:52,040 --> 05:15:53,798
9869
05:15:53,798 --> 05:15:55,240
9870
05:15:55,240 --> 05:15:57,160
9871
05:15:57,160 --> 05:15:59,360
9872
05:15:59,360 --> 05:16:01,718
9873
05:16:01,718 --> 05:16:03,080
9874
05:16:03,080 --> 05:16:05,440
9875
05:16:05,440 --> 05:16:07,200
9876
05:16:07,200 --> 05:16:09,080
9877
05:16:09,080 --> 05:16:10,760
9878
05:16:10,760 --> 05:16:13,000
9879
05:16:13,000 --> 05:16:15,280
9880
05:16:15,280 --> 05:16:18,600
9881
05:16:18,600 --> 05:16:20,718
9882
05:16:20,718 --> 05:16:23,080
9883
05:16:23,080 --> 05:16:26,080
9884
05:16:26,080 --> 05:16:28,840
9885
05:16:28,840 --> 05:16:30,878
9886
05:16:30,878 --> 05:16:33,520
9887
05:16:33,520 --> 05:16:35,360
9888
05:16:35,360 --> 05:16:37,200
9889
05:16:37,200 --> 05:16:40,718
9890
05:16:40,718 --> 05:16:44,280
9891
05:16:44,280 --> 05:16:46,878
9892
05:16:46,878 --> 05:16:49,600
9893
05:16:49,600 --> 05:16:52,000
9894
05:16:52,000 --> 05:16:54,200
9895
05:16:54,200 --> 05:16:56,280
9896
05:16:56,280 --> 05:16:58,400
9897
05:16:58,400 --> 05:17:00,360
9898
05:17:00,360 --> 05:17:02,000
9899
05:17:02,000 --> 05:17:03,440
9900
05:17:03,440 --> 05:17:05,080
9901
05:17:05,080 --> 05:17:06,558
9902
05:17:06,558 --> 05:17:09,878
9903
05:17:09,878 --> 05:17:12,360
9904
05:17:12,360 --> 05:17:14,040
9905
05:17:14,040 --> 05:17:16,558
9906
05:17:16,558 --> 05:17:18,760
9907
05:17:18,760 --> 05:17:21,520
9908
05:17:21,520 --> 05:17:23,040
9909
05:17:23,040 --> 05:17:25,600
9910
05:17:25,600 --> 05:17:27,558
9911
05:17:27,558 --> 05:17:30,320
9912
05:17:30,320 --> 05:17:31,798
9913
05:17:31,798 --> 05:17:34,040
9914
05:17:34,040 --> 05:17:36,320
9915
05:17:36,320 --> 05:17:38,920
9916
05:17:38,920 --> 05:17:41,040
9917
05:17:41,040 --> 05:17:42,680
9918
05:17:42,680 --> 05:17:45,840
9919
05:17:45,840 --> 05:17:47,798
9920
05:17:47,798 --> 05:17:49,120
9921
05:17:49,120 --> 05:17:50,600
9922
05:17:50,600 --> 05:17:52,840
9923
05:17:52,840 --> 05:17:55,520
9924
05:17:55,520 --> 05:17:56,878
9925
05:17:56,878 --> 05:17:58,798
9926
05:17:58,798 --> 05:18:01,440
9927
05:18:01,440 --> 05:18:03,638
9928
05:18:03,638 --> 05:18:06,080
9929
05:18:06,080 --> 05:18:08,000
9930
05:18:08,000 --> 05:18:09,280
9931
05:18:09,280 --> 05:18:11,718
9932
05:18:11,718 --> 05:18:13,400
9933
05:18:13,400 --> 05:18:15,558
9934
05:18:15,558 --> 05:18:17,000
9935
05:18:17,000 --> 05:18:18,718
9936
05:18:18,718 --> 05:18:20,718
9937
05:18:20,718 --> 05:18:21,920
9938
05:18:21,920 --> 05:18:23,718
9939
05:18:23,718 --> 05:18:25,760
9940
05:18:25,760 --> 05:18:27,718
9941
05:18:27,718 --> 05:18:29,920
9942
05:18:29,920 --> 05:18:32,240
9943
05:18:32,240 --> 05:18:34,120
9944
05:18:34,120 --> 05:18:35,760
9945
05:18:35,760 --> 05:18:37,638
9946
05:18:37,638 --> 05:18:39,480
9947
05:18:39,480 --> 05:18:41,240
9948
05:18:41,240 --> 05:18:42,680
9949
05:18:42,680 --> 05:18:44,160
9950
05:18:44,160 --> 05:18:46,480
9951
05:18:46,480 --> 05:18:48,080
9952
05:18:48,080 --> 05:18:49,520
9953
05:18:49,520 --> 05:18:51,480
9954
05:18:51,480 --> 05:18:53,360
9955
05:18:53,360 --> 05:18:55,480
9956
05:18:55,480 --> 05:18:57,240
9957
05:18:57,240 --> 05:18:59,200
9958
05:18:59,200 --> 05:19:01,040
9959
05:19:01,040 --> 05:19:02,798
9960
05:19:02,798 --> 05:19:04,240
9961
05:19:04,240 --> 05:19:05,600
9962
05:19:05,600 --> 05:19:07,240
9963
05:19:07,240 --> 05:19:09,080
9964
05:19:09,080 --> 05:19:10,600
9965
05:19:10,600 --> 05:19:13,600
9966
05:19:13,600 --> 05:19:16,080
9967
05:19:16,080 --> 05:19:17,920
9968
05:19:17,920 --> 05:19:20,120
9969
05:19:20,120 --> 05:19:22,360
9970
05:19:22,360 --> 05:19:24,920
9971
05:19:24,920 --> 05:19:27,280
9972
05:19:27,280 --> 05:19:29,440
9973
05:19:29,440 --> 05:19:31,240
9974
05:19:31,240 --> 05:19:32,958
9975
05:19:32,958 --> 05:19:34,878
9976
05:19:34,878 --> 05:19:36,718
9977
05:19:36,718 --> 05:19:38,240
9978
05:19:38,240 --> 05:19:39,920
9979
05:19:39,920 --> 05:19:41,680
9980
05:19:41,680 --> 05:19:43,000
9981
05:19:43,000 --> 05:19:45,040
9982
05:19:45,040 --> 05:19:46,840
9983
05:19:46,840 --> 05:19:48,440
9984
05:19:48,440 --> 05:19:50,040
9985
05:19:50,040 --> 05:19:51,480
9986
05:19:51,480 --> 05:19:52,638
9987
05:19:52,638 --> 05:19:53,878
9988
05:19:53,878 --> 05:19:56,040
9989
05:19:56,040 --> 05:19:57,718
9990
05:19:57,718 --> 05:20:01,638
9991
05:20:01,638 --> 05:20:03,920
9992
05:20:03,920 --> 05:20:05,558
9993
05:20:05,558 --> 05:20:07,160
9994
05:20:07,160 --> 05:20:09,520
9995
05:20:09,520 --> 05:20:11,120
9996
05:20:11,120 --> 05:20:13,000
9997
05:20:13,000 --> 05:20:14,400
9998
05:20:14,400 --> 05:20:16,680
9999
05:20:16,680 --> 05:20:18,280
10000
05:20:18,280 --> 05:20:20,400
10001
05:20:20,400 --> 05:20:22,120
10002
05:20:22,120 --> 05:20:24,558
10003
05:20:24,558 --> 05:20:27,638
10004
05:20:27,638 --> 05:20:29,920
10005
05:20:29,920 --> 05:20:31,680
10006
05:20:31,680 --> 05:20:33,718
10007
05:20:33,718 --> 05:20:35,680
10008
05:20:35,680 --> 05:20:37,320
10009
05:20:37,320 --> 05:20:39,200
10010
05:20:39,200 --> 05:20:41,558
10011
05:20:41,558 --> 05:20:43,878
10012
05:20:43,878 --> 05:20:46,240
10013
05:20:46,240 --> 05:20:48,440
10014
05:20:48,440 --> 05:20:50,680
10015
05:20:50,680 --> 05:20:52,558
10016
05:20:52,558 --> 05:20:55,440
10017
05:20:55,440 --> 05:20:56,920
10018
05:20:56,920 --> 05:20:58,600
10019
05:20:58,600 --> 05:21:00,480
10020
05:21:00,480 --> 05:21:02,200
10021
05:21:02,200 --> 05:21:04,240
10022
05:21:04,240 --> 05:21:06,160
10023
05:21:06,160 --> 05:21:07,878
10024
05:21:07,878 --> 05:21:10,080
10025
05:21:10,080 --> 05:21:11,718
10026
05:21:11,718 --> 05:21:13,400
10027
05:21:13,400 --> 05:21:15,120
10028
05:21:15,120 --> 05:21:17,200
10029
05:21:17,200 --> 05:21:19,120
10030
05:21:19,120 --> 05:21:21,320
10031
05:21:21,320 --> 05:21:23,040
10032
05:21:23,040 --> 05:21:25,240
10033
05:21:25,240 --> 05:21:27,600
10034
05:21:27,600 --> 05:21:28,920
10035
05:21:28,920 --> 05:21:30,718
10036
05:21:30,718 --> 05:21:32,160
10037
05:21:32,160 --> 05:21:33,680
10038
05:21:33,680 --> 05:21:35,680
10039
05:21:35,680 --> 05:21:36,920
10040
05:21:36,920 --> 05:21:39,000
10041
05:21:39,000 --> 05:21:40,878
10042
05:21:40,878 --> 05:21:43,280
10043
05:21:43,280 --> 05:21:45,440
10044
05:21:45,440 --> 05:21:46,958
10045
05:21:46,958 --> 05:21:48,320
10046
05:21:48,320 --> 05:21:49,878
10047
05:21:49,878 --> 05:21:52,638
10048
05:21:52,638 --> 05:21:54,558
10049
05:21:54,558 --> 05:21:56,680
10050
05:21:56,680 --> 05:21:58,878
10051
05:21:58,878 --> 05:22:01,718
10052
05:22:01,718 --> 05:22:03,958
10053
05:22:03,958 --> 05:22:06,558
10054
05:22:06,558 --> 05:22:08,600
10055
05:22:08,600 --> 05:22:09,958
10056
05:22:09,958 --> 05:22:11,558
10057
05:22:11,558 --> 05:22:13,840
10058
05:22:13,840 --> 05:22:15,558
10059
05:22:15,558 --> 05:22:17,360
10060
05:22:17,360 --> 05:22:19,120
10061
05:22:19,120 --> 05:22:20,840
10062
05:22:20,840 --> 05:22:22,400
10063
05:22:22,400 --> 05:22:24,718
10064
05:22:24,718 --> 05:22:26,080
10065
05:22:26,080 --> 05:22:28,000
10066
05:22:28,000 --> 05:22:30,280
10067
05:22:30,280 --> 05:22:32,480
10068
05:22:32,480 --> 05:22:34,240
10069
05:22:34,240 --> 05:22:36,120
10070
05:22:36,120 --> 05:22:37,680
10071
05:22:37,680 --> 05:22:39,798
10072
05:22:39,798 --> 05:22:41,558
10073
05:22:41,558 --> 05:22:43,120
10074
05:22:43,120 --> 05:22:44,400
10075
05:22:44,400 --> 05:22:46,480
10076
05:22:46,480 --> 05:22:48,200
10077
05:22:48,200 --> 05:22:49,878
10078
05:22:49,878 --> 05:22:51,878
10079
05:22:51,878 --> 05:22:54,200
10080
05:22:54,200 --> 05:22:55,718
10081
05:22:55,718 --> 05:22:57,280
10082
05:22:57,280 --> 05:22:58,840
10083
05:22:58,840 --> 05:23:00,160
10084
05:23:00,160 --> 05:23:01,760
10085
05:23:01,760 --> 05:23:03,280
10086
05:23:03,280 --> 05:23:05,718
10087
05:23:05,718 --> 05:23:08,040
10088
05:23:08,040 --> 05:23:09,600
10089
05:23:09,600 --> 05:23:11,160
10090
05:23:11,160 --> 05:23:12,878
10091
05:23:12,878 --> 05:23:14,760
10092
05:23:14,760 --> 05:23:16,320
10093
05:23:16,320 --> 05:23:18,000
10094
05:23:18,000 --> 05:23:19,878
10095
05:23:19,878 --> 05:23:21,600
10096
05:23:21,600 --> 05:23:23,840
10097
05:23:23,840 --> 05:23:25,520
10098
05:23:25,520 --> 05:23:27,200
10099
05:23:27,200 --> 05:23:29,280
10100
05:23:29,280 --> 05:23:31,718
10101
05:23:31,718 --> 05:23:34,320
10102
05:23:34,320 --> 05:23:35,840
10103
05:23:35,840 --> 05:23:38,080
10104
05:23:38,080 --> 05:23:39,718
10105
05:23:39,718 --> 05:23:41,718
10106
05:23:41,718 --> 05:23:43,958
10107
05:23:43,958 --> 05:23:46,400
10108
05:23:46,400 --> 05:23:48,240
10109
05:23:48,240 --> 05:23:50,040
10110
05:23:50,040 --> 05:23:52,400
10111
05:23:52,400 --> 05:23:54,878
10112
05:23:54,878 --> 05:23:56,520
10113
05:23:56,520 --> 05:23:58,080
10114
05:23:58,080 --> 05:24:00,558
10115
05:24:00,558 --> 05:24:03,240
10116
05:24:03,240 --> 05:24:05,200
10117
05:24:05,200 --> 05:24:07,040
10118
05:24:07,040 --> 05:24:10,160
10119
05:24:10,160 --> 05:24:12,840
10120
05:24:12,840 --> 05:24:15,000
10121
05:24:15,000 --> 05:24:16,280
10122
05:24:16,280 --> 05:24:17,878
10123
05:24:17,878 --> 05:24:20,760
10124
05:24:20,760 --> 05:24:23,280
10125
05:24:23,280 --> 05:24:24,760
10126
05:24:24,760 --> 05:24:26,680
10127
05:24:26,680 --> 05:24:28,280
10128
05:24:28,280 --> 05:24:30,240
10129
05:24:30,240 --> 05:24:32,080
10130
05:24:32,080 --> 05:24:34,240
10131
05:24:34,240 --> 05:24:36,240
10132
05:24:36,240 --> 05:24:37,360
10133
05:24:37,360 --> 05:24:40,000
10134
05:24:40,000 --> 05:24:41,840
10135
05:24:41,840 --> 05:24:44,040
10136
05:24:44,040 --> 05:24:46,080
10137
05:24:46,080 --> 05:24:47,878
10138
05:24:47,878 --> 05:24:49,680
10139
05:24:49,680 --> 05:24:51,760
10140
05:24:51,760 --> 05:24:53,680
10141
05:24:53,680 --> 05:24:55,480
10142
05:24:55,480 --> 05:24:57,320
10143
05:24:57,320 --> 05:24:59,600
10144
05:24:59,600 --> 05:25:01,680
10145
05:25:01,680 --> 05:25:03,480
10146
05:25:03,480 --> 05:25:05,280
10147
05:25:05,280 --> 05:25:07,000
10148
05:25:07,000 --> 05:25:08,840
10149
05:25:08,840 --> 05:25:10,680
10150
05:25:10,680 --> 05:25:12,600
10151
05:25:12,600 --> 05:25:14,240
10152
05:25:14,240 --> 05:25:16,120
10153
05:25:16,120 --> 05:25:17,760
10154
05:25:17,760 --> 05:25:19,240
10155
05:25:19,240 --> 05:25:21,000
10156
05:25:21,000 --> 05:25:22,920
10157
05:25:22,920 --> 05:25:24,600
10158
05:25:24,600 --> 05:25:27,638
10159
05:25:28,440 --> 05:25:30,840
10160
05:25:30,840 --> 05:25:32,638
10161
05:25:32,638 --> 05:25:34,360
10162
05:25:34,360 --> 05:25:36,400
10163
05:25:36,400 --> 05:25:37,878
10164
05:25:37,878 --> 05:25:39,840
10165
05:25:39,840 --> 05:25:41,280
10166
05:25:41,280 --> 05:25:43,520
10167
05:25:43,520 --> 05:25:44,798
10168
05:25:44,798 --> 05:25:46,360
10169
05:25:46,360 --> 05:25:48,558
10170
05:25:48,558 --> 05:25:50,160
10171
05:25:50,160 --> 05:25:52,080
10172
05:25:52,080 --> 05:25:54,280
10173
05:25:54,280 --> 05:25:56,000
10174
05:25:56,000 --> 05:25:57,798
10175
05:25:57,798 --> 05:25:59,240
10176
05:25:59,240 --> 05:26:00,958
10177
05:26:00,958 --> 05:26:03,200
10178
05:26:03,200 --> 05:26:04,878
10179
05:26:04,878 --> 05:26:06,920
10180
05:26:06,920 --> 05:26:08,920
10181
05:26:08,920 --> 05:26:10,798
10182
05:26:10,798 --> 05:26:12,680
10183
05:26:12,680 --> 05:26:14,520
10184
05:26:14,520 --> 05:26:16,400
10185
05:26:16,400 --> 05:26:18,440
10186
05:26:18,440 --> 05:26:20,160
10187
05:26:20,160 --> 05:26:21,760
10188
05:26:21,760 --> 05:26:24,520
10189
05:26:24,520 --> 05:26:26,520
10190
05:26:26,520 --> 05:26:28,240
10191
05:26:28,240 --> 05:26:29,718
10192
05:26:29,718 --> 05:26:31,200
10193
05:26:31,200 --> 05:26:33,120
10194
05:26:33,120 --> 05:26:34,958
10195
05:26:34,958 --> 05:26:37,360
10196
05:26:37,360 --> 05:26:39,040
10197
05:26:39,040 --> 05:26:40,958
10198
05:26:40,958 --> 05:26:42,760
10199
05:26:42,760 --> 05:26:44,440
10200
05:26:44,440 --> 05:26:46,440
10201
05:26:46,440 --> 05:26:48,680
10202
05:26:48,680 --> 05:26:50,920
10203
05:26:50,920 --> 05:26:52,320
10204
05:26:52,320 --> 05:26:53,798
10205
05:26:53,798 --> 05:26:55,558
10206
05:26:55,558 --> 05:26:57,240
10207
05:26:57,240 --> 05:26:58,958
10208
05:26:58,958 --> 05:27:00,760
10209
05:27:00,760 --> 05:27:02,600
10210
05:27:02,600 --> 05:27:04,240
10211
05:27:04,240 --> 05:27:06,400
10212
05:27:06,400 --> 05:27:08,240
10213
05:27:08,240 --> 05:27:09,638
10214
05:27:09,638 --> 05:27:12,160
10215
05:27:12,160 --> 05:27:14,558
10216
05:27:14,558 --> 05:27:16,520
10217
05:27:16,520 --> 05:27:17,840
10218
05:27:17,840 --> 05:27:19,958
10219
05:27:19,958 --> 05:27:21,558
10220
05:27:21,558 --> 05:27:23,718
10221
05:27:23,718 --> 05:27:26,638
10222
05:27:26,638 --> 05:27:28,120
10223
05:27:28,120 --> 05:27:29,480
10224
05:27:29,480 --> 05:27:31,280
10225
05:27:31,280 --> 05:27:32,958
10226
05:27:32,958 --> 05:27:34,878
10227
05:27:34,878 --> 05:27:38,440
10228
05:27:38,440 --> 05:27:41,240
10229
05:27:41,240 --> 05:27:43,558
10230
05:27:43,558 --> 05:27:47,120
10231
05:27:47,120 --> 05:27:48,920
10232
05:27:48,920 --> 05:27:51,120
10233
05:27:51,120 --> 05:27:54,360
10234
05:27:54,360 --> 05:27:56,320
10235
05:27:56,320 --> 05:27:58,440
10236
05:27:58,440 --> 05:28:00,320
10237
05:28:00,320 --> 05:28:02,040
10238
05:28:02,040 --> 05:28:04,680
10239
05:28:04,680 --> 05:28:07,878
10240
05:28:07,878 --> 05:28:09,320
10241
05:28:09,320 --> 05:28:12,040
10242
05:28:12,040 --> 05:28:14,320
10243
05:28:14,320 --> 05:28:16,280
10244
05:28:16,280 --> 05:28:17,798
10245
05:28:17,798 --> 05:28:19,680
10246
05:28:19,680 --> 05:28:22,040
10247
05:28:22,040 --> 05:28:24,440
10248
05:28:24,440 --> 05:28:26,920
10249
05:28:26,920 --> 05:28:28,520
10250
05:28:28,520 --> 05:28:30,520
10251
05:28:30,520 --> 05:28:32,280
10252
05:28:32,280 --> 05:28:33,798
10253
05:28:33,798 --> 05:28:35,600
10254
05:28:35,600 --> 05:28:37,558
10255
05:28:37,558 --> 05:28:39,558
10256
05:28:39,558 --> 05:28:42,120
10257
05:28:42,120 --> 05:28:43,718
10258
05:28:43,718 --> 05:28:45,558
10259
05:28:45,558 --> 05:28:47,840
10260
05:28:47,840 --> 05:28:49,760
10261
05:28:49,760 --> 05:28:51,638
10262
05:28:51,638 --> 05:28:53,958
10263
05:28:53,958 --> 05:28:55,840
10264
05:28:55,840 --> 05:28:57,638
10265
05:28:57,638 --> 05:28:59,400
10266
05:28:59,400 --> 05:29:01,160
10267
05:29:01,160 --> 05:29:03,200
10268
05:29:03,200 --> 05:29:04,878
10269
05:29:04,878 --> 05:29:06,798
10270
05:29:06,798 --> 05:29:09,160
10271
05:29:09,160 --> 05:29:10,520
10272
05:29:10,520 --> 05:29:12,440
10273
05:29:12,440 --> 05:29:13,920
10274
05:29:13,920 --> 05:29:15,440
10275
05:29:15,440 --> 05:29:17,400
10276
05:29:17,400 --> 05:29:19,200
10277
05:29:19,200 --> 05:29:21,040
10278
05:29:21,040 --> 05:29:24,320
10279
05:29:24,320 --> 05:29:27,240
10280
05:29:27,240 --> 05:29:29,000
10281
05:29:29,000 --> 05:29:30,798
10282
05:29:30,798 --> 05:29:32,360
10283
05:29:32,360 --> 05:29:34,360
10284
05:29:34,360 --> 05:29:36,360
10285
05:29:36,360 --> 05:29:38,760
10286
05:29:38,760 --> 05:29:40,920
10287
05:29:40,920 --> 05:29:43,160
10288
05:29:43,160 --> 05:29:45,040
10289
05:29:45,040 --> 05:29:46,798
10290
05:29:46,798 --> 05:29:49,680
10291
05:29:49,680 --> 05:29:51,878
10292
05:29:51,878 --> 05:29:53,480
10293
05:29:53,480 --> 05:29:55,320
10294
05:29:55,320 --> 05:29:57,840
10295
05:29:57,840 --> 05:30:00,080
10296
05:30:00,080 --> 05:30:02,040
10297
05:30:02,040 --> 05:30:03,840
10298
05:30:03,840 --> 05:30:05,520
10299
05:30:05,520 --> 05:30:07,320
10300
05:30:07,320 --> 05:30:09,240
10301
05:30:09,240 --> 05:30:10,840
10302
05:30:10,840 --> 05:30:12,958
10303
05:30:12,958 --> 05:30:15,040
10304
05:30:15,040 --> 05:30:16,760
10305
05:30:16,760 --> 05:30:18,400
10306
05:30:18,400 --> 05:30:19,920
10307
05:30:19,920 --> 05:30:21,558
10308
05:30:21,558 --> 05:30:23,360
10309
05:30:23,360 --> 05:30:26,280
10310
05:30:26,280 --> 05:30:28,480
10311
05:30:28,480 --> 05:30:30,760
10312
05:30:30,760 --> 05:30:32,840
10313
05:30:32,840 --> 05:30:35,120
10314
05:30:35,120 --> 05:30:37,120
10315
05:30:37,120 --> 05:30:39,320
10316
05:30:39,320 --> 05:30:41,600
10317
05:30:41,600 --> 05:30:44,558
10318
05:30:44,558 --> 05:30:47,400
10319
05:30:47,400 --> 05:30:50,120
10320
05:30:50,120 --> 05:30:51,920
10321
05:30:51,920 --> 05:30:54,080
10322
05:30:54,080 --> 05:30:56,120
10323
05:30:56,120 --> 05:30:58,200
10324
05:30:58,200 --> 05:31:00,120
10325
05:31:00,120 --> 05:31:02,080
10326
05:31:02,080 --> 05:31:03,798
10327
05:31:03,798 --> 05:31:05,400
10328
05:31:05,400 --> 05:31:07,760
10329
05:31:07,760 --> 05:31:10,240
10330
05:31:10,240 --> 05:31:12,120
10331
05:31:12,120 --> 05:31:13,878
10332
05:31:13,878 --> 05:31:16,280
10333
05:31:16,280 --> 05:31:17,878
10334
05:31:17,878 --> 05:31:20,240
10335
05:31:20,240 --> 05:31:22,120
10336
05:31:22,120 --> 05:31:23,638
10337
05:31:23,638 --> 05:31:25,920
10338
05:31:25,920 --> 05:31:27,760
10339
05:31:27,760 --> 05:31:29,480
10340
05:31:29,480 --> 05:31:31,638
10341
05:31:31,638 --> 05:31:34,520
10342
05:31:34,520 --> 05:31:36,958
10343
05:31:36,958 --> 05:31:38,840
10344
05:31:38,840 --> 05:31:40,320
10345
05:31:40,320 --> 05:31:43,200
10346
05:31:43,200 --> 05:31:45,638
10347
05:31:45,638 --> 05:31:48,000
10348
05:31:48,000 --> 05:31:50,920
10349
05:31:50,920 --> 05:31:52,798
10350
05:31:52,798 --> 05:31:55,120
10351
05:31:55,120 --> 05:31:56,680
10352
05:31:56,680 --> 05:31:59,000
10353
05:31:59,000 --> 05:32:00,920
10354
05:32:00,920 --> 05:32:02,520
10355
05:32:02,520 --> 05:32:04,600
10356
05:32:04,600 --> 05:32:06,638
10357
05:32:06,638 --> 05:32:08,638
10358
05:32:08,638 --> 05:32:10,480
10359
05:32:10,480 --> 05:32:12,120
10360
05:32:12,120 --> 05:32:14,200
10361
05:32:14,200 --> 05:32:15,878
10362
05:32:15,878 --> 05:32:18,120
10363
05:32:18,120 --> 05:32:19,600
10364
05:32:19,600 --> 05:32:21,320
10365
05:32:21,320 --> 05:32:23,520
10366
05:32:23,520 --> 05:32:25,400
10367
05:32:25,400 --> 05:32:27,040
10368
05:32:27,040 --> 05:32:28,360
10369
05:32:28,360 --> 05:32:30,240
10370
05:32:30,240 --> 05:32:32,040
10371
05:32:32,040 --> 05:32:34,320
10372
05:32:34,320 --> 05:32:36,320
10373
05:32:36,320 --> 05:32:38,520
10374
05:32:38,520 --> 05:32:40,480
10375
05:32:40,480 --> 05:32:42,200
10376
05:32:42,200 --> 05:32:44,320
10377
05:32:44,320 --> 05:32:46,280
10378
05:32:46,280 --> 05:32:48,120
10379
05:32:48,120 --> 05:32:49,638
10380
05:32:49,638 --> 05:32:51,798
10381
05:32:51,798 --> 05:32:53,558
10382
05:32:53,558 --> 05:32:55,040
10383
05:32:55,040 --> 05:32:57,120
10384
05:32:57,120 --> 05:32:58,958
10385
05:32:58,958 --> 05:33:00,718
10386
05:33:00,718 --> 05:33:02,120
10387
05:33:02,120 --> 05:33:03,638
10388
05:33:03,638 --> 05:33:06,120
10389
05:33:06,120 --> 05:33:08,160
10390
05:33:08,160 --> 05:33:10,240
10391
05:33:10,240 --> 05:33:11,760
10392
05:33:11,760 --> 05:33:13,280
10393
05:33:13,280 --> 05:33:15,558
10394
05:33:15,558 --> 05:33:19,080
10395
05:33:19,080 --> 05:33:21,638
10396
05:33:21,638 --> 05:33:23,798
10397
05:33:23,798 --> 05:33:24,920
10398
05:33:24,920 --> 05:33:27,000
10399
05:33:27,000 --> 05:33:28,400
10400
05:33:28,400 --> 05:33:30,400
10401
05:33:30,400 --> 05:33:31,840
10402
05:33:31,840 --> 05:33:33,760
10403
05:33:33,760 --> 05:33:35,920
10404
05:33:35,920 --> 05:33:37,320
10405
05:33:37,320 --> 05:33:39,558
10406
05:33:39,558 --> 05:33:41,320
10407
05:33:41,320 --> 05:33:43,600
10408
05:33:43,600 --> 05:33:45,320
10409
05:33:45,320 --> 05:33:46,680
10410
05:33:46,680 --> 05:33:47,958
10411
05:33:47,958 --> 05:33:49,718
10412
05:33:49,718 --> 05:33:51,840
10413
05:33:51,840 --> 05:33:53,600
10414
05:33:53,600 --> 05:33:55,200
10415
05:33:55,200 --> 05:33:57,080
10416
05:33:57,080 --> 05:33:59,280
10417
05:33:59,280 --> 05:34:01,400
10418
05:34:01,400 --> 05:34:02,798
10419
05:34:02,798 --> 05:34:04,840
10420
05:34:04,840 --> 05:34:06,600
10421
05:34:06,600 --> 05:34:08,440
10422
05:34:08,440 --> 05:34:10,320
10423
05:34:10,320 --> 05:34:12,200
10424
05:34:12,200 --> 05:34:14,040
10425
05:34:14,040 --> 05:34:15,958
10426
05:34:15,958 --> 05:34:17,520
10427
05:34:17,520 --> 05:34:19,240
10428
05:34:19,240 --> 05:34:21,760
10429
05:34:21,760 --> 05:34:23,240
10430
05:34:23,240 --> 05:34:25,280
10431
05:34:25,280 --> 05:34:27,040
10432
05:34:27,040 --> 05:34:29,320
10433
05:34:29,320 --> 05:34:31,600
10434
05:34:31,600 --> 05:34:33,320
10435
05:34:33,320 --> 05:34:34,680
10436
05:34:34,680 --> 05:34:36,360
10437
05:34:36,360 --> 05:34:38,520
10438
05:34:38,520 --> 05:34:40,840
10439
05:34:40,840 --> 05:34:42,680
10440
05:34:42,680 --> 05:34:44,760
10441
05:34:44,760 --> 05:34:46,320
10442
05:34:46,320 --> 05:34:47,760
10443
05:34:47,760 --> 05:34:49,280
10444
05:34:49,280 --> 05:34:50,600
10445
05:34:50,600 --> 05:34:52,680
10446
05:34:52,680 --> 05:34:54,040
10447
05:34:54,040 --> 05:34:55,480
10448
05:34:55,480 --> 05:34:57,040
10449
05:34:57,040 --> 05:34:58,840
10450
05:34:58,840 --> 05:35:01,000
10451
05:35:01,000 --> 05:35:02,878
10452
05:35:02,878 --> 05:35:04,718
10453
05:35:04,718 --> 05:35:06,440
10454
05:35:06,440 --> 05:35:08,200
10455
05:35:08,200 --> 05:35:10,000
10456
05:35:10,000 --> 05:35:13,200
10457
05:35:13,200 --> 05:35:15,320
10458
05:35:15,320 --> 05:35:16,840
10459
05:35:16,840 --> 05:35:18,440
10460
05:35:18,440 --> 05:35:21,200
10461
05:35:21,200 --> 05:35:22,798
10462
05:35:22,798 --> 05:35:24,200
10463
05:35:24,200 --> 05:35:26,520
10464
05:35:26,520 --> 05:35:28,878
10465
05:35:28,878 --> 05:35:31,360
10466
05:35:31,360 --> 05:35:33,600
10467
05:35:33,600 --> 05:35:36,080
10468
05:35:36,080 --> 05:35:38,520
10469
05:35:38,520 --> 05:35:39,958
10470
05:35:39,958 --> 05:35:41,480
10471
05:35:41,480 --> 05:35:43,440
10472
05:35:43,440 --> 05:35:45,160
10473
05:35:45,160 --> 05:35:47,080
10474
05:35:47,080 --> 05:35:48,840
10475
05:35:48,840 --> 05:35:51,040
10476
05:35:51,040 --> 05:35:52,760
10477
05:35:52,760 --> 05:35:55,240
10478
05:35:55,240 --> 05:35:57,040
10479
05:35:57,040 --> 05:35:59,120
10480
05:35:59,120 --> 05:36:01,360
10481
05:36:01,360 --> 05:36:02,920
10482
05:36:02,920 --> 05:36:04,400
10483
05:36:04,400 --> 05:36:06,798
10484
05:36:06,798 --> 05:36:08,958
10485
05:36:08,958 --> 05:36:10,920
10486
05:36:10,920 --> 05:36:12,798
10487
05:36:12,798 --> 05:36:14,520
10488
05:36:14,520 --> 05:36:16,920
10489
05:36:16,920 --> 05:36:20,080
10490
05:36:20,080 --> 05:36:21,718
10491
05:36:21,718 --> 05:36:23,840
10492
05:36:23,840 --> 05:36:26,280
10493
05:36:26,280 --> 05:36:28,440
10494
05:36:28,440 --> 05:36:30,160
10495
05:36:30,160 --> 05:36:32,558
10496
05:36:32,558 --> 05:36:35,638
10497
05:36:35,638 --> 05:36:38,440
10498
05:36:38,440 --> 05:36:41,840
10499
05:36:41,840 --> 05:36:43,878
10500
05:36:43,878 --> 05:36:45,558
10501
05:36:45,558 --> 05:36:47,240
10502
05:36:47,240 --> 05:36:49,000
10503
05:36:49,000 --> 05:36:50,600
10504
05:36:50,600 --> 05:36:53,000
10505
05:36:53,000 --> 05:36:54,760
10506
05:36:54,760 --> 05:36:56,840
10507
05:36:56,840 --> 05:36:59,360
10508
05:36:59,360 --> 05:37:01,240
10509
05:37:01,240 --> 05:37:03,280
10510
05:37:03,280 --> 05:37:04,920
10511
05:37:04,920 --> 05:37:06,958
10512
05:37:06,958 --> 05:37:08,680
10513
05:37:08,680 --> 05:37:11,040
10514
05:37:11,040 --> 05:37:12,680
10515
05:37:12,680 --> 05:37:15,160
10516
05:37:15,160 --> 05:37:17,400
10517
05:37:17,400 --> 05:37:19,040
10518
05:37:19,040 --> 05:37:21,558
10519
05:37:21,558 --> 05:37:23,240
10520
05:37:23,240 --> 05:37:25,040
10521
05:37:25,040 --> 05:37:27,080
10522
05:37:27,080 --> 05:37:29,240
10523
05:37:29,240 --> 05:37:30,680
10524
05:37:30,680 --> 05:37:32,638
10525
05:37:32,638 --> 05:37:35,040
10526
05:37:35,040 --> 05:37:37,080
10527
05:37:37,080 --> 05:37:40,200
10528
05:37:40,200 --> 05:37:42,280
10529
05:37:42,280 --> 05:37:44,638
10530
05:37:44,638 --> 05:37:47,600
10531
05:37:47,600 --> 05:37:49,878
10532
05:37:49,878 --> 05:37:51,840
10533
05:37:51,840 --> 05:37:54,200
10534
05:37:54,200 --> 05:37:56,200
10535
05:37:56,200 --> 05:37:57,718
10536
05:37:57,718 --> 05:37:59,760
10537
05:37:59,760 --> 05:38:01,080
10538
05:38:01,080 --> 05:38:02,480
10539
05:38:02,480 --> 05:38:04,440
10540
05:38:04,440 --> 05:38:06,000
10541
05:38:06,000 --> 05:38:07,798
10542
05:38:07,798 --> 05:38:09,240
10543
05:38:09,240 --> 05:38:11,080
10544
05:38:11,080 --> 05:38:13,240
10545
05:38:13,240 --> 05:38:14,760
10546
05:38:14,760 --> 05:38:16,200
10547
05:38:16,200 --> 05:38:18,160
10548
05:38:18,160 --> 05:38:20,000
10549
05:38:20,000 --> 05:38:22,920
10550
05:38:22,920 --> 05:38:25,080
10551
05:38:25,080 --> 05:38:27,958
10552
05:38:27,958 --> 05:38:31,080
10553
05:38:31,080 --> 05:38:32,958
10554
05:38:32,958 --> 05:38:35,280
10555
05:38:35,280 --> 05:38:36,920
10556
05:38:36,920 --> 05:38:39,120
10557
05:38:39,120 --> 05:38:41,200
10558
05:38:41,200 --> 05:38:43,240
10559
05:38:43,240 --> 05:38:45,040
10560
05:38:45,040 --> 05:38:47,400
10561
05:38:47,400 --> 05:38:49,558
10562
05:38:49,558 --> 05:38:52,200
10563
05:38:52,200 --> 05:38:53,920
10564
05:38:53,920 --> 05:38:55,878
10565
05:38:55,878 --> 05:38:58,760
10566
05:38:58,760 --> 05:39:00,840
10567
05:39:00,840 --> 05:39:02,478
10568
05:39:02,478 --> 05:39:03,760
10569
05:39:03,760 --> 05:39:05,760
10570
05:39:05,760 --> 05:39:07,000
10571
05:39:07,000 --> 05:39:09,478
10572
05:39:09,478 --> 05:39:10,920
10573
05:39:10,920 --> 05:39:12,478
10574
05:39:12,478 --> 05:39:14,080
10575
05:39:14,080 --> 05:39:16,240
10576
05:39:16,240 --> 05:39:17,840
10577
05:39:17,840 --> 05:39:20,240
10578
05:39:20,240 --> 05:39:21,920
10579
05:39:21,920 --> 05:39:24,440
10580
05:39:24,440 --> 05:39:26,160
10581
05:39:26,160 --> 05:39:27,840
10582
05:39:27,840 --> 05:39:30,400
10583
05:39:30,400 --> 05:39:32,040
10584
05:39:32,040 --> 05:39:33,240
10585
05:39:33,240 --> 05:39:34,760
10586
05:39:34,760 --> 05:39:36,478
10587
05:39:36,478 --> 05:39:38,680
10588
05:39:38,680 --> 05:39:40,478
10589
05:39:40,478 --> 05:39:43,240
10590
05:39:43,240 --> 05:39:46,000
10591
05:39:46,000 --> 05:39:48,680
10592
05:39:48,680 --> 05:39:51,638
10593
05:39:51,638 --> 05:39:54,120
10594
05:39:54,120 --> 05:39:56,240
10595
05:39:56,240 --> 05:39:58,160
10596
05:39:58,160 --> 05:40:00,360
10597
05:40:00,360 --> 05:40:02,320
10598
05:40:02,320 --> 05:40:04,040
10599
05:40:04,040 --> 05:40:05,718
10600
05:40:05,718 --> 05:40:08,200
10601
05:40:08,200 --> 05:40:11,360
10602
05:40:11,360 --> 05:40:13,200
10603
05:40:13,200 --> 05:40:14,638
10604
05:40:14,638 --> 05:40:16,440
10605
05:40:16,440 --> 05:40:17,958
10606
05:40:17,958 --> 05:40:20,040
10607
05:40:20,040 --> 05:40:21,878
10608
05:40:21,878 --> 05:40:24,440
10609
05:40:24,440 --> 05:40:26,000
10610
05:40:26,000 --> 05:40:27,878
10611
05:40:27,878 --> 05:40:29,798
10612
05:40:29,798 --> 05:40:31,760
10613
05:40:31,760 --> 05:40:34,280
10614
05:40:34,280 --> 05:40:36,240
10615
05:40:36,240 --> 05:40:37,680
10616
05:40:37,680 --> 05:40:39,798
10617
05:40:39,798 --> 05:40:41,840
10618
05:40:41,840 --> 05:40:43,718
10619
05:40:43,718 --> 05:40:45,440
10620
05:40:45,440 --> 05:40:47,478
10621
05:40:47,478 --> 05:40:49,558
10622
05:40:49,558 --> 05:40:51,440
10623
05:40:51,440 --> 05:40:53,280
10624
05:40:53,280 --> 05:40:55,040
10625
05:40:55,040 --> 05:40:57,120
10626
05:40:57,120 --> 05:40:58,878
10627
05:40:58,878 --> 05:41:00,760
10628
05:41:00,760 --> 05:41:03,040
10629
05:41:03,040 --> 05:41:05,320
10630
05:41:05,320 --> 05:41:07,320
10631
05:41:07,320 --> 05:41:09,520
10632
05:41:09,520 --> 05:41:11,558
10633
05:41:11,558 --> 05:41:13,440
10634
05:41:13,440 --> 05:41:14,840
10635
05:41:14,840 --> 05:41:16,840
10636
05:41:16,840 --> 05:41:18,798
10637
05:41:18,798 --> 05:41:20,558
10638
05:41:20,558 --> 05:41:22,718
10639
05:41:22,718 --> 05:41:24,840
10640
05:41:24,840 --> 05:41:26,200
10641
05:41:26,200 --> 05:41:28,400
10642
05:41:28,400 --> 05:41:29,958
10643
05:41:29,958 --> 05:41:31,920
10644
05:41:31,920 --> 05:41:33,240
10645
05:41:33,240 --> 05:41:35,080
10646
05:41:35,080 --> 05:41:36,760
10647
05:41:36,760 --> 05:41:38,958
10648
05:41:38,958 --> 05:41:41,120
10649
05:41:41,120 --> 05:41:43,478
10650
05:41:43,478 --> 05:41:45,478
10651
05:41:45,478 --> 05:41:47,280
10652
05:41:47,280 --> 05:41:49,160
10653
05:41:49,160 --> 05:41:50,840
10654
05:41:50,840 --> 05:41:52,638
10655
05:41:52,638 --> 05:41:54,320
10656
05:41:54,320 --> 05:41:56,638
10657
05:41:56,638 --> 05:41:58,400
10658
05:41:58,400 --> 05:42:00,040
10659
05:42:00,040 --> 05:42:01,920
10660
05:42:01,920 --> 05:42:03,478
10661
05:42:03,478 --> 05:42:05,360
10662
05:42:05,360 --> 05:42:07,360
10663
05:42:07,360 --> 05:42:09,160
10664
05:42:09,160 --> 05:42:10,920
10665
05:42:10,920 --> 05:42:12,478
10666
05:42:12,478 --> 05:42:14,920
10667
05:42:14,920 --> 05:42:16,638
10668
05:42:16,638 --> 05:42:18,440
10669
05:42:18,440 --> 05:42:20,320
10670
05:42:20,320 --> 05:42:22,000
10671
05:42:22,000 --> 05:42:23,958
10672
05:42:23,958 --> 05:42:25,840
10673
05:42:25,840 --> 05:42:27,798
10674
05:42:27,798 --> 05:42:29,680
10675
05:42:29,680 --> 05:42:30,600
10676
05:42:30,600 --> 05:42:32,160
10677
05:42:32,160 --> 05:42:33,718
10678
05:42:33,718 --> 05:42:35,638
10679
05:42:35,638 --> 05:42:37,718
10680
05:42:37,718 --> 05:42:39,080
10681
05:42:39,080 --> 05:42:40,638
10682
05:42:40,638 --> 05:42:43,718
10683
05:42:44,320 --> 05:42:46,718
10684
05:42:46,718 --> 05:42:48,440
10685
05:42:48,440 --> 05:42:49,878
10686
05:42:49,878 --> 05:42:52,120
10687
05:42:52,120 --> 05:42:54,000
10688
05:42:54,000 --> 05:42:55,718
10689
05:42:55,718 --> 05:42:58,240
10690
05:42:58,240 --> 05:42:59,840
10691
05:42:59,840 --> 05:43:01,160
10692
05:43:01,160 --> 05:43:02,638
10693
05:43:02,638 --> 05:43:04,240
10694
05:43:04,240 --> 05:43:05,840
10695
05:43:05,840 --> 05:43:08,320
10696
05:43:08,320 --> 05:43:10,280
10697
05:43:10,280 --> 05:43:12,680
10698
05:43:12,680 --> 05:43:14,000
10699
05:43:14,000 --> 05:43:16,478
10700
05:43:16,478 --> 05:43:18,478
10701
05:43:18,478 --> 05:43:20,120
10702
05:43:20,120 --> 05:43:22,200
10703
05:43:22,200 --> 05:43:24,280
10704
05:43:24,280 --> 05:43:26,120
10705
05:43:26,120 --> 05:43:28,080
10706
05:43:28,080 --> 05:43:30,478
10707
05:43:30,478 --> 05:43:32,920
10708
05:43:32,920 --> 05:43:34,958
10709
05:43:34,958 --> 05:43:37,520
10710
05:43:37,520 --> 05:43:39,360
10711
05:43:39,360 --> 05:43:40,958
10712
05:43:40,958 --> 05:43:43,040
10713
05:43:43,040 --> 05:43:44,160
10714
05:43:44,160 --> 05:43:46,120
10715
05:43:46,120 --> 05:43:48,240
10716
05:43:48,240 --> 05:43:50,440
10717
05:43:50,440 --> 05:43:53,320
10718
05:43:53,320 --> 05:43:55,160
10719
05:43:55,160 --> 05:43:57,440
10720
05:43:57,440 --> 05:43:59,320
10721
05:43:59,320 --> 05:44:01,360
10722
05:44:01,360 --> 05:44:03,120
10723
05:44:03,120 --> 05:44:04,920
10724
05:44:04,920 --> 05:44:07,718
10725
05:44:07,718 --> 05:44:10,320
10726
05:44:10,320 --> 05:44:12,558
10727
05:44:12,558 --> 05:44:14,520
10728
05:44:14,520 --> 05:44:17,240
10729
05:44:17,240 --> 05:44:18,558
10730
05:44:18,558 --> 05:44:20,600
10731
05:44:20,600 --> 05:44:22,320
10732
05:44:22,320 --> 05:44:24,840
10733
05:44:24,840 --> 05:44:28,400
10734
05:44:28,400 --> 05:44:30,760
10735
05:44:30,760 --> 05:44:33,120
10736
05:44:33,120 --> 05:44:34,958
10737
05:44:34,958 --> 05:44:37,320
10738
05:44:37,320 --> 05:44:39,080
10739
05:44:39,080 --> 05:44:40,638
10740
05:44:40,638 --> 05:44:42,520
10741
05:44:42,520 --> 05:44:45,520
10742
05:44:45,520 --> 05:44:47,360
10743
05:44:47,360 --> 05:44:49,798
10744
05:44:49,798 --> 05:44:52,040
10745
05:44:52,040 --> 05:44:54,400
10746
05:44:54,400 --> 05:44:56,680
10747
05:44:56,680 --> 05:44:59,440
10748
05:44:59,440 --> 05:45:01,520
10749
05:45:01,520 --> 05:45:03,878
10750
05:45:03,878 --> 05:45:05,920
10751
05:45:05,920 --> 05:45:07,920
10752
05:45:07,920 --> 05:45:10,520
10753
05:45:10,520 --> 05:45:13,320
10754
05:45:13,320 --> 05:45:15,080
10755
05:45:15,080 --> 05:45:17,400
10756
05:45:17,400 --> 05:45:20,120
10757
05:45:20,120 --> 05:45:22,080
10758
05:45:22,080 --> 05:45:24,240
10759
05:45:24,240 --> 05:45:26,080
10760
05:45:26,080 --> 05:45:28,600
10761
05:45:28,600 --> 05:45:31,160
10762
05:45:31,160 --> 05:45:33,360
10763
05:45:33,360 --> 05:45:36,080
10764
05:45:36,080 --> 05:45:38,280
10765
05:45:38,280 --> 05:45:40,558
10766
05:45:40,558 --> 05:45:42,240
10767
05:45:42,240 --> 05:45:45,160
10768
05:45:45,160 --> 05:45:46,798
10769
05:45:46,798 --> 05:45:48,760
10770
05:45:48,760 --> 05:45:51,000
10771
05:45:51,000 --> 05:45:52,878
10772
05:45:52,878 --> 05:45:54,798
10773
05:45:54,798 --> 05:45:56,840
10774
05:45:56,840 --> 05:45:58,878
10775
05:45:58,878 --> 05:46:00,718
10776
05:46:00,718 --> 05:46:03,360
10777
05:46:03,360 --> 05:46:05,160
10778
05:46:05,160 --> 05:46:08,080
10779
05:46:08,080 --> 05:46:10,840
10780
05:46:10,840 --> 05:46:12,360
10781
05:46:12,360 --> 05:46:14,638
10782
05:46:14,638 --> 05:46:16,718
10783
05:46:16,718 --> 05:46:19,320
10784
05:46:19,320 --> 05:46:21,558
10785
05:46:21,558 --> 05:46:24,080
10786
05:46:24,080 --> 05:46:25,840
10787
05:46:25,840 --> 05:46:27,958
10788
05:46:27,958 --> 05:46:29,600
10789
05:46:29,600 --> 05:46:31,680
10790
05:46:31,680 --> 05:46:34,080
10791
05:46:34,080 --> 05:46:35,360
10792
05:46:35,360 --> 05:46:37,798
10793
05:46:37,798 --> 05:46:40,000
10794
05:46:40,000 --> 05:46:42,320
10795
05:46:42,320 --> 05:46:44,120
10796
05:46:44,120 --> 05:46:46,320
10797
05:46:46,320 --> 05:46:48,520
10798
05:46:48,520 --> 05:46:50,558
10799
05:46:50,558 --> 05:46:52,040
10800
05:46:52,040 --> 05:46:53,400
10801
05:46:53,400 --> 05:46:55,120
10802
05:46:55,120 --> 05:46:57,200
10803
05:46:57,200 --> 05:46:58,840
10804
05:46:58,840 --> 05:47:00,360
10805
05:47:00,360 --> 05:47:02,120
10806
05:47:02,120 --> 05:47:03,958
10807
05:47:03,958 --> 05:47:05,360
10808
05:47:05,360 --> 05:47:07,120
10809
05:47:07,120 --> 05:47:09,440
10810
05:47:09,440 --> 05:47:11,160
10811
05:47:11,160 --> 05:47:12,680
10812
05:47:12,680 --> 05:47:14,360
10813
05:47:14,360 --> 05:47:15,840
10814
05:47:15,840 --> 05:47:17,478
10815
05:47:17,478 --> 05:47:19,080
10816
05:47:19,080 --> 05:47:21,080
10817
05:47:21,080 --> 05:47:23,080
10818
05:47:23,080 --> 05:47:24,520
10819
05:47:24,520 --> 05:47:27,040
10820
05:47:27,040 --> 05:47:29,160
10821
05:47:29,160 --> 05:47:31,400
10822
05:47:31,400 --> 05:47:33,920
10823
05:47:33,920 --> 05:47:36,840
10824
05:47:36,840 --> 05:47:38,200
10825
05:47:38,200 --> 05:47:39,760
10826
05:47:39,760 --> 05:47:41,878
10827
05:47:41,878 --> 05:47:44,320
10828
05:47:44,320 --> 05:47:47,320
10829
05:47:47,320 --> 05:47:48,680
10830
05:47:48,680 --> 05:47:51,000
10831
05:47:51,000 --> 05:47:53,718
10832
05:47:53,718 --> 05:47:55,638
10833
05:47:55,638 --> 05:47:57,600
10834
05:47:57,600 --> 05:47:59,520
10835
05:47:59,520 --> 05:48:01,280
10836
05:48:01,280 --> 05:48:03,200
10837
05:48:03,200 --> 05:48:05,958
10838
05:48:05,958 --> 05:48:08,958
10839
05:48:08,958 --> 05:48:11,798
10840
05:48:11,798 --> 05:48:14,840
10841
05:48:14,840 --> 05:48:18,000
10842
05:48:18,000 --> 05:48:19,520
10843
05:48:19,520 --> 05:48:22,320
10844
05:48:22,320 --> 05:48:23,920
10845
05:48:23,920 --> 05:48:26,680
10846
05:48:26,680 --> 05:48:29,600
10847
05:48:29,600 --> 05:48:31,798
10848
05:48:31,798 --> 05:48:34,120
10849
05:48:34,120 --> 05:48:36,840
10850
05:48:36,840 --> 05:48:39,440
10851
05:48:39,440 --> 05:48:41,080
10852
05:48:41,080 --> 05:48:43,320
10853
05:48:43,320 --> 05:48:45,200
10854
05:48:45,200 --> 05:48:46,878
10855
05:48:46,878 --> 05:48:49,040
10856
05:48:49,040 --> 05:48:50,558
10857
05:48:50,558 --> 05:48:52,840
10858
05:48:52,840 --> 05:48:54,520
10859
05:48:54,520 --> 05:48:57,200
10860
05:48:57,200 --> 05:48:59,200
10861
05:48:59,200 --> 05:49:01,280
10862
05:49:01,280 --> 05:49:03,680
10863
05:49:03,680 --> 05:49:05,040
10864
05:49:05,040 --> 05:49:06,400
10865
05:49:06,400 --> 05:49:08,120
10866
05:49:08,120 --> 05:49:09,958
10867
05:49:09,958 --> 05:49:11,638
10868
05:49:11,638 --> 05:49:14,280
10869
05:49:14,280 --> 05:49:16,280
10870
05:49:16,280 --> 05:49:18,400
10871
05:49:18,400 --> 05:49:20,240
10872
05:49:20,240 --> 05:49:22,080
10873
05:49:22,080 --> 05:49:24,520
10874
05:49:24,520 --> 05:49:27,320
10875
05:49:27,320 --> 05:49:30,040
10876
05:49:30,040 --> 05:49:31,718
10877
05:49:31,718 --> 05:49:33,958
10878
05:49:33,958 --> 05:49:35,478
10879
05:49:35,478 --> 05:49:37,478
10880
05:49:37,478 --> 05:49:39,680
10881
05:49:39,680 --> 05:49:41,920
10882
05:49:41,920 --> 05:49:43,680
10883
05:49:43,680 --> 05:49:45,478
10884
05:49:45,478 --> 05:49:47,080
10885
05:49:47,080 --> 05:49:48,760
10886
05:49:48,760 --> 05:49:51,120
10887
05:49:51,120 --> 05:49:52,958
10888
05:49:52,958 --> 05:49:55,000
10889
05:49:55,000 --> 05:49:56,798
10890
05:49:56,798 --> 05:49:59,040
10891
05:49:59,040 --> 05:50:01,680
10892
05:50:01,680 --> 05:50:03,878
10893
05:50:03,878 --> 05:50:06,400
10894
05:50:06,400 --> 05:50:07,280
10895
05:50:07,280 --> 05:50:09,320
10896
05:50:09,320 --> 05:50:11,320
10897
05:50:11,320 --> 05:50:13,400
10898
05:50:13,400 --> 05:50:15,080
10899
05:50:15,080 --> 05:50:16,760
10900
05:50:16,760 --> 05:50:18,638
10901
05:50:18,638 --> 05:50:20,400
10902
05:50:20,400 --> 05:50:21,798
10903
05:50:21,798 --> 05:50:24,280
10904
05:50:24,280 --> 05:50:26,400
10905
05:50:26,400 --> 05:50:28,280
10906
05:50:28,280 --> 05:50:30,080
10907
05:50:30,080 --> 05:50:32,080
10908
05:50:32,080 --> 05:50:33,680
10909
05:50:33,680 --> 05:50:35,320
10910
05:50:35,320 --> 05:50:37,478
10911
05:50:37,478 --> 05:50:39,360
10912
05:50:39,360 --> 05:50:41,638
10913
05:50:41,638 --> 05:50:43,400
10914
05:50:43,400 --> 05:50:45,840
10915
05:50:45,840 --> 05:50:48,558
10916
05:50:48,558 --> 05:50:50,478
10917
05:50:50,478 --> 05:50:53,120
10918
05:50:53,120 --> 05:50:55,920
10919
05:50:55,920 --> 05:50:57,878
10920
05:50:57,878 --> 05:51:00,120
10921
05:51:00,120 --> 05:51:02,200
10922
05:51:02,200 --> 05:51:04,440
10923
05:51:04,440 --> 05:51:06,680
10924
05:51:06,680 --> 05:51:08,520
10925
05:51:08,520 --> 05:51:10,600
10926
05:51:10,600 --> 05:51:12,680
10927
05:51:12,680 --> 05:51:15,080
10928
05:51:15,080 --> 05:51:17,520
10929
05:51:17,520 --> 05:51:19,040
10930
05:51:19,040 --> 05:51:21,080
10931
05:51:21,080 --> 05:51:23,240
10932
05:51:23,240 --> 05:51:25,400
10933
05:51:25,400 --> 05:51:26,680
10934
05:51:26,680 --> 05:51:28,840
10935
05:51:28,840 --> 05:51:30,840
10936
05:51:30,840 --> 05:51:33,200
10937
05:51:33,200 --> 05:51:35,080
10938
05:51:35,080 --> 05:51:36,958
10939
05:51:36,958 --> 05:51:39,160
10940
05:51:39,160 --> 05:51:41,400
10941
05:51:41,400 --> 05:51:43,320
10942
05:51:43,320 --> 05:51:45,840
10943
05:51:45,840 --> 05:51:47,798
10944
05:51:47,798 --> 05:51:50,320
10945
05:51:50,320 --> 05:51:52,558
10946
05:51:52,558 --> 05:51:54,280
10947
05:51:54,280 --> 05:51:55,920
10948
05:51:55,920 --> 05:51:57,240
10949
05:51:57,240 --> 05:51:59,160
10950
05:51:59,160 --> 05:52:01,478
10951
05:52:01,478 --> 05:52:03,280
10952
05:52:03,280 --> 05:52:05,360
10953
05:52:05,360 --> 05:52:06,760
10954
05:52:06,760 --> 05:52:09,120
10955
05:52:09,120 --> 05:52:11,440
10956
05:52:11,440 --> 05:52:13,638
10957
05:52:13,638 --> 05:52:17,040
10958
05:52:17,040 --> 05:52:20,000
10959
05:52:20,000 --> 05:52:22,120
10960
05:52:22,120 --> 05:52:24,040
10961
05:52:24,040 --> 05:52:25,878
10962
05:52:25,878 --> 05:52:27,798
10963
05:52:27,798 --> 05:52:29,840
10964
05:52:29,840 --> 05:52:31,638
10965
05:52:31,638 --> 05:52:33,520
10966
05:52:33,520 --> 05:52:35,240
10967
05:52:35,240 --> 05:52:37,040
10968
05:52:37,040 --> 05:52:39,520
10969
05:52:39,520 --> 05:52:41,798
10970
05:52:41,798 --> 05:52:43,478
10971
05:52:43,478 --> 05:52:45,360
10972
05:52:45,360 --> 05:52:46,840
10973
05:52:46,840 --> 05:52:49,000
10974
05:52:49,000 --> 05:52:50,638
10975
05:52:50,638 --> 05:52:52,360
10976
05:52:52,360 --> 05:52:54,240
10977
05:52:54,240 --> 05:52:55,958
10978
05:52:55,958 --> 05:52:57,478
10979
05:52:57,478 --> 05:52:58,840
10980
05:52:58,840 --> 05:53:00,798
10981
05:53:00,798 --> 05:53:02,520
10982
05:53:02,520 --> 05:53:04,958
10983
05:53:04,958 --> 05:53:06,840
10984
05:53:06,840 --> 05:53:09,080
10985
05:53:09,080 --> 05:53:11,160
10986
05:53:11,160 --> 05:53:12,718
10987
05:53:12,718 --> 05:53:14,360
10988
05:53:14,360 --> 05:53:17,120
10989
05:53:17,120 --> 05:53:19,320
10990
05:53:19,320 --> 05:53:21,400
10991
05:53:21,400 --> 05:53:23,878
10992
05:53:23,878 --> 05:53:26,000
10993
05:53:26,000 --> 05:53:28,160
10994
05:53:28,160 --> 05:53:30,600
10995
05:53:30,600 --> 05:53:32,878
10996
05:53:32,878 --> 05:53:35,400
10997
05:53:35,400 --> 05:53:37,120
10998
05:53:37,120 --> 05:53:39,920
10999
05:53:39,920 --> 05:53:42,200
11000
05:53:42,200 --> 05:53:44,000
11001
05:53:44,000 --> 05:53:45,520
11002
05:53:45,520 --> 05:53:47,360
11003
05:53:47,360 --> 05:53:49,120
11004
05:53:49,120 --> 05:53:51,400
11005
05:53:51,400 --> 05:53:54,360
11006
05:53:54,360 --> 05:53:56,040
11007
05:53:56,040 --> 05:53:58,600
11008
05:53:58,600 --> 05:54:00,638
11009
05:54:00,638 --> 05:54:02,160
11010
05:54:02,160 --> 05:54:04,120
11011
05:54:04,120 --> 05:54:05,920
11012
05:54:05,920 --> 05:54:07,478
11013
05:54:07,478 --> 05:54:09,718
11014
05:54:09,718 --> 05:54:11,440
11015
05:54:11,440 --> 05:54:13,638
11016
05:54:13,638 --> 05:54:15,200
11017
05:54:15,200 --> 05:54:17,878
11018
05:54:17,878 --> 05:54:19,360
11019
05:54:19,360 --> 05:54:21,558
11020
05:54:21,558 --> 05:54:24,360
11021
05:54:24,360 --> 05:54:26,600
11022
05:54:26,600 --> 05:54:28,798
11023
05:54:28,798 --> 05:54:30,680
11024
05:54:30,680 --> 05:54:33,478
11025
05:54:33,478 --> 05:54:35,760
11026
05:54:35,760 --> 05:54:37,200
11027
05:54:37,200 --> 05:54:39,520
11028
05:54:39,520 --> 05:54:41,520
11029
05:54:41,520 --> 05:54:43,718
11030
05:54:43,718 --> 05:54:45,718
11031
05:54:45,718 --> 05:54:47,718
11032
05:54:47,718 --> 05:54:49,240
11033
05:54:49,240 --> 05:54:51,080
11034
05:54:51,080 --> 05:54:52,400
11035
05:54:52,400 --> 05:54:54,718
11036
05:54:54,718 --> 05:54:57,760
11037
05:54:57,760 --> 05:55:01,360
11038
05:55:01,360 --> 05:55:03,878
11039
05:55:03,878 --> 05:55:06,638
11040
05:55:06,638 --> 05:55:09,120
11041
05:55:09,120 --> 05:55:11,280
11042
05:55:11,280 --> 05:55:12,440
11043
05:55:12,440 --> 05:55:14,958
11044
05:55:14,958 --> 05:55:16,600
11045
05:55:16,600 --> 05:55:18,558
11046
05:55:18,558 --> 05:55:20,360
11047
05:55:20,360 --> 05:55:22,120
11048
05:55:22,120 --> 05:55:24,638
11049
05:55:24,638 --> 05:55:26,200
11050
05:55:26,200 --> 05:55:28,478
11051
05:55:28,478 --> 05:55:30,280
11052
05:55:30,280 --> 05:55:31,920
11053
05:55:31,920 --> 05:55:33,840
11054
05:55:33,840 --> 05:55:35,680
11055
05:55:35,680 --> 05:55:37,520
11056
05:55:37,520 --> 05:55:39,160
11057
05:55:39,160 --> 05:55:40,878
11058
05:55:40,878 --> 05:55:43,558
11059
05:55:43,558 --> 05:55:45,440
11060
05:55:45,440 --> 05:55:47,798
11061
05:55:47,798 --> 05:55:50,638
11062
05:55:50,638 --> 05:55:52,840
11063
05:55:52,840 --> 05:55:54,600
11064
05:55:54,600 --> 05:55:57,000
11065
05:55:57,000 --> 05:55:58,798
11066
05:55:58,798 --> 05:56:00,600
11067
05:56:00,600 --> 05:56:02,280
11068
05:56:02,280 --> 05:56:04,160
11069
05:56:04,160 --> 05:56:06,040
11070
05:56:06,040 --> 05:56:07,760
11071
05:56:07,760 --> 05:56:09,760
11072
05:56:09,760 --> 05:56:11,638
11073
05:56:11,638 --> 05:56:13,878
11074
05:56:13,878 --> 05:56:17,760
11075
05:56:17,920 --> 05:56:20,280
11076
05:56:20,280 --> 05:56:21,878
11077
05:56:21,878 --> 05:56:24,120
11078
05:56:24,120 --> 05:56:25,638
11079
05:56:25,638 --> 05:56:26,958
11080
05:56:26,958 --> 05:56:28,360
11081
05:56:28,360 --> 05:56:30,320
11082
05:56:30,320 --> 05:56:32,240
11083
05:56:32,240 --> 05:56:33,840
11084
05:56:33,840 --> 05:56:35,798
11085
05:56:35,798 --> 05:56:38,080
11086
05:56:38,080 --> 05:56:39,958
11087
05:56:39,958 --> 05:56:41,160
11088
05:56:41,160 --> 05:56:42,680
11089
05:56:42,680 --> 05:56:44,440
11090
05:56:44,440 --> 05:56:45,798
11091
05:56:45,798 --> 05:56:48,000
11092
05:56:48,000 --> 05:56:49,558
11093
05:56:49,558 --> 05:56:51,160
11094
05:56:51,160 --> 05:56:52,760
11095
05:56:52,760 --> 05:56:54,478
11096
05:56:54,478 --> 05:56:56,520
11097
05:56:56,520 --> 05:56:58,080
11098
05:56:58,080 --> 05:57:00,440
11099
05:57:00,440 --> 05:57:03,000
11100
05:57:03,000 --> 05:57:05,718
11101
05:57:05,718 --> 05:57:08,320
11102
05:57:08,320 --> 05:57:10,600
11103
05:57:10,600 --> 05:57:13,558
11104
05:57:13,558 --> 05:57:16,320
11105
05:57:16,320 --> 05:57:18,760
11106
05:57:18,760 --> 05:57:20,638
11107
05:57:20,638 --> 05:57:23,798
11108
05:57:23,798 --> 05:57:26,240
11109
05:57:26,240 --> 05:57:28,558
11110
05:57:28,558 --> 05:57:30,718
11111
05:57:30,718 --> 05:57:32,798
11112
05:57:32,798 --> 05:57:34,520
11113
05:57:34,520 --> 05:57:36,680
11114
05:57:36,680 --> 05:57:38,840
11115
05:57:38,840 --> 05:57:41,200
11116
05:57:41,200 --> 05:57:42,798
11117
05:57:42,798 --> 05:57:44,878
11118
05:57:44,878 --> 05:57:47,200
11119
05:57:47,200 --> 05:57:49,718
11120
05:57:49,718 --> 05:57:51,558
11121
05:57:51,558 --> 05:57:53,680
11122
05:57:53,680 --> 05:57:55,360
11123
05:57:55,360 --> 05:57:58,400
11124
05:57:58,400 --> 05:58:00,320
11125
05:58:00,320 --> 05:58:02,400
11126
05:58:02,400 --> 05:58:04,040
11127
05:58:04,040 --> 05:58:05,760
11128
05:58:05,760 --> 05:58:08,280
11129
05:58:08,280 --> 05:58:10,478
11130
05:58:10,478 --> 05:58:12,798
11131
05:58:12,798 --> 05:58:14,840
11132
05:58:14,840 --> 05:58:16,760
11133
05:58:16,760 --> 05:58:18,680
11134
05:58:18,680 --> 05:58:20,920
11135
05:58:20,920 --> 05:58:23,240
11136
05:58:23,240 --> 05:58:25,160
11137
05:58:25,160 --> 05:58:28,040
11138
05:58:28,040 --> 05:58:30,320
11139
05:58:30,320 --> 05:58:32,160
11140
05:58:32,160 --> 05:58:33,958
11141
05:58:33,958 --> 05:58:35,680
11142
05:58:35,680 --> 05:58:36,638
11143
05:58:36,638 --> 05:58:38,920
11144
05:58:38,920 --> 05:58:41,558
11145
05:58:41,558 --> 05:58:43,718
11146
05:58:43,718 --> 05:58:46,160
11147
05:58:46,160 --> 05:58:49,080
11148
05:58:49,080 --> 05:58:53,160
11149
05:58:53,160 --> 05:58:55,638
11150
05:58:55,638 --> 05:58:58,280
11151
05:58:58,280 --> 05:59:01,840
11152
05:59:01,840 --> 05:59:03,520
11153
05:59:03,520 --> 05:59:05,280
11154
05:59:05,280 --> 05:59:07,320
11155
05:59:07,320 --> 05:59:10,638
11156
05:59:10,638 --> 05:59:13,760
11157
05:59:13,760 --> 05:59:16,040
11158
05:59:16,040 --> 05:59:18,160
11159
05:59:18,160 --> 05:59:20,638
11160
05:59:20,638 --> 05:59:22,478
11161
05:59:22,478 --> 05:59:24,680
11162
05:59:24,680 --> 05:59:27,040
11163
05:59:27,040 --> 05:59:28,920
11164
05:59:28,920 --> 05:59:32,000
11165
05:59:32,000 --> 05:59:34,040
11166
05:59:34,040 --> 05:59:35,718
11167
05:59:35,718 --> 05:59:37,600
11168
05:59:37,600 --> 05:59:39,160
11169
05:59:39,160 --> 05:59:40,840
11170
05:59:40,840 --> 05:59:42,200
11171
05:59:42,200 --> 05:59:43,520
11172
05:59:43,520 --> 05:59:46,240
11173
05:59:46,240 --> 05:59:47,958
11174
05:59:47,958 --> 05:59:50,680
11175
05:59:50,680 --> 05:59:53,120
11176
05:59:53,120 --> 05:59:55,440
11177
05:59:55,440 --> 05:59:58,200
11178
05:59:58,200 --> 05:59:59,878
11179
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11180
06:00:01,878 --> 06:00:04,718
11181
06:00:04,718 --> 06:00:06,680
11182
06:00:06,680 --> 06:00:08,440
11183
06:00:08,440 --> 06:00:10,798
11184
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11185
06:00:12,558 --> 06:00:14,478
11186
06:00:14,478 --> 06:00:16,600
11187
06:00:16,600 --> 06:00:19,040
11188
06:00:19,040 --> 06:00:20,920
11189
06:00:20,920 --> 06:00:23,638
11190
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11191
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11192
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11193
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11194
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11195
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11196
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11197
06:00:40,718 --> 06:00:42,240
11198
06:00:42,240 --> 06:00:44,080
11199
06:00:44,080 --> 06:00:45,760
11200
06:00:45,760 --> 06:00:47,920
11201
06:00:47,920 --> 06:00:49,878
11202
06:00:49,878 --> 06:00:52,360
11203
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11204
06:00:54,440 --> 06:00:56,120
11205
06:00:56,120 --> 06:00:58,240
11206
06:00:58,240 --> 06:01:00,080
11207
06:01:00,080 --> 06:01:01,920
11208
06:01:01,920 --> 06:01:03,400
11209
06:01:03,400 --> 06:01:05,478
11210
06:01:05,478 --> 06:01:07,558
11211
06:01:07,558 --> 06:01:09,280
11212
06:01:09,280 --> 06:01:11,160
11213
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11214
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11215
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11216
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11217
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11218
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11219
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11220
06:01:24,600 --> 06:01:26,478
11221
06:01:26,478 --> 06:01:28,920
11222
06:01:28,920 --> 06:01:30,760
11223
06:01:30,760 --> 06:01:32,160
11224
06:01:32,160 --> 06:01:33,958
11225
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11226
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11227
06:01:37,760 --> 06:01:39,478
11228
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11229
06:01:41,440 --> 06:01:43,080
11230
06:01:43,080 --> 06:01:44,920
11231
06:01:44,920 --> 06:01:46,878
11232
06:01:46,878 --> 06:01:49,160
11233
06:01:49,160 --> 06:01:51,360
11234
06:01:51,360 --> 06:01:52,798
11235
06:01:52,798 --> 06:01:55,400
11236
06:01:55,400 --> 06:01:57,040
11237
06:01:57,040 --> 06:01:59,040
11238
06:01:59,040 --> 06:02:01,040
11239
06:02:01,040 --> 06:02:02,798
11240
06:02:02,798 --> 06:02:04,520
11241
06:02:04,520 --> 06:02:06,400
11242
06:02:06,400 --> 06:02:08,520
11243
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11244
06:02:10,240 --> 06:02:12,440
11245
06:02:12,440 --> 06:02:14,600
11246
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11247
06:02:16,478 --> 06:02:17,878
11248
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11249
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11250
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11251
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11252
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11253
06:02:26,080 --> 06:02:27,718
11254
06:02:27,718 --> 06:02:29,478
11255
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11256
06:02:31,400 --> 06:02:32,718
11257
06:02:32,718 --> 06:02:34,878
11258
06:02:34,878 --> 06:02:36,878
11259
06:02:36,878 --> 06:02:38,478
11260
06:02:38,478 --> 06:02:40,080
11261
06:02:40,080 --> 06:02:42,120
11262
06:02:42,120 --> 06:02:43,958
11263
06:02:43,958 --> 06:02:45,878
11264
06:02:45,878 --> 06:02:47,878
11265
06:02:47,878 --> 06:02:49,920
11266
06:02:49,920 --> 06:02:51,400
11267
06:02:51,400 --> 06:02:53,280
11268
06:02:53,280 --> 06:02:55,200
11269
06:02:55,200 --> 06:02:57,080
11270
06:02:57,080 --> 06:02:59,320
11271
06:02:59,320 --> 06:03:01,200
11272
06:03:01,200 --> 06:03:03,000
11273
06:03:03,000 --> 06:03:05,160
11274
06:03:05,160 --> 06:03:06,920
11275
06:03:06,920 --> 06:03:08,400
11276
06:03:08,400 --> 06:03:10,558
11277
06:03:10,558 --> 06:03:12,280
11278
06:03:12,280 --> 06:03:13,160
11279
06:03:13,160 --> 06:03:15,240
11280
06:03:15,240 --> 06:03:17,400
11281
06:03:17,400 --> 06:03:19,280
11282
06:03:19,280 --> 06:03:21,120
11283
06:03:21,120 --> 06:03:22,958
11284
06:03:22,958 --> 06:03:24,320
11285
06:03:24,320 --> 06:03:26,080
11286
06:03:26,080 --> 06:03:27,798
11287
06:03:27,798 --> 06:03:29,840
11288
06:03:29,840 --> 06:03:31,478
11289
06:03:31,478 --> 06:03:33,520
11290
06:03:33,520 --> 06:03:35,280
11291
06:03:35,280 --> 06:03:37,360
11292
06:03:37,360 --> 06:03:39,120
11293
06:03:39,120 --> 06:03:40,840
11294
06:03:40,840 --> 06:03:42,760
11295
06:03:42,760 --> 06:03:46,280
11296
06:03:46,280 --> 06:03:48,360
11297
06:03:48,360 --> 06:03:50,400
11298
06:03:50,400 --> 06:03:51,958
11299
06:03:51,958 --> 06:03:53,638
11300
06:03:53,638 --> 06:03:55,558
11301
06:03:55,558 --> 06:03:58,440
11302
06:03:58,440 --> 06:04:00,638
11303
06:04:00,638 --> 06:04:02,878
11304
06:04:02,878 --> 06:04:06,120
11305
06:04:06,120 --> 06:04:07,680
11306
06:04:07,680 --> 06:04:09,558
11307
06:04:09,558 --> 06:04:11,520
11308
06:04:11,520 --> 06:04:13,160
11309
06:04:13,160 --> 06:04:14,878
11310
06:04:14,878 --> 06:04:16,440
11311
06:04:16,440 --> 06:04:19,000
11312
06:04:19,000 --> 06:04:20,798
11313
06:04:20,798 --> 06:04:22,760
11314
06:04:22,760 --> 06:04:24,958
11315
06:04:24,958 --> 06:04:27,200
11316
06:04:27,200 --> 06:04:29,120
11317
06:04:29,120 --> 06:04:31,000
11318
06:04:31,000 --> 06:04:32,440
11319
06:04:32,440 --> 06:04:36,718
11320
06:04:37,760 --> 06:04:40,080
11321
06:04:40,080 --> 06:04:41,440
11322
06:04:41,440 --> 06:04:43,240
11323
06:04:43,240 --> 06:04:44,760
11324
06:04:44,760 --> 06:04:46,400
11325
06:04:46,400 --> 06:04:48,400
11326
06:04:48,400 --> 06:04:50,798
11327
06:04:50,798 --> 06:04:52,360
11328
06:04:52,360 --> 06:04:54,160
11329
06:04:54,160 --> 06:04:56,240
11330
06:04:56,240 --> 06:04:58,680
11331
06:04:58,680 --> 06:05:00,240
11332
06:05:00,240 --> 06:05:02,040
11333
06:05:02,040 --> 06:05:03,718
11334
06:05:03,718 --> 06:05:05,360
11335
06:05:05,360 --> 06:05:07,638
11336
06:05:07,638 --> 06:05:10,000
11337
06:05:10,000 --> 06:05:13,120
11338
06:05:13,120 --> 06:05:16,040
11339
06:05:16,040 --> 06:05:18,718
11340
06:05:18,718 --> 06:05:20,840
11341
06:05:20,840 --> 06:05:23,638
11342
06:05:23,638 --> 06:05:26,200
11343
06:05:26,200 --> 06:05:28,760
11344
06:05:28,760 --> 06:05:30,878
11345
06:05:30,878 --> 06:05:32,760
11346
06:05:32,760 --> 06:05:34,520
11347
06:05:34,520 --> 06:05:36,680
11348
06:05:36,680 --> 06:05:38,878
11349
06:05:38,878 --> 06:05:40,920
11350
06:05:40,920 --> 06:05:42,840
11351
06:05:42,840 --> 06:05:44,600
11352
06:05:44,600 --> 06:05:46,718
11353
06:05:46,718 --> 06:05:48,798
11354
06:05:48,798 --> 06:05:50,798
11355
06:05:50,798 --> 06:05:52,478
11356
06:05:52,478 --> 06:05:54,400
11357
06:05:54,400 --> 06:05:56,718
11358
06:05:56,718 --> 06:05:58,958
11359
06:05:58,958 --> 06:06:01,440
11360
06:06:01,440 --> 06:06:03,280
11361
06:06:03,280 --> 06:06:04,600
11362
06:06:04,600 --> 06:06:06,680
11363
06:06:06,680 --> 06:06:08,400
11364
06:06:08,400 --> 06:06:10,280
11365
06:06:10,280 --> 06:06:11,798
11366
06:06:11,798 --> 06:06:13,638
11367
06:06:13,638 --> 06:06:15,798
11368
06:06:15,798 --> 06:06:17,400
11369
06:06:17,400 --> 06:06:19,440
11370
06:06:19,440 --> 06:06:21,638
11371
06:06:21,638 --> 06:06:23,920
11372
06:06:23,920 --> 06:06:25,400
11373
06:06:25,400 --> 06:06:27,760
11374
06:06:27,760 --> 06:06:29,320
11375
06:06:29,320 --> 06:06:30,840
11376
06:06:30,840 --> 06:06:33,000
11377
06:06:33,000 --> 06:06:34,840
11378
06:06:34,840 --> 06:06:37,200
11379
06:06:37,200 --> 06:06:39,240
11380
06:06:39,240 --> 06:06:41,200
11381
06:06:41,200 --> 06:06:43,240
11382
06:06:43,240 --> 06:06:45,120
11383
06:06:45,120 --> 06:06:47,478
11384
06:06:47,478 --> 06:06:51,558
11385
06:06:51,558 --> 06:06:52,920
11386
06:06:52,920 --> 06:06:55,400
11387
06:06:55,400 --> 06:06:57,478
11388
06:06:57,478 --> 06:06:59,360
11389
06:06:59,360 --> 06:07:01,360
11390
06:07:01,360 --> 06:07:03,400
11391
06:07:03,400 --> 06:07:05,798
11392
06:07:05,798 --> 06:07:09,718
11393
06:07:09,718 --> 06:07:11,638
11394
06:07:11,638 --> 06:07:14,000
11395
06:07:14,000 --> 06:07:16,680
11396
06:07:16,680 --> 06:07:18,400
11397
06:07:18,400 --> 06:07:20,360
11398
06:07:20,360 --> 06:07:22,040
11399
06:07:22,040 --> 06:07:24,200
11400
06:07:24,200 --> 06:07:25,878
11401
06:07:25,878 --> 06:07:27,760
11402
06:07:27,760 --> 06:07:30,360
11403
06:07:30,360 --> 06:07:31,638
11404
06:07:31,638 --> 06:07:32,920
11405
06:07:32,920 --> 06:07:35,160
11406
06:07:35,160 --> 06:07:36,840
11407
06:07:36,840 --> 06:07:39,040
11408
06:07:39,040 --> 06:07:41,520
11409
06:07:41,520 --> 06:07:44,600
11410
06:07:44,600 --> 06:07:47,638
11411
06:07:47,638 --> 06:07:50,638
11412
06:07:50,638 --> 06:07:54,680
11413
06:07:57,120 --> 06:07:59,558
11414
06:07:59,558 --> 06:08:01,558
11415
06:08:01,558 --> 06:08:03,080
11416
06:08:03,080 --> 06:08:05,840
11417
06:08:05,840 --> 06:08:07,760
11418
06:08:07,760 --> 06:08:09,558
11419
06:08:09,558 --> 06:08:11,400
11420
06:08:11,400 --> 06:08:12,520
11421
06:08:12,520 --> 06:08:14,920
11422
06:08:14,920 --> 06:08:16,718
11423
06:08:16,718 --> 06:08:18,638
11424
06:08:18,638 --> 06:08:20,280
11425
06:08:20,280 --> 06:08:22,040
11426
06:08:22,040 --> 06:08:23,440
11427
06:08:23,440 --> 06:08:25,080
11428
06:08:25,080 --> 06:08:26,558
11429
06:08:26,558 --> 06:08:28,718
11430
06:08:28,718 --> 06:08:31,520
11431
06:08:31,520 --> 06:08:36,040
11432
06:08:36,040 --> 06:08:39,040
11433
06:08:39,040 --> 06:08:40,958
11434
06:08:40,958 --> 06:08:43,638
11435
06:08:43,638 --> 06:08:45,120
11436
06:08:45,120 --> 06:08:47,558
11437
06:08:47,558 --> 06:08:50,240
11438
06:08:50,240 --> 06:08:51,478
11439
06:08:51,478 --> 06:08:53,320
11440
06:08:53,320 --> 06:08:55,240
11441
06:08:55,240 --> 06:08:57,040
11442
06:08:57,040 --> 06:08:58,600
11443
06:08:58,600 --> 06:09:00,280
11444
06:09:00,280 --> 06:09:03,000
11445
06:09:03,000 --> 06:09:04,600
11446
06:09:04,600 --> 06:09:06,400
11447
06:09:06,400 --> 06:09:08,840
11448
06:09:08,840 --> 06:09:11,320
11449
06:09:11,320 --> 06:09:13,160
11450
06:09:13,160 --> 06:09:16,280
11451
06:09:16,280 --> 06:09:18,718
11452
06:09:18,718 --> 06:09:21,000
11453
06:09:21,000 --> 06:09:23,120
11454
06:09:23,120 --> 06:09:26,718
11455
06:09:26,718 --> 06:09:28,478
11456
06:09:28,478 --> 06:09:30,840
11457
06:09:30,840 --> 06:09:32,840
11458
06:09:32,840 --> 06:09:35,000
11459
06:09:35,000 --> 06:09:36,680
11460
06:09:36,680 --> 06:09:38,240
11461
06:09:38,240 --> 06:09:40,360
11462
06:09:40,360 --> 06:09:42,000
11463
06:09:42,000 --> 06:09:43,760
11464
06:09:43,760 --> 06:09:45,718
11465
06:09:45,718 --> 06:09:47,680
11466
06:09:47,680 --> 06:09:49,600
11467
06:09:49,600 --> 06:09:51,478
11468
06:09:51,478 --> 06:09:54,558
11469
06:09:54,558 --> 06:09:56,240
11470
06:09:56,240 --> 06:09:58,600
11471
06:09:58,600 --> 06:10:00,558
11472
06:10:00,558 --> 06:10:02,680
11473
06:10:02,680 --> 06:10:04,958
11474
06:10:04,958 --> 06:10:07,080
11475
06:10:07,080 --> 06:10:09,120
11476
06:10:09,120 --> 06:10:11,400
11477
06:10:11,400 --> 06:10:13,400
11478
06:10:13,400 --> 06:10:15,320
11479
06:10:15,320 --> 06:10:17,638
11480
06:10:17,638 --> 06:10:19,240
11481
06:10:19,240 --> 06:10:21,120
11482
06:10:21,120 --> 06:10:22,638
11483
06:10:22,638 --> 06:10:24,080
11484
06:10:24,080 --> 06:10:26,080
11485
06:10:26,080 --> 06:10:27,638
11486
06:10:27,638 --> 06:10:29,280
11487
06:10:29,280 --> 06:10:31,760
11488
06:10:31,760 --> 06:10:34,200
11489
06:10:34,200 --> 06:10:36,360
11490
06:10:36,360 --> 06:10:37,920
11491
06:10:37,920 --> 06:10:40,360
11492
06:10:40,360 --> 06:10:42,600
11493
06:10:42,600 --> 06:10:45,440
11494
06:10:45,440 --> 06:10:47,320
11495
06:10:47,320 --> 06:10:49,000
11496
06:10:49,000 --> 06:10:50,840
11497
06:10:50,840 --> 06:10:52,478
11498
06:10:52,478 --> 06:10:55,520
11499
06:10:55,520 --> 06:10:57,320
11500
06:10:57,320 --> 06:11:00,040
11501
06:11:00,040 --> 06:11:01,920
11502
06:11:01,920 --> 06:11:04,760
11503
06:11:04,760 --> 06:11:06,520
11504
06:11:06,520 --> 06:11:08,200
11505
06:11:08,200 --> 06:11:10,878
11506
06:11:10,878 --> 06:11:12,638
11507
06:11:12,638 --> 06:11:14,280
11508
06:11:14,280 --> 06:11:16,360
11509
06:11:16,360 --> 06:11:18,400
11510
06:11:18,400 --> 06:11:20,200
11511
06:11:20,200 --> 06:11:22,520
11512
06:11:22,520 --> 06:11:24,520
11513
06:11:24,520 --> 06:11:26,440
11514
06:11:26,440 --> 06:11:28,760
11515
06:11:28,760 --> 06:11:31,718
11516
06:11:31,718 --> 06:11:33,718
11517
06:11:33,718 --> 06:11:35,878
11518
06:11:35,878 --> 06:11:39,200
11519
06:11:39,200 --> 06:11:42,680
11520
06:11:42,680 --> 06:11:45,958
11521
06:11:45,958 --> 06:11:49,080
11522
06:11:49,080 --> 06:11:52,400
11523
06:11:52,400 --> 06:11:54,958
11524
06:11:54,958 --> 06:11:56,958
11525
06:11:56,958 --> 06:11:58,920
11526
06:11:58,920 --> 06:12:01,080
11527
06:12:01,080 --> 06:12:02,878
11528
06:12:02,878 --> 06:12:04,320
11529
06:12:04,320 --> 06:12:06,040
11530
06:12:06,040 --> 06:12:07,718
11531
06:12:07,718 --> 06:12:09,280
11532
06:12:09,280 --> 06:12:11,120
11533
06:12:11,120 --> 06:12:12,680
11534
06:12:12,680 --> 06:12:14,520
11535
06:12:14,520 --> 06:12:17,600
11536
06:12:17,600 --> 06:12:19,680
11537
06:12:19,680 --> 06:12:21,558
11538
06:12:21,558 --> 06:12:23,920
11539
06:12:23,920 --> 06:12:26,120
11540
06:12:26,120 --> 06:12:28,320
11541
06:12:28,320 --> 06:12:30,478
11542
06:12:30,478 --> 06:12:32,320
11543
06:12:32,320 --> 06:12:34,600
11544
06:12:34,600 --> 06:12:36,240
11545
06:12:36,240 --> 06:12:38,558
11546
06:12:38,558 --> 06:12:40,680
11547
06:12:40,680 --> 06:12:43,160
11548
06:12:43,160 --> 06:12:44,478
11549
06:12:44,478 --> 06:12:46,558
11550
06:12:46,558 --> 06:12:48,680
11551
06:12:48,680 --> 06:12:50,320
11552
06:12:50,320 --> 06:12:52,080
11553
06:12:52,080 --> 06:12:53,840
11554
06:12:53,840 --> 06:12:55,478
11555
06:12:55,478 --> 06:12:58,280
11556
06:12:58,280 --> 06:13:00,760
11557
06:13:00,760 --> 06:13:02,478
11558
06:13:02,478 --> 06:13:04,000
11559
06:13:04,000 --> 06:13:05,840
11560
06:13:05,840 --> 06:13:07,240
11561
06:13:07,240 --> 06:13:09,280
11562
06:13:09,280 --> 06:13:11,600
11563
06:13:11,600 --> 06:13:13,400
11564
06:13:13,400 --> 06:13:15,120
11565
06:13:15,120 --> 06:13:16,840
11566
06:13:16,840 --> 06:13:19,520
11567
06:13:19,520 --> 06:13:20,878
11568
06:13:20,878 --> 06:13:23,160
11569
06:13:23,160 --> 06:13:24,920
11570
06:13:24,920 --> 06:13:26,958
11571
06:13:26,958 --> 06:13:28,760
11572
06:13:28,760 --> 06:13:30,760
11573
06:13:30,760 --> 06:13:32,360
11574
06:13:32,360 --> 06:13:33,958
11575
06:13:33,958 --> 06:13:36,080
11576
06:13:36,080 --> 06:13:38,520
11577
06:13:38,520 --> 06:13:40,240
11578
06:13:40,240 --> 06:13:42,240
11579
06:13:42,240 --> 06:13:43,840
11580
06:13:43,840 --> 06:13:46,240
11581
06:13:46,240 --> 06:13:48,080
11582
06:13:48,080 --> 06:13:50,280
11583
06:13:50,280 --> 06:13:52,718
11584
06:13:52,718 --> 06:13:54,680
11585
06:13:54,680 --> 06:13:56,240
11586
06:13:56,240 --> 06:13:58,120
11587
06:13:58,120 --> 06:13:59,680
11588
06:13:59,680 --> 06:14:02,200
11589
06:14:02,200 --> 06:14:04,120
11590
06:14:04,120 --> 06:14:07,080
11591
06:14:07,080 --> 06:14:08,600
11592
06:14:08,600 --> 06:14:11,718
11593
06:14:11,718 --> 06:14:13,680
11594
06:14:13,680 --> 06:14:15,360
11595
06:14:15,360 --> 06:14:17,200
11596
06:14:17,200 --> 06:14:19,080
11597
06:14:19,080 --> 06:14:20,718
11598
06:14:20,718 --> 06:14:22,638
11599
06:14:22,638 --> 06:14:24,200
11600
06:14:24,200 --> 06:14:27,320
11601
06:14:27,320 --> 06:14:29,400
11602
06:14:29,400 --> 06:14:31,718
11603
06:14:31,718 --> 06:14:34,280
11604
06:14:34,280 --> 06:14:36,400
11605
06:14:36,400 --> 06:14:38,080
11606
06:14:38,080 --> 06:14:40,440
11607
06:14:40,440 --> 06:14:42,000
11608
06:14:42,000 --> 06:14:44,240
11609
06:14:44,240 --> 06:14:45,798
11610
06:14:45,798 --> 06:14:48,120
11611
06:14:48,120 --> 06:14:50,000
11612
06:14:50,000 --> 06:14:51,680
11613
06:14:51,680 --> 06:14:53,600
11614
06:14:53,600 --> 06:14:55,400
11615
06:14:55,400 --> 06:14:57,400
11616
06:14:57,400 --> 06:14:59,400
11617
06:14:59,400 --> 06:15:01,638
11618
06:15:01,638 --> 06:15:03,080
11619
06:15:03,080 --> 06:15:05,558
11620
06:15:05,558 --> 06:15:07,320
11621
06:15:07,320 --> 06:15:09,558
11622
06:15:09,558 --> 06:15:11,520
11623
06:15:11,520 --> 06:15:13,320
11624
06:15:13,320 --> 06:15:15,718
11625
06:15:15,718 --> 06:15:17,840
11626
06:15:17,840 --> 06:15:20,200
11627
06:15:20,200 --> 06:15:22,320
11628
06:15:22,320 --> 06:15:24,160
11629
06:15:24,160 --> 06:15:26,360
11630
06:15:26,360 --> 06:15:28,320
11631
06:15:28,320 --> 06:15:29,920
11632
06:15:29,920 --> 06:15:32,440
11633
06:15:32,440 --> 06:15:34,000
11634
06:15:34,000 --> 06:15:35,440
11635
06:15:35,440 --> 06:15:36,920
11636
06:15:36,920 --> 06:15:39,360
11637
06:15:39,360 --> 06:15:41,040
11638
06:15:41,040 --> 06:15:43,000
11639
06:15:43,000 --> 06:15:44,280
11640
06:15:44,280 --> 06:15:46,000
11641
06:15:46,000 --> 06:15:48,280
11642
06:15:48,280 --> 06:15:49,798
11643
06:15:49,798 --> 06:15:51,160
11644
06:15:51,160 --> 06:15:52,958
11645
06:15:52,958 --> 06:15:54,638
11646
06:15:54,638 --> 06:15:56,440
11647
06:15:56,440 --> 06:15:58,280
11648
06:15:58,280 --> 06:16:00,478
11649
06:16:00,478 --> 06:16:02,478
11650
06:16:02,478 --> 06:16:04,520
11651
06:16:04,520 --> 06:16:06,440
11652
06:16:06,440 --> 06:16:08,400
11653
06:16:08,400 --> 06:16:11,040
11654
06:16:11,040 --> 06:16:13,080
11655
06:16:13,080 --> 06:16:15,558
11656
06:16:15,558 --> 06:16:17,680
11657
06:16:17,680 --> 06:16:19,680
11658
06:16:19,680 --> 06:16:21,558
11659
06:16:21,558 --> 06:16:23,400
11660
06:16:23,400 --> 06:16:25,120
11661
06:16:25,120 --> 06:16:26,520
11662
06:16:26,520 --> 06:16:27,878
11663
06:16:27,878 --> 06:16:30,400
11664
06:16:30,400 --> 06:16:33,040
11665
06:16:33,040 --> 06:16:35,600
11666
06:16:35,600 --> 06:16:36,798
11667
06:16:36,798 --> 06:16:38,638
11668
06:16:38,638 --> 06:16:40,320
11669
06:16:40,320 --> 06:16:41,760
11670
06:16:41,760 --> 06:16:43,920
11671
06:16:43,920 --> 06:16:45,840
11672
06:16:45,840 --> 06:16:47,320
11673
06:16:47,320 --> 06:16:49,240
11674
06:16:49,240 --> 06:16:51,520
11675
06:16:51,520 --> 06:16:52,958
11676
06:16:52,958 --> 06:16:54,958
11677
06:16:54,958 --> 06:16:57,080
11678
06:16:57,080 --> 06:16:58,958
11679
06:16:58,958 --> 06:17:00,600
11680
06:17:00,600 --> 06:17:02,000
11681
06:17:02,000 --> 06:17:03,798
11682
06:17:03,798 --> 06:17:05,638
11683
06:17:05,638 --> 06:17:07,080
11684
06:17:07,080 --> 06:17:08,760
11685
06:17:08,760 --> 06:17:10,520
11686
06:17:10,520 --> 06:17:12,240
11687
06:17:12,240 --> 06:17:14,080
11688
06:17:14,080 --> 06:17:15,680
11689
06:17:15,680 --> 06:17:17,478
11690
06:17:17,478 --> 06:17:19,240
11691
06:17:19,240 --> 06:17:21,120
11692
06:17:21,120 --> 06:17:23,040
11693
06:17:23,040 --> 06:17:26,240
11694
06:17:26,240 --> 06:17:27,718
11695
06:17:27,718 --> 06:17:29,478
11696
06:17:29,478 --> 06:17:31,240
11697
06:17:31,240 --> 06:17:33,558
11698
06:17:33,558 --> 06:17:35,558
11699
06:17:35,558 --> 06:17:37,920
11700
06:17:37,920 --> 06:17:39,840
11701
06:17:39,840 --> 06:17:41,878
11702
06:17:41,878 --> 06:17:44,440
11703
06:17:44,440 --> 06:17:46,440
11704
06:17:46,440 --> 06:17:49,000
11705
06:17:49,000 --> 06:17:51,600
11706
06:17:51,600 --> 06:17:53,280
11707
06:17:53,280 --> 06:17:55,320
11708
06:17:55,320 --> 06:17:57,080
11709
06:17:57,080 --> 06:17:58,920
11710
06:17:58,920 --> 06:18:00,920
11711
06:18:00,920 --> 06:18:02,558
11712
06:18:02,558 --> 06:18:05,120
11713
06:18:05,120 --> 06:18:07,240
11714
06:18:07,240 --> 06:18:08,760
11715
06:18:08,760 --> 06:18:10,638
11716
06:18:10,638 --> 06:18:12,520
11717
06:18:12,520 --> 06:18:14,160
11718
06:18:14,160 --> 06:18:16,280
11719
06:18:16,280 --> 06:18:17,958
11720
06:18:17,958 --> 06:18:19,440
11721
06:18:19,440 --> 06:18:21,080
11722
06:18:21,080 --> 06:18:22,798
11723
06:18:22,798 --> 06:18:25,798
11724
06:18:25,798 --> 06:18:28,360
11725
06:18:28,360 --> 06:18:31,040
11726
06:18:31,040 --> 06:18:32,840
11727
06:18:32,840 --> 06:18:34,760
11728
06:18:34,760 --> 06:18:36,920
11729
06:18:36,920 --> 06:18:38,878
11730
06:18:38,878 --> 06:18:41,520
11731
06:18:41,520 --> 06:18:43,718
11732
06:18:43,718 --> 06:18:46,000
11733
06:18:46,000 --> 06:18:47,638
11734
06:18:47,638 --> 06:18:50,120
11735
06:18:50,120 --> 06:18:54,080
11736
06:18:54,080 --> 06:18:55,958
11737
06:18:55,958 --> 06:18:58,080
11738
06:18:58,080 --> 06:19:00,400
11739
06:19:00,400 --> 06:19:02,600
11740
06:19:02,600 --> 06:19:04,840
11741
06:19:04,840 --> 06:19:06,520
11742
06:19:06,520 --> 06:19:08,440
11743
06:19:08,440 --> 06:19:10,240
11744
06:19:10,240 --> 06:19:11,638
11745
06:19:11,638 --> 06:19:13,240
11746
06:19:13,240 --> 06:19:15,520
11747
06:19:15,520 --> 06:19:17,520
11748
06:19:17,520 --> 06:19:19,240
11749
06:19:19,240 --> 06:19:20,958
11750
06:19:20,958 --> 06:19:22,920
11751
06:19:22,920 --> 06:19:24,120
11752
06:19:24,120 --> 06:19:25,600
11753
06:19:25,600 --> 06:19:27,400
11754
06:19:27,400 --> 06:19:28,840
11755
06:19:28,840 --> 06:19:30,558
11756
06:19:30,558 --> 06:19:32,320
11757
06:19:32,320 --> 06:19:34,280
11758
06:19:34,280 --> 06:19:36,240
11759
06:19:36,240 --> 06:19:38,478
11760
06:19:38,478 --> 06:19:40,080
11761
06:19:40,080 --> 06:19:41,840
11762
06:19:41,840 --> 06:19:43,600
11763
06:19:43,600 --> 06:19:45,680
11764
06:19:45,680 --> 06:19:47,840
11765
06:19:47,840 --> 06:19:50,280
11766
06:19:50,280 --> 06:19:52,600
11767
06:19:52,600 --> 06:19:54,240
11768
06:19:54,240 --> 06:19:56,240
11769
06:19:56,240 --> 06:19:58,240
11770
06:19:58,240 --> 06:20:00,360
11771
06:20:00,360 --> 06:20:02,080
11772
06:20:02,080 --> 06:20:04,120
11773
06:20:04,120 --> 06:20:06,080
11774
06:20:06,080 --> 06:20:07,920
11775
06:20:07,920 --> 06:20:09,520
11776
06:20:09,520 --> 06:20:10,958
11777
06:20:10,958 --> 06:20:12,760
11778
06:20:12,760 --> 06:20:14,320
11779
06:20:14,320 --> 06:20:16,200
11780
06:20:16,200 --> 06:20:17,680
11781
06:20:17,680 --> 06:20:19,440
11782
06:20:19,440 --> 06:20:21,160
11783
06:20:21,160 --> 06:20:23,040
11784
06:20:23,040 --> 06:20:24,558
11785
06:20:24,558 --> 06:20:26,520
11786
06:20:26,520 --> 06:20:27,958
11787
06:20:27,958 --> 06:20:29,558
11788
06:20:29,558 --> 06:20:31,958
11789
06:20:31,958 --> 06:20:34,040
11790
06:20:34,040 --> 06:20:35,240
11791
06:20:35,240 --> 06:20:37,320
11792
06:20:37,320 --> 06:20:39,240
11793
06:20:39,240 --> 06:20:40,878
11794
06:20:40,878 --> 06:20:43,000
11795
06:20:43,000 --> 06:20:44,520
11796
06:20:44,520 --> 06:20:46,840
11797
06:20:46,840 --> 06:20:48,440
11798
06:20:48,440 --> 06:20:50,400
11799
06:20:50,400 --> 06:20:52,040
11800
06:20:52,040 --> 06:20:54,080
11801
06:20:54,080 --> 06:20:55,680
11802
06:20:55,680 --> 06:20:57,840
11803
06:20:57,840 --> 06:20:59,400
11804
06:20:59,400 --> 06:21:01,400
11805
06:21:01,400 --> 06:21:02,920
11806
06:21:02,920 --> 06:21:04,920
11807
06:21:04,920 --> 06:21:06,360
11808
06:21:06,360 --> 06:21:10,440
11809
06:21:11,718 --> 06:21:15,120
11810
06:21:15,120 --> 06:21:16,440
11811
06:21:16,440 --> 06:21:18,718
11812
06:21:18,718 --> 06:21:20,280
11813
06:21:20,280 --> 06:21:22,160
11814
06:21:22,160 --> 06:21:24,120
11815
06:21:24,120 --> 06:21:26,040
11816
06:21:26,040 --> 06:21:27,320
11817
06:21:27,320 --> 06:21:29,280
11818
06:21:29,280 --> 06:21:30,840
11819
06:21:30,840 --> 06:21:32,798
11820
06:21:32,798 --> 06:21:34,320
11821
06:21:34,320 --> 06:21:36,440
11822
06:21:36,440 --> 06:21:37,958
11823
06:21:37,958 --> 06:21:39,878
11824
06:21:39,878 --> 06:21:41,280
11825
06:21:41,280 --> 06:21:42,798
11826
06:21:42,798 --> 06:21:45,040
11827
06:21:45,040 --> 06:21:46,878
11828
06:21:46,878 --> 06:21:48,400
11829
06:21:48,400 --> 06:21:50,718
11830
06:21:50,718 --> 06:21:52,320
11831
06:21:52,320 --> 06:21:54,120
11832
06:21:54,120 --> 06:21:55,680
11833
06:21:55,680 --> 06:21:58,120
11834
06:21:58,120 --> 06:22:00,000
11835
06:22:00,000 --> 06:22:01,840
11836
06:22:01,840 --> 06:22:03,360
11837
06:22:03,360 --> 06:22:05,080
11838
06:22:05,080 --> 06:22:06,680
11839
06:22:06,680 --> 06:22:08,600
11840
06:22:08,600 --> 06:22:10,520
11841
06:22:10,520 --> 06:22:12,840
11842
06:22:12,840 --> 06:22:14,920
11843
06:22:14,920 --> 06:22:16,280
11844
06:22:16,280 --> 06:22:18,520
11845
06:22:18,520 --> 06:22:20,680
11846
06:22:20,680 --> 06:22:22,760
11847
06:22:22,760 --> 06:22:24,798
11848
06:22:24,798 --> 06:22:26,718
11849
06:22:26,718 --> 06:22:28,600
11850
06:22:28,600 --> 06:22:30,440
11851
06:22:30,440 --> 06:22:32,440
11852
06:22:32,440 --> 06:22:34,798
11853
06:22:34,798 --> 06:22:36,400
11854
06:22:36,400 --> 06:22:38,360
11855
06:22:38,360 --> 06:22:40,000
11856
06:22:40,000 --> 06:22:42,718
11857
06:22:42,718 --> 06:22:44,160
11858
06:22:44,160 --> 06:22:46,040
11859
06:22:46,040 --> 06:22:48,320
11860
06:22:48,320 --> 06:22:50,760
11861
06:22:50,760 --> 06:22:53,000
11862
06:22:53,000 --> 06:22:54,558
11863
06:22:54,558 --> 06:22:57,000
11864
06:22:57,000 --> 06:22:59,760
11865
06:22:59,760 --> 06:23:02,160
11866
06:23:02,160 --> 06:23:04,680
11867
06:23:04,680 --> 06:23:06,360
11868
06:23:06,360 --> 06:23:08,718
11869
06:23:08,718 --> 06:23:11,360
11870
06:23:11,360 --> 06:23:13,638
11871
06:23:13,638 --> 06:23:15,958
11872
06:23:15,958 --> 06:23:17,840
11873
06:23:17,840 --> 06:23:19,760
11874
06:23:19,760 --> 06:23:21,160
11875
06:23:21,160 --> 06:23:22,878
11876
06:23:22,878 --> 06:23:24,280
11877
06:23:24,280 --> 06:23:25,478
11878
06:23:25,478 --> 06:23:28,080
11879
06:23:28,080 --> 06:23:29,958
11880
06:23:29,958 --> 06:23:32,320
11881
06:23:32,320 --> 06:23:33,958
11882
06:23:33,958 --> 06:23:35,600
11883
06:23:35,600 --> 06:23:37,638
11884
06:23:37,638 --> 06:23:40,000
11885
06:23:40,000 --> 06:23:42,718
11886
06:23:42,718 --> 06:23:44,558
11887
06:23:44,558 --> 06:23:46,360
11888
06:23:46,360 --> 06:23:47,920
11889
06:23:47,920 --> 06:23:49,558
11890
06:23:49,558 --> 06:23:51,440
11891
06:23:51,440 --> 06:23:53,000
11892
06:23:53,000 --> 06:23:54,680
11893
06:23:54,680 --> 06:23:56,478
11894
06:23:56,478 --> 06:23:58,440
11895
06:23:58,440 --> 06:24:00,520
11896
06:24:00,520 --> 06:24:02,120
11897
06:24:02,120 --> 06:24:03,520
11898
06:24:03,520 --> 06:24:05,160
11899
06:24:05,160 --> 06:24:07,958
11900
06:24:07,958 --> 06:24:10,080
11901
06:24:10,080 --> 06:24:12,000
11902
06:24:12,000 --> 06:24:14,000
11903
06:24:14,000 --> 06:24:15,440
11904
06:24:15,440 --> 06:24:17,200
11905
06:24:17,200 --> 06:24:19,080
11906
06:24:19,080 --> 06:24:20,840
11907
06:24:20,840 --> 06:24:22,478
11908
06:24:22,478 --> 06:24:24,958
11909
06:24:24,958 --> 06:24:26,520
11910
06:24:26,520 --> 06:24:28,240
11911
06:24:28,240 --> 06:24:29,798
11912
06:24:29,798 --> 06:24:32,080
11913
06:24:32,080 --> 06:24:33,718
11914
06:24:33,718 --> 06:24:35,360
11915
06:24:35,360 --> 06:24:37,478
11916
06:24:37,478 --> 06:24:39,240
11917
06:24:39,240 --> 06:24:42,120
11918
06:24:42,120 --> 06:24:43,718
11919
06:24:43,718 --> 06:24:46,120
11920
06:24:46,120 --> 06:24:47,638
11921
06:24:47,638 --> 06:24:49,280
11922
06:24:49,280 --> 06:24:51,320
11923
06:24:51,320 --> 06:24:53,798
11924
06:24:53,798 --> 06:24:55,798
11925
06:24:55,798 --> 06:24:59,360
11926
06:24:59,360 --> 06:25:02,000
11927
06:25:02,000 --> 06:25:04,878
11928
06:25:04,878 --> 06:25:07,680
11929
06:25:07,680 --> 06:25:10,280
11930
06:25:10,280 --> 06:25:12,760
11931
06:25:12,760 --> 06:25:14,478
11932
06:25:14,478 --> 06:25:16,638
11933
06:25:16,638 --> 06:25:18,558
11934
06:25:18,558 --> 06:25:20,478
11935
06:25:20,478 --> 06:25:23,600
11936
06:25:23,600 --> 06:25:24,718
11937
06:25:24,718 --> 06:25:26,320
11938
06:25:26,320 --> 06:25:28,400
11939
06:25:28,400 --> 06:25:31,160
11940
06:25:31,160 --> 06:25:32,760
11941
06:25:32,760 --> 06:25:35,240
11942
06:25:35,240 --> 06:25:37,478
11943
06:25:37,478 --> 06:25:40,280
11944
06:25:40,280 --> 06:25:42,840
11945
06:25:42,840 --> 06:25:44,840
11946
06:25:44,840 --> 06:25:47,400
11947
06:25:47,400 --> 06:25:49,680
11948
06:25:49,680 --> 06:25:52,200
11949
06:25:52,200 --> 06:25:54,280
11950
06:25:54,280 --> 06:25:56,718
11951
06:25:56,718 --> 06:25:58,638
11952
06:25:58,638 --> 06:26:00,320
11953
06:26:00,320 --> 06:26:01,920
11954
06:26:01,920 --> 06:26:03,760
11955
06:26:03,760 --> 06:26:05,920
11956
06:26:05,920 --> 06:26:07,840
11957
06:26:07,840 --> 06:26:09,680
11958
06:26:09,680 --> 06:26:11,040
11959
06:26:11,040 --> 06:26:12,478
11960
06:26:12,478 --> 06:26:14,478
11961
06:26:14,478 --> 06:26:16,200
11962
06:26:16,200 --> 06:26:17,760
11963
06:26:17,760 --> 06:26:19,600
11964
06:26:19,600 --> 06:26:21,000
11965
06:26:21,000 --> 06:26:23,240
11966
06:26:23,240 --> 06:26:25,718
11967
06:26:25,718 --> 06:26:27,240
11968
06:26:27,240 --> 06:26:28,878
11969
06:26:28,878 --> 06:26:30,718
11970
06:26:30,718 --> 06:26:33,080
11971
06:26:33,080 --> 06:26:35,160
11972
06:26:35,160 --> 06:26:37,040
11973
06:26:37,040 --> 06:26:39,280
11974
06:26:39,280 --> 06:26:40,878
11975
06:26:40,878 --> 06:26:42,520
11976
06:26:42,520 --> 06:26:44,320
11977
06:26:44,320 --> 06:26:47,000
11978
06:26:47,000 --> 06:26:48,600
11979
06:26:48,600 --> 06:26:50,360
11980
06:26:50,360 --> 06:26:52,520
11981
06:26:52,520 --> 06:26:55,440
11982
06:26:55,440 --> 06:26:57,040
11983
06:26:57,040 --> 06:26:58,558
11984
06:26:58,558 --> 06:27:00,320
11985
06:27:00,320 --> 06:27:02,120
11986
06:27:02,120 --> 06:27:03,718
11987
06:27:03,718 --> 06:27:05,520
11988
06:27:05,520 --> 06:27:06,920
11989
06:27:06,920 --> 06:27:08,600
11990
06:27:08,600 --> 06:27:10,160
11991
06:27:10,160 --> 06:27:11,680
11992
06:27:11,680 --> 06:27:13,240
11993
06:27:13,240 --> 06:27:15,080
11994
06:27:15,080 --> 06:27:16,638
11995
06:27:16,638 --> 06:27:18,280
11996
06:27:18,280 --> 06:27:20,200
11997
06:27:20,200 --> 06:27:22,080
11998
06:27:22,080 --> 06:27:23,680
11999
06:27:23,680 --> 06:27:26,520
12000
06:27:26,520 --> 06:27:28,638
12001
06:27:28,638 --> 06:27:30,200
12002
06:27:30,200 --> 06:27:32,200
12003
06:27:32,200 --> 06:27:34,200
12004
06:27:34,200 --> 06:27:36,080
12005
06:27:36,080 --> 06:27:38,280
12006
06:27:38,280 --> 06:27:40,160
12007
06:27:40,160 --> 06:27:41,958
12008
06:27:41,958 --> 06:27:44,600
12009
06:27:44,600 --> 06:27:46,958
12010
06:27:46,958 --> 06:27:49,958
12011
06:27:49,958 --> 06:27:51,878
12012
06:27:51,878 --> 06:27:54,520
12013
06:27:54,520 --> 06:27:55,878
12014
06:27:55,878 --> 06:27:57,400
12015
06:27:57,400 --> 06:27:59,680
12016
06:27:59,680 --> 06:28:01,080
12017
06:28:01,080 --> 06:28:03,718
12018
06:28:03,718 --> 06:28:06,600
12019
06:28:06,600 --> 06:28:09,080
12020
06:28:09,080 --> 06:28:10,958
12021
06:28:10,958 --> 06:28:13,000
12022
06:28:13,000 --> 06:28:14,600
12023
06:28:14,600 --> 06:28:17,000
12024
06:28:17,000 --> 06:28:19,280
12025
06:28:19,280 --> 06:28:21,798
12026
06:28:21,798 --> 06:28:24,000
12027
06:28:24,000 --> 06:28:25,600
12028
06:28:25,600 --> 06:28:26,878
12029
06:28:26,878 --> 06:28:28,558
12030
06:28:28,558 --> 06:28:31,558
12031
06:28:31,558 --> 06:28:33,160
12032
06:28:33,160 --> 06:28:34,760
12033
06:28:34,760 --> 06:28:36,600
12034
06:28:36,600 --> 06:28:38,200
12035
06:28:38,200 --> 06:28:39,718
12036
06:28:39,718 --> 06:28:41,760
12037
06:28:41,760 --> 06:28:43,558
12038
06:28:43,558 --> 06:28:45,718
12039
06:28:45,718 --> 06:28:48,080
12040
06:28:48,080 --> 06:28:49,958
12041
06:28:49,958 --> 06:28:51,958
12042
06:28:51,958 --> 06:28:53,558
12043
06:28:53,558 --> 06:28:55,638
12044
06:28:55,638 --> 06:28:57,120
12045
06:28:57,120 --> 06:28:59,478
12046
06:28:59,478 --> 06:29:01,760
12047
06:29:01,760 --> 06:29:04,320
12048
06:29:04,320 --> 06:29:06,360
12049
06:29:06,360 --> 06:29:09,680
12050
06:29:09,680 --> 06:29:12,080
12051
06:29:12,080 --> 06:29:14,920
12052
06:29:14,920 --> 06:29:16,638
12053
06:29:16,638 --> 06:29:18,958
12054
06:29:18,958 --> 06:29:21,558
12055
06:29:21,558 --> 06:29:23,798
12056
06:29:23,798 --> 06:29:25,680
12057
06:29:25,680 --> 06:29:27,360
12058
06:29:27,360 --> 06:29:29,440
12059
06:29:29,440 --> 06:29:31,360
12060
06:29:31,360 --> 06:29:33,400
12061
06:29:33,400 --> 06:29:35,120
12062
06:29:35,120 --> 06:29:36,958
12063
06:29:36,958 --> 06:29:38,958
12064
06:29:38,958 --> 06:29:41,120
12065
06:29:41,120 --> 06:29:42,958
12066
06:29:42,958 --> 06:29:45,680
12067
06:29:45,680 --> 06:29:47,558
12068
06:29:47,558 --> 06:29:49,520
12069
06:29:49,520 --> 06:29:51,400
12070
06:29:51,400 --> 06:29:53,360
12071
06:29:53,360 --> 06:29:54,920
12072
06:29:54,920 --> 06:29:56,360
12073
06:29:56,360 --> 06:29:58,320
12074
06:29:58,320 --> 06:29:59,440
12075
06:29:59,440 --> 06:30:01,000
12076
06:30:01,000 --> 06:30:02,760
12077
06:30:02,760 --> 06:30:05,040
12078
06:30:05,040 --> 06:30:06,360
12079
06:30:06,360 --> 06:30:08,240
12080
06:30:08,240 --> 06:30:09,840
12081
06:30:09,840 --> 06:30:12,000
12082
06:30:12,000 --> 06:30:13,878
12083
06:30:13,878 --> 06:30:16,320
12084
06:30:16,320 --> 06:30:17,920
12085
06:30:17,920 --> 06:30:19,600
12086
06:30:19,600 --> 06:30:21,360
12087
06:30:21,360 --> 06:30:23,040
12088
06:30:23,040 --> 06:30:25,280
12089
06:30:25,280 --> 06:30:27,360
12090
06:30:27,360 --> 06:30:29,600
12091
06:30:29,600 --> 06:30:31,878
12092
06:30:31,878 --> 06:30:33,200
12093
06:30:33,200 --> 06:30:35,320
12094
06:30:35,320 --> 06:30:36,520
12095
06:30:36,520 --> 06:30:38,600
12096
06:30:38,600 --> 06:30:40,798
12097
06:30:40,798 --> 06:30:42,440
12098
06:30:42,440 --> 06:30:44,680
12099
06:30:44,680 --> 06:30:46,200
12100
06:30:46,200 --> 06:30:49,000
12101
06:30:49,000 --> 06:30:50,920
12102
06:30:50,920 --> 06:30:53,520
12103
06:30:53,520 --> 06:30:55,840
12104
06:30:55,840 --> 06:30:57,120
12105
06:30:57,120 --> 06:30:59,398
12106
06:30:59,398 --> 06:31:01,478
12107
06:31:01,478 --> 06:31:03,760
12108
06:31:03,760 --> 06:31:05,680
12109
06:31:05,680 --> 06:31:07,878
12110
06:31:07,878 --> 06:31:09,958
12111
06:31:09,958 --> 06:31:11,520
12112
06:31:11,520 --> 06:31:13,040
12113
06:31:13,040 --> 06:31:15,160
12114
06:31:15,160 --> 06:31:17,040
12115
06:31:17,040 --> 06:31:18,840
12116
06:31:18,840 --> 06:31:21,638
12117
06:31:21,638 --> 06:31:23,080
12118
06:31:23,080 --> 06:31:25,440
12119
06:31:25,440 --> 06:31:27,718
12120
06:31:27,718 --> 06:31:29,600
12121
06:31:29,600 --> 06:31:31,718
12122
06:31:31,718 --> 06:31:33,680
12123
06:31:33,680 --> 06:31:35,760
12124
06:31:35,760 --> 06:31:38,360
12125
06:31:38,360 --> 06:31:40,398
12126
06:31:40,398 --> 06:31:42,120
12127
06:31:42,120 --> 06:31:44,160
12128
06:31:44,160 --> 06:31:45,878
12129
06:31:45,878 --> 06:31:47,680
12130
06:31:47,680 --> 06:31:49,878
12131
06:31:49,878 --> 06:31:51,920
12132
06:31:51,920 --> 06:31:54,478
12133
06:31:54,478 --> 06:31:57,440
12134
06:31:57,440 --> 06:31:59,160
12135
06:31:59,160 --> 06:32:01,240
12136
06:32:01,240 --> 06:32:03,000
12137
06:32:03,000 --> 06:32:05,558
12138
06:32:05,558 --> 06:32:07,160
12139
06:32:07,160 --> 06:32:08,958
12140
06:32:08,958 --> 06:32:10,840
12141
06:32:10,840 --> 06:32:12,680
12142
06:32:12,680 --> 06:32:14,840
12143
06:32:14,840 --> 06:32:16,440
12144
06:32:16,440 --> 06:32:19,160
12145
06:32:19,160 --> 06:32:21,760
12146
06:32:21,760 --> 06:32:23,520
12147
06:32:23,520 --> 06:32:25,680
12148
06:32:25,680 --> 06:32:27,878
12149
06:32:27,878 --> 06:32:30,040
12150
06:32:30,040 --> 06:32:33,398
12151
06:32:33,398 --> 06:32:36,080
12152
06:32:36,080 --> 06:32:38,120
12153
06:32:38,120 --> 06:32:40,160
12154
06:32:40,160 --> 06:32:42,360
12155
06:32:42,360 --> 06:32:45,680
12156
06:32:45,680 --> 06:32:48,440
12157
06:32:48,440 --> 06:32:51,160
12158
06:32:51,160 --> 06:32:52,600
12159
06:32:52,600 --> 06:32:54,680
12160
06:32:54,680 --> 06:32:56,200
12161
06:32:56,200 --> 06:32:58,080
12162
06:32:58,080 --> 06:33:00,280
12163
06:33:00,280 --> 06:33:02,760
12164
06:33:02,760 --> 06:33:04,920
12165
06:33:04,920 --> 06:33:06,878
12166
06:33:06,878 --> 06:33:08,798
12167
06:33:08,798 --> 06:33:10,718
12168
06:33:10,718 --> 06:33:12,200
12169
06:33:12,200 --> 06:33:14,160
12170
06:33:14,160 --> 06:33:16,798
12171
06:33:16,798 --> 06:33:19,120
12172
06:33:19,120 --> 06:33:20,478
12173
06:33:20,478 --> 06:33:22,760
12174
06:33:22,760 --> 06:33:24,440
12175
06:33:24,440 --> 06:33:26,040
12176
06:33:26,040 --> 06:33:28,200
12177
06:33:28,200 --> 06:33:30,080
12178
06:33:30,080 --> 06:33:31,280
12179
06:33:31,280 --> 06:33:32,718
12180
06:33:32,718 --> 06:33:34,840
12181
06:33:34,840 --> 06:33:36,840
12182
06:33:36,840 --> 06:33:38,398
12183
06:33:38,398 --> 06:33:40,520
12184
06:33:40,520 --> 06:33:43,000
12185
06:33:43,000 --> 06:33:46,360
12186
06:33:46,360 --> 06:33:48,120
12187
06:33:48,120 --> 06:33:49,840
12188
06:33:49,840 --> 06:33:51,760
12189
06:33:51,760 --> 06:33:54,120
12190
06:33:54,120 --> 06:33:56,600
12191
06:33:56,600 --> 06:33:58,558
12192
06:33:58,558 --> 06:34:00,080
12193
06:34:00,080 --> 06:34:02,878
12194
06:34:02,878 --> 06:34:04,920
12195
06:34:04,920 --> 06:34:06,958
12196
06:34:06,958 --> 06:34:08,920
12197
06:34:08,920 --> 06:34:10,320
12198
06:34:10,320 --> 06:34:12,160
12199
06:34:12,160 --> 06:34:14,080
12200
06:34:14,080 --> 06:34:16,080
12201
06:34:16,080 --> 06:34:17,798
12202
06:34:17,798 --> 06:34:20,680
12203
06:34:20,680 --> 06:34:23,398
12204
06:34:23,398 --> 06:34:25,478
12205
06:34:25,478 --> 06:34:27,520
12206
06:34:27,520 --> 06:34:30,360
12207
06:34:30,360 --> 06:34:32,200
12208
06:34:32,200 --> 06:34:34,160
12209
06:34:34,160 --> 06:34:36,320
12210
06:34:36,320 --> 06:34:37,600
12211
06:34:37,600 --> 06:34:39,200
12212
06:34:39,200 --> 06:34:41,000
12213
06:34:41,000 --> 06:34:42,798
12214
06:34:42,798 --> 06:34:44,478
12215
06:34:44,478 --> 06:34:46,360
12216
06:34:46,360 --> 06:34:49,360
12217
06:34:49,360 --> 06:34:51,760
12218
06:34:51,760 --> 06:34:54,760
12219
06:34:54,760 --> 06:34:56,878
12220
06:34:56,878 --> 06:35:00,280
12221
06:35:00,280 --> 06:35:02,600
12222
06:35:02,600 --> 06:35:04,878
12223
06:35:04,878 --> 06:35:07,840
12224
06:35:07,840 --> 06:35:09,920
12225
06:35:09,920 --> 06:35:12,040
12226
06:35:12,040 --> 06:35:13,398
12227
06:35:13,398 --> 06:35:15,440
12228
06:35:15,440 --> 06:35:17,600
12229
06:35:17,600 --> 06:35:19,360
12230
06:35:19,360 --> 06:35:21,040
12231
06:35:21,040 --> 06:35:23,200
12232
06:35:23,200 --> 06:35:24,840
12233
06:35:24,840 --> 06:35:26,760
12234
06:35:26,760 --> 06:35:28,360
12235
06:35:28,360 --> 06:35:29,878
12236
06:35:29,878 --> 06:35:32,160
12237
06:35:32,160 --> 06:35:34,000
12238
06:35:34,000 --> 06:35:35,878
12239
06:35:35,878 --> 06:35:37,878
12240
06:35:37,878 --> 06:35:39,600
12241
06:35:39,600 --> 06:35:41,398
12242
06:35:41,398 --> 06:35:43,040
12243
06:35:43,040 --> 06:35:45,718
12244
06:35:45,718 --> 06:35:47,398
12245
06:35:47,398 --> 06:35:50,200
12246
06:35:50,200 --> 06:35:52,280
12247
06:35:52,280 --> 06:35:54,120
12248
06:35:54,120 --> 06:35:56,320
12249
06:35:56,320 --> 06:35:59,398
12250
06:35:59,398 --> 06:36:02,160
12251
06:36:02,160 --> 06:36:04,200
12252
06:36:04,200 --> 06:36:07,080
12253
06:36:07,080 --> 06:36:09,320
12254
06:36:09,320 --> 06:36:11,680
12255
06:36:11,680 --> 06:36:13,600
12256
06:36:13,600 --> 06:36:15,240
12257
06:36:15,240 --> 06:36:17,240
12258
06:36:17,240 --> 06:36:19,878
12259
06:36:19,878 --> 06:36:22,160
12260
06:36:22,160 --> 06:36:24,000
12261
06:36:24,000 --> 06:36:26,478
12262
06:36:26,478 --> 06:36:27,920
12263
06:36:27,920 --> 06:36:29,600
12264
06:36:29,600 --> 06:36:31,320
12265
06:36:31,320 --> 06:36:33,000
12266
06:36:33,000 --> 06:36:34,920
12267
06:36:34,920 --> 06:36:37,040
12268
06:36:37,040 --> 06:36:39,000
12269
06:36:39,000 --> 06:36:41,240
12270
06:36:41,240 --> 06:36:44,120
12271
06:36:44,120 --> 06:36:45,718
12272
06:36:45,718 --> 06:36:48,798
12273
06:36:48,798 --> 06:36:51,320
12274
06:36:51,320 --> 06:36:53,958
12275
06:36:53,958 --> 06:36:56,080
12276
06:36:56,080 --> 06:36:58,398
12277
06:36:58,398 --> 06:37:00,080
12278
06:37:00,080 --> 06:37:01,920
12279
06:37:01,920 --> 06:37:03,958
12280
06:37:03,958 --> 06:37:05,920
12281
06:37:05,920 --> 06:37:07,440
12282
06:37:07,440 --> 06:37:10,120
12283
06:37:10,120 --> 06:37:12,160
12284
06:37:12,160 --> 06:37:14,280
12285
06:37:14,280 --> 06:37:16,040
12286
06:37:16,040 --> 06:37:17,878
12287
06:37:17,878 --> 06:37:20,280
12288
06:37:20,280 --> 06:37:22,638
12289
06:37:22,638 --> 06:37:24,160
12290
06:37:24,160 --> 06:37:26,160
12291
06:37:26,160 --> 06:37:28,320
12292
06:37:28,320 --> 06:37:30,040
12293
06:37:30,040 --> 06:37:31,280
12294
06:37:31,280 --> 06:37:33,120
12295
06:37:33,120 --> 06:37:35,120
12296
06:37:35,120 --> 06:37:37,440
12297
06:37:37,440 --> 06:37:39,718
12298
06:37:39,718 --> 06:37:41,958
12299
06:37:41,958 --> 06:37:43,920
12300
06:37:43,920 --> 06:37:45,360
12301
06:37:45,360 --> 06:37:47,478
12302
06:37:47,478 --> 06:37:50,320
12303
06:37:50,320 --> 06:37:52,040
12304
06:37:52,040 --> 06:37:53,600
12305
06:37:53,600 --> 06:37:55,280
12306
06:37:55,280 --> 06:37:57,240
12307
06:37:57,240 --> 06:37:59,520
12308
06:37:59,520 --> 06:38:00,718
12309
06:38:00,718 --> 06:38:03,520
12310
06:38:03,520 --> 06:38:05,320
12311
06:38:05,320 --> 06:38:07,478
12312
06:38:07,478 --> 06:38:09,240
12313
06:38:09,240 --> 06:38:10,878
12314
06:38:10,878 --> 06:38:12,840
12315
06:38:12,840 --> 06:38:14,920
12316
06:38:14,920 --> 06:38:17,000
12317
06:38:17,000 --> 06:38:19,000
12318
06:38:19,000 --> 06:38:21,398
12319
06:38:21,398 --> 06:38:23,478
12320
06:38:23,478 --> 06:38:25,600
12321
06:38:25,600 --> 06:38:27,398
12322
06:38:27,398 --> 06:38:29,718
12323
06:38:29,718 --> 06:38:31,478
12324
06:38:31,478 --> 06:38:33,280
12325
06:38:33,280 --> 06:38:35,920
12326
06:38:35,920 --> 06:38:37,840
12327
06:38:37,840 --> 06:38:39,440
12328
06:38:39,440 --> 06:38:41,558
12329
06:38:41,558 --> 06:38:44,120
12330
06:38:44,120 --> 06:38:45,920
12331
06:38:45,920 --> 06:38:48,280
12332
06:38:48,280 --> 06:38:50,360
12333
06:38:50,360 --> 06:38:53,000
12334
06:38:53,000 --> 06:38:55,200
12335
06:38:55,200 --> 06:38:57,160
12336
06:38:57,160 --> 06:38:59,520
12337
06:38:59,520 --> 06:39:01,520
12338
06:39:01,520 --> 06:39:03,760
12339
06:39:03,760 --> 06:39:05,398
12340
06:39:05,398 --> 06:39:07,558
12341
06:39:07,558 --> 06:39:10,440
12342
06:39:10,440 --> 06:39:13,240
12343
06:39:13,240 --> 06:39:15,440
12344
06:39:15,440 --> 06:39:17,798
12345
06:39:17,798 --> 06:39:20,600
12346
06:39:20,600 --> 06:39:22,958
12347
06:39:22,958 --> 06:39:25,360
12348
06:39:25,360 --> 06:39:27,360
12349
06:39:27,360 --> 06:39:29,600
12350
06:39:29,600 --> 06:39:31,080
12351
06:39:31,080 --> 06:39:32,718
12352
06:39:32,718 --> 06:39:34,398
12353
06:39:34,398 --> 06:39:36,120
12354
06:39:36,120 --> 06:39:38,638
12355
06:39:38,638 --> 06:39:41,360
12356
06:39:41,360 --> 06:39:43,080
12357
06:39:43,080 --> 06:39:45,160
12358
06:39:45,160 --> 06:39:47,120
12359
06:39:47,120 --> 06:39:49,398
12360
06:39:49,398 --> 06:39:51,320
12361
06:39:51,320 --> 06:39:52,760
12362
06:39:52,760 --> 06:39:54,718
12363
06:39:54,718 --> 06:39:56,478
12364
06:39:56,478 --> 06:39:58,360
12365
06:39:58,360 --> 06:39:59,958
12366
06:39:59,958 --> 06:40:01,878
12367
06:40:01,878 --> 06:40:03,680
12368
06:40:03,680 --> 06:40:05,680
12369
06:40:05,680 --> 06:40:07,520
12370
06:40:07,520 --> 06:40:09,040
12371
06:40:09,040 --> 06:40:11,040
12372
06:40:11,040 --> 06:40:13,040
12373
06:40:13,040 --> 06:40:14,920
12374
06:40:14,920 --> 06:40:16,718
12375
06:40:16,718 --> 06:40:18,520
12376
06:40:18,520 --> 06:40:20,240
12377
06:40:20,240 --> 06:40:21,680
12378
06:40:21,680 --> 06:40:23,558
12379
06:40:23,558 --> 06:40:25,638
12380
06:40:25,638 --> 06:40:27,440
12381
06:40:27,440 --> 06:40:29,718
12382
06:40:29,718 --> 06:40:31,280
12383
06:40:31,280 --> 06:40:33,840
12384
06:40:33,840 --> 06:40:35,680
12385
06:40:35,680 --> 06:40:37,478
12386
06:40:37,478 --> 06:40:39,160
12387
06:40:39,160 --> 06:40:41,320
12388
06:40:41,320 --> 06:40:43,160
12389
06:40:43,160 --> 06:40:45,080
12390
06:40:45,080 --> 06:40:47,200
12391
06:40:47,200 --> 06:40:48,958
12392
06:40:48,958 --> 06:40:50,920
12393
06:40:50,920 --> 06:40:52,760
12394
06:40:52,760 --> 06:40:55,160
12395
06:40:55,160 --> 06:40:57,280
12396
06:40:57,280 --> 06:40:59,120
12397
06:40:59,120 --> 06:41:01,200
12398
06:41:01,200 --> 06:41:02,558
12399
06:41:02,558 --> 06:41:04,840
12400
06:41:04,840 --> 06:41:06,320
12401
06:41:06,320 --> 06:41:08,240
12402
06:41:08,240 --> 06:41:10,000
12403
06:41:10,000 --> 06:41:11,320
12404
06:41:11,320 --> 06:41:13,440
12405
06:41:13,440 --> 06:41:15,680
12406
06:41:15,680 --> 06:41:17,760
12407
06:41:17,760 --> 06:41:19,280
12408
06:41:19,280 --> 06:41:21,040
12409
06:41:21,040 --> 06:41:22,798
12410
06:41:22,798 --> 06:41:24,360
12411
06:41:24,360 --> 06:41:25,718
12412
06:41:25,718 --> 06:41:26,958
12413
06:41:26,958 --> 06:41:28,840
12414
06:41:28,840 --> 06:41:30,398
12415
06:41:30,398 --> 06:41:32,040
12416
06:41:32,040 --> 06:41:33,878
12417
06:41:33,878 --> 06:41:36,080
12418
06:41:36,080 --> 06:41:37,798
12419
06:41:37,798 --> 06:41:39,920
12420
06:41:39,920 --> 06:41:41,680
12421
06:41:41,680 --> 06:41:43,798
12422
06:41:43,798 --> 06:41:45,240
12423
06:41:45,240 --> 06:41:47,160
12424
06:41:47,160 --> 06:41:48,840
12425
06:41:48,840 --> 06:41:51,600
12426
06:41:51,600 --> 06:41:53,878
12427
06:41:53,878 --> 06:41:55,878
12428
06:41:55,878 --> 06:41:58,398
12429
06:41:58,398 --> 06:42:00,000
12430
06:42:00,000 --> 06:42:02,080
12431
06:42:02,080 --> 06:42:04,398
12432
06:42:04,398 --> 06:42:05,958
12433
06:42:05,958 --> 06:42:09,160
12434
06:42:09,440 --> 06:42:11,840
12435
06:42:11,840 --> 06:42:13,558
12436
06:42:13,558 --> 06:42:15,200
12437
06:42:15,200 --> 06:42:17,160
12438
06:42:17,160 --> 06:42:19,120
12439
06:42:19,120 --> 06:42:20,718
12440
06:42:20,718 --> 06:42:22,878
12441
06:42:22,878 --> 06:42:24,478
12442
06:42:24,478 --> 06:42:26,600
12443
06:42:26,600 --> 06:42:28,558
12444
06:42:28,558 --> 06:42:30,240
12445
06:42:30,240 --> 06:42:31,840
12446
06:42:31,840 --> 06:42:33,958
12447
06:42:33,958 --> 06:42:35,680
12448
06:42:35,680 --> 06:42:37,760
12449
06:42:37,760 --> 06:42:39,840
12450
06:42:39,840 --> 06:42:41,478
12451
06:42:41,478 --> 06:42:43,280
12452
06:42:43,280 --> 06:42:44,680
12453
06:42:44,680 --> 06:42:46,440
12454
06:42:46,440 --> 06:42:48,478
12455
06:42:48,478 --> 06:42:50,280
12456
06:42:50,280 --> 06:42:52,638
12457
06:42:52,638 --> 06:42:54,478
12458
06:42:54,478 --> 06:42:56,920
12459
06:42:56,920 --> 06:42:59,000
12460
06:42:59,000 --> 06:43:00,840
12461
06:43:00,840 --> 06:43:02,600
12462
06:43:02,600 --> 06:43:04,240
12463
06:43:04,240 --> 06:43:05,878
12464
06:43:05,878 --> 06:43:08,040
12465
06:43:08,040 --> 06:43:09,718
12466
06:43:09,718 --> 06:43:11,080
12467
06:43:11,080 --> 06:43:12,840
12468
06:43:12,840 --> 06:43:14,398
12469
06:43:14,398 --> 06:43:15,718
12470
06:43:15,718 --> 06:43:18,478
12471
06:43:18,478 --> 06:43:20,320
12472
06:43:20,320 --> 06:43:22,520
12473
06:43:22,520 --> 06:43:25,160
12474
06:43:25,160 --> 06:43:26,760
12475
06:43:26,760 --> 06:43:28,520
12476
06:43:28,520 --> 06:43:30,280
12477
06:43:30,280 --> 06:43:32,320
12478
06:43:32,320 --> 06:43:34,600
12479
06:43:34,600 --> 06:43:36,398
12480
06:43:36,398 --> 06:43:38,080
12481
06:43:38,080 --> 06:43:40,160
12482
06:43:40,160 --> 06:43:42,280
12483
06:43:42,280 --> 06:43:44,120
12484
06:43:44,120 --> 06:43:46,160
12485
06:43:46,160 --> 06:43:47,240
12486
06:43:47,240 --> 06:43:49,280
12487
06:43:49,280 --> 06:43:51,320
12488
06:43:51,320 --> 06:43:53,200
12489
06:43:53,200 --> 06:43:54,638
12490
06:43:54,638 --> 06:43:57,320
12491
06:43:57,320 --> 06:43:58,718
12492
06:43:58,718 --> 06:44:00,440
12493
06:44:00,440 --> 06:44:02,120
12494
06:44:02,120 --> 06:44:03,840
12495
06:44:03,840 --> 06:44:05,558
12496
06:44:05,558 --> 06:44:07,798
12497
06:44:07,798 --> 06:44:09,600
12498
06:44:09,600 --> 06:44:12,080
12499
06:44:12,080 --> 06:44:13,760
12500
06:44:13,760 --> 06:44:15,520
12501
06:44:15,520 --> 06:44:17,040
12502
06:44:17,040 --> 06:44:18,718
12503
06:44:18,718 --> 06:44:20,840
12504
06:44:20,840 --> 06:44:22,920
12505
06:44:22,920 --> 06:44:24,440
12506
06:44:24,440 --> 06:44:26,040
12507
06:44:26,040 --> 06:44:28,160
12508
06:44:28,160 --> 06:44:29,958
12509
06:44:29,958 --> 06:44:31,798
12510
06:44:31,798 --> 06:44:33,398
12511
06:44:33,398 --> 06:44:35,200
12512
06:44:35,200 --> 06:44:36,840
12513
06:44:36,840 --> 06:44:39,200
12514
06:44:39,200 --> 06:44:40,478
12515
06:44:40,478 --> 06:44:42,240
12516
06:44:42,240 --> 06:44:44,398
12517
06:44:44,398 --> 06:44:46,398
12518
06:44:46,398 --> 06:44:48,040
12519
06:44:48,040 --> 06:44:49,558
12520
06:44:49,558 --> 06:44:51,558
12521
06:44:51,558 --> 06:44:54,280
12522
06:44:54,280 --> 06:44:57,080
12523
06:44:57,080 --> 06:44:59,680
12524
06:44:59,680 --> 06:45:01,680
12525
06:45:01,680 --> 06:45:03,878
12526
06:45:03,878 --> 06:45:05,440
12527
06:45:05,440 --> 06:45:08,000
12528
06:45:08,000 --> 06:45:10,520
12529
06:45:10,520 --> 06:45:12,520
12530
06:45:12,520 --> 06:45:14,160
12531
06:45:14,160 --> 06:45:16,000
12532
06:45:16,000 --> 06:45:18,040
12533
06:45:18,040 --> 06:45:20,080
12534
06:45:20,080 --> 06:45:21,680
12535
06:45:21,680 --> 06:45:23,958
12536
06:45:23,958 --> 06:45:26,958
12537
06:45:26,958 --> 06:45:28,160
12538
06:45:28,160 --> 06:45:29,558
12539
06:45:29,558 --> 06:45:31,478
12540
06:45:31,478 --> 06:45:33,760
12541
06:45:33,760 --> 06:45:36,120
12542
06:45:36,120 --> 06:45:38,080
12543
06:45:38,080 --> 06:45:40,120
12544
06:45:40,120 --> 06:45:41,600
12545
06:45:41,600 --> 06:45:43,680
12546
06:45:43,680 --> 06:45:46,600
12547
06:45:46,600 --> 06:45:48,200
12548
06:45:48,200 --> 06:45:50,320
12549
06:45:50,320 --> 06:45:52,760
12550
06:45:52,760 --> 06:45:55,000
12551
06:45:55,000 --> 06:45:56,958
12552
06:45:56,958 --> 06:45:59,520
12553
06:45:59,520 --> 06:46:01,320
12554
06:46:01,320 --> 06:46:03,200
12555
06:46:03,200 --> 06:46:05,200
12556
06:46:05,200 --> 06:46:07,160
12557
06:46:07,160 --> 06:46:09,558
12558
06:46:09,558 --> 06:46:11,878
12559
06:46:11,878 --> 06:46:14,240
12560
06:46:14,240 --> 06:46:17,080
12561
06:46:17,080 --> 06:46:19,600
12562
06:46:19,600 --> 06:46:21,718
12563
06:46:21,718 --> 06:46:24,680
12564
06:46:24,680 --> 06:46:26,360
12565
06:46:26,360 --> 06:46:29,160
12566
06:46:29,160 --> 06:46:30,600
12567
06:46:30,600 --> 06:46:32,398
12568
06:46:32,398 --> 06:46:34,360
12569
06:46:34,360 --> 06:46:36,638
12570
06:46:36,638 --> 06:46:38,840
12571
06:46:38,840 --> 06:46:41,200
12572
06:46:41,200 --> 06:46:43,840
12573
06:46:43,840 --> 06:46:46,040
12574
06:46:46,040 --> 06:46:48,000
12575
06:46:48,000 --> 06:46:49,478
12576
06:46:49,478 --> 06:46:51,240
12577
06:46:51,240 --> 06:46:54,200
12578
06:46:54,200 --> 06:46:57,120
12579
06:46:57,120 --> 06:47:00,040
12580
06:47:00,040 --> 06:47:02,638
12581
06:47:02,638 --> 06:47:05,718
12582
06:47:05,718 --> 06:47:08,080
12583
06:47:08,080 --> 06:47:09,320
12584
06:47:09,320 --> 06:47:11,638
12585
06:47:11,638 --> 06:47:14,558
12586
06:47:14,558 --> 06:47:16,478
12587
06:47:16,478 --> 06:47:18,080
12588
06:47:18,080 --> 06:47:20,638
12589
06:47:20,638 --> 06:47:23,718
12590
06:47:23,718 --> 06:47:27,200
12591
06:47:27,200 --> 06:47:29,680
12592
06:47:29,680 --> 06:47:32,840
12593
06:47:32,840 --> 06:47:34,638
12594
06:47:34,638 --> 06:47:36,638
12595
06:47:36,638 --> 06:47:39,200
12596
06:47:39,200 --> 06:47:41,000
12597
06:47:41,000 --> 06:47:43,440
12598
06:47:43,440 --> 06:47:45,958
12599
06:47:45,958 --> 06:47:48,040
12600
06:47:48,040 --> 06:47:49,680
12601
06:47:49,680 --> 06:47:52,320
12602
06:47:52,320 --> 06:47:54,160
12603
06:47:54,160 --> 06:47:56,680
12604
06:47:56,680 --> 06:47:58,520
12605
06:47:58,520 --> 06:48:00,958
12606
06:48:00,958 --> 06:48:03,398
12607
06:48:03,398 --> 06:48:05,920
12608
06:48:05,920 --> 06:48:08,398
12609
06:48:08,398 --> 06:48:10,600
12610
06:48:10,600 --> 06:48:12,558
12611
06:48:12,558 --> 06:48:14,558
12612
06:48:14,558 --> 06:48:16,440
12613
06:48:16,440 --> 06:48:18,558
12614
06:48:18,558 --> 06:48:20,398
12615
06:48:20,398 --> 06:48:22,398
12616
06:48:22,398 --> 06:48:24,440
12617
06:48:24,440 --> 06:48:25,920
12618
06:48:25,920 --> 06:48:27,398
12619
06:48:27,398 --> 06:48:29,000
12620
06:48:29,000 --> 06:48:31,080
12621
06:48:31,080 --> 06:48:33,080
12622
06:48:33,080 --> 06:48:34,520
12623
06:48:34,520 --> 06:48:36,718
12624
06:48:36,718 --> 06:48:38,638
12625
06:48:38,638 --> 06:48:40,040
12626
06:48:40,040 --> 06:48:41,680
12627
06:48:41,680 --> 06:48:44,280
12628
06:48:44,280 --> 06:48:45,958
12629
06:48:45,958 --> 06:48:47,440
12630
06:48:47,440 --> 06:48:49,520
12631
06:48:49,520 --> 06:48:52,160
12632
06:48:52,160 --> 06:48:55,320
12633
06:48:55,320 --> 06:48:56,798
12634
06:48:56,798 --> 06:48:58,558
12635
06:48:58,558 --> 06:49:00,878
12636
06:49:00,878 --> 06:49:03,000
12637
06:49:03,000 --> 06:49:04,558
12638
06:49:04,558 --> 06:49:06,680
12639
06:49:06,680 --> 06:49:08,680
12640
06:49:08,680 --> 06:49:10,840
12641
06:49:10,840 --> 06:49:13,520
12642
06:49:13,520 --> 06:49:16,080
12643
06:49:16,080 --> 06:49:17,718
12644
06:49:17,718 --> 06:49:20,200
12645
06:49:20,200 --> 06:49:22,398
12646
06:49:22,398 --> 06:49:24,680
12647
06:49:24,680 --> 06:49:26,280
12648
06:49:26,280 --> 06:49:28,160
12649
06:49:28,160 --> 06:49:30,638
12650
06:49:30,638 --> 06:49:32,680
12651
06:49:32,680 --> 06:49:35,718
12652
06:49:35,718 --> 06:49:39,280
12653
06:49:39,280 --> 06:49:41,360
12654
06:49:41,360 --> 06:49:44,000
12655
06:49:44,000 --> 06:49:45,840
12656
06:49:45,840 --> 06:49:47,600
12657
06:49:47,600 --> 06:49:49,200
12658
06:49:49,200 --> 06:49:51,120
12659
06:49:51,120 --> 06:49:52,558
12660
06:49:52,558 --> 06:49:54,558
12661
06:49:54,558 --> 06:49:57,000
12662
06:49:57,000 --> 06:49:58,558
12663
06:49:58,558 --> 06:50:00,798
12664
06:50:00,798 --> 06:50:02,878
12665
06:50:02,878 --> 06:50:04,440
12666
06:50:04,440 --> 06:50:06,240
12667
06:50:06,240 --> 06:50:07,798
12668
06:50:07,798 --> 06:50:09,478
12669
06:50:09,478 --> 06:50:12,120
12670
06:50:12,120 --> 06:50:14,520
12671
06:50:14,520 --> 06:50:16,558
12672
06:50:16,558 --> 06:50:18,398
12673
06:50:18,398 --> 06:50:20,280
12674
06:50:20,280 --> 06:50:22,040
12675
06:50:22,040 --> 06:50:23,478
12676
06:50:23,478 --> 06:50:25,240
12677
06:50:25,240 --> 06:50:27,478
12678
06:50:27,478 --> 06:50:30,080
12679
06:50:30,080 --> 06:50:31,878
12680
06:50:31,878 --> 06:50:34,200
12681
06:50:34,200 --> 06:50:35,958
12682
06:50:35,958 --> 06:50:37,878
12683
06:50:37,878 --> 06:50:39,840
12684
06:50:39,840 --> 06:50:41,558
12685
06:50:41,558 --> 06:50:43,398
12686
06:50:43,398 --> 06:50:45,718
12687
06:50:45,718 --> 06:50:47,120
12688
06:50:47,120 --> 06:50:48,478
12689
06:50:48,478 --> 06:50:50,718
12690
06:50:50,718 --> 06:50:52,398
12691
06:50:52,398 --> 06:50:54,320
12692
06:50:54,320 --> 06:50:57,040
12693
06:50:57,040 --> 06:50:59,558
12694
06:50:59,558 --> 06:51:01,760
12695
06:51:01,760 --> 06:51:03,798
12696
06:51:03,798 --> 06:51:05,600
12697
06:51:05,600 --> 06:51:07,520
12698
06:51:07,520 --> 06:51:09,878
12699
06:51:09,878 --> 06:51:11,360
12700
06:51:11,360 --> 06:51:13,600
12701
06:51:13,600 --> 06:51:15,638
12702
06:51:15,638 --> 06:51:17,160
12703
06:51:17,160 --> 06:51:19,360
12704
06:51:19,360 --> 06:51:21,320
12705
06:51:21,320 --> 06:51:23,360
12706
06:51:23,360 --> 06:51:25,638
12707
06:51:25,638 --> 06:51:28,160
12708
06:51:28,160 --> 06:51:29,798
12709
06:51:29,798 --> 06:51:31,760
12710
06:51:31,760 --> 06:51:33,680
12711
06:51:33,680 --> 06:51:35,798
12712
06:51:35,798 --> 06:51:38,080
12713
06:51:38,080 --> 06:51:40,240
12714
06:51:40,240 --> 06:51:42,520
12715
06:51:42,520 --> 06:51:44,520
12716
06:51:44,520 --> 06:51:46,040
12717
06:51:46,040 --> 06:51:48,760
12718
06:51:48,760 --> 06:51:50,000
12719
06:51:50,000 --> 06:51:51,760
12720
06:51:51,760 --> 06:51:53,478
12721
06:51:53,478 --> 06:51:55,798
12722
06:51:55,798 --> 06:51:57,320
12723
06:51:57,320 --> 06:51:59,680
12724
06:51:59,680 --> 06:52:01,478
12725
06:52:01,478 --> 06:52:04,040
12726
06:52:04,040 --> 06:52:06,000
12727
06:52:06,000 --> 06:52:07,680
12728
06:52:07,680 --> 06:52:09,638
12729
06:52:09,638 --> 06:52:13,280
12730
06:52:13,280 --> 06:52:16,398
12731
06:52:16,398 --> 06:52:17,760
12732
06:52:17,760 --> 06:52:20,000
12733
06:52:20,000 --> 06:52:22,520
12734
06:52:22,520 --> 06:52:24,040
12735
06:52:24,040 --> 06:52:25,558
12736
06:52:25,558 --> 06:52:27,320
12737
06:52:27,320 --> 06:52:29,680
12738
06:52:29,680 --> 06:52:31,520
12739
06:52:31,520 --> 06:52:33,840
12740
06:52:33,840 --> 06:52:35,520
12741
06:52:35,520 --> 06:52:37,718
12742
06:52:37,718 --> 06:52:39,680
12743
06:52:39,680 --> 06:52:41,600
12744
06:52:41,600 --> 06:52:43,520
12745
06:52:43,520 --> 06:52:45,638
12746
06:52:45,638 --> 06:52:47,958
12747
06:52:47,958 --> 06:52:49,558
12748
06:52:49,558 --> 06:52:51,160
12749
06:52:51,160 --> 06:52:53,280
12750
06:52:53,280 --> 06:52:55,240
12751
06:52:55,240 --> 06:52:57,360
12752
06:52:57,360 --> 06:52:59,120
12753
06:52:59,120 --> 06:53:01,040
12754
06:53:01,040 --> 06:53:02,878
12755
06:53:02,878 --> 06:53:04,798
12756
06:53:04,798 --> 06:53:06,958
12757
06:53:06,958 --> 06:53:08,360
12758
06:53:08,360 --> 06:53:10,000
12759
06:53:10,000 --> 06:53:11,600
12760
06:53:11,600 --> 06:53:13,080
12761
06:53:13,080 --> 06:53:15,240
12762
06:53:15,240 --> 06:53:16,920
12763
06:53:16,920 --> 06:53:18,600
12764
06:53:18,600 --> 06:53:20,680
12765
06:53:20,680 --> 06:53:23,600
12766
06:53:23,600 --> 06:53:25,840
12767
06:53:25,840 --> 06:53:27,958
12768
06:53:27,958 --> 06:53:31,718
12769
06:53:31,718 --> 06:53:33,360
12770
06:53:33,360 --> 06:53:35,280
12771
06:53:35,280 --> 06:53:37,280
12772
06:53:37,280 --> 06:53:39,320
12773
06:53:39,320 --> 06:53:41,600
12774
06:53:41,600 --> 06:53:43,000
12775
06:53:43,000 --> 06:53:44,920
12776
06:53:44,920 --> 06:53:46,638
12777
06:53:46,638 --> 06:53:48,398
12778
06:53:48,398 --> 06:53:50,240
12779
06:53:50,240 --> 06:53:51,920
12780
06:53:51,920 --> 06:53:53,920
12781
06:53:53,920 --> 06:53:55,638
12782
06:53:55,638 --> 06:53:57,680
12783
06:53:57,680 --> 06:53:59,040
12784
06:53:59,040 --> 06:54:02,040
12785
06:54:02,040 --> 06:54:04,240
12786
06:54:04,240 --> 06:54:06,920
12787
06:54:06,920 --> 06:54:09,718
12788
06:54:09,718 --> 06:54:12,240
12789
06:54:12,240 --> 06:54:14,920
12790
06:54:14,920 --> 06:54:17,440
12791
06:54:17,440 --> 06:54:19,798
12792
06:54:19,798 --> 06:54:22,798
12793
06:54:22,798 --> 06:54:24,160
12794
06:54:24,160 --> 06:54:25,920
12795
06:54:25,920 --> 06:54:27,398
12796
06:54:27,398 --> 06:54:30,080
12797
06:54:30,080 --> 06:54:32,558
12798
06:54:32,558 --> 06:54:34,638
12799
06:54:34,638 --> 06:54:36,520
12800
06:54:36,520 --> 06:54:39,478
12801
06:54:39,478 --> 06:54:41,840
12802
06:54:41,840 --> 06:54:43,760
12803
06:54:43,760 --> 06:54:46,878
12804
06:54:46,878 --> 06:54:48,798
12805
06:54:48,798 --> 06:54:50,718
12806
06:54:50,718 --> 06:54:52,878
12807
06:54:52,878 --> 06:54:54,718
12808
06:54:54,718 --> 06:54:57,200
12809
06:54:57,200 --> 06:55:00,558
12810
06:55:00,558 --> 06:55:02,798
12811
06:55:02,798 --> 06:55:05,360
12812
06:55:05,360 --> 06:55:07,520
12813
06:55:07,520 --> 06:55:09,360
12814
06:55:09,360 --> 06:55:11,200
12815
06:55:11,200 --> 06:55:12,958
12816
06:55:12,958 --> 06:55:14,280
12817
06:55:14,280 --> 06:55:16,920
12818
06:55:16,920 --> 06:55:18,638
12819
06:55:18,638 --> 06:55:20,040
12820
06:55:20,040 --> 06:55:22,280
12821
06:55:22,280 --> 06:55:24,200
12822
06:55:24,200 --> 06:55:27,520
12823
06:55:27,520 --> 06:55:29,878
12824
06:55:29,878 --> 06:55:32,600
12825
06:55:32,600 --> 06:55:35,520
12826
06:55:35,520 --> 06:55:38,200
12827
06:55:38,200 --> 06:55:40,718
12828
06:55:40,718 --> 06:55:43,958
12829
06:55:43,958 --> 06:55:46,638
12830
06:55:46,638 --> 06:55:49,320
12831
06:55:49,320 --> 06:55:51,120
12832
06:55:51,120 --> 06:55:53,240
12833
06:55:53,240 --> 06:55:55,638
12834
06:55:55,638 --> 06:55:57,600
12835
06:55:57,600 --> 06:56:00,160
12836
06:56:00,160 --> 06:56:02,320
12837
06:56:02,320 --> 06:56:04,920
12838
06:56:04,920 --> 06:56:06,958
12839
06:56:06,958 --> 06:56:09,798
12840
06:56:09,798 --> 06:56:11,718
12841
06:56:11,718 --> 06:56:14,080
12842
06:56:14,080 --> 06:56:16,360
12843
06:56:16,360 --> 06:56:17,478
12844
06:56:17,478 --> 06:56:18,920
12845
06:56:18,920 --> 06:56:21,440
12846
06:56:21,440 --> 06:56:24,040
12847
06:56:24,040 --> 06:56:25,840
12848
06:56:25,840 --> 06:56:28,120
12849
06:56:28,120 --> 06:56:29,760
12850
06:56:29,760 --> 06:56:31,840
12851
06:56:31,840 --> 06:56:34,638
12852
06:56:34,638 --> 06:56:37,558
12853
06:56:37,558 --> 06:56:40,200
12854
06:56:40,200 --> 06:56:43,040
12855
06:56:43,040 --> 06:56:46,520
12856
06:56:46,520 --> 06:56:49,320
12857
06:56:49,320 --> 06:56:50,600
12858
06:56:50,600 --> 06:56:52,280
12859
06:56:52,280 --> 06:56:54,160
12860
06:56:54,160 --> 06:56:56,680
12861
06:56:56,680 --> 06:56:58,478
12862
06:56:58,478 --> 06:57:01,398
12863
06:57:01,398 --> 06:57:02,798
12864
06:57:02,798 --> 06:57:05,320
12865
06:57:05,320 --> 06:57:08,680
12866
06:57:08,680 --> 06:57:10,840
12867
06:57:10,840 --> 06:57:13,000
12868
06:57:13,000 --> 06:57:15,798
12869
06:57:15,798 --> 06:57:17,958
12870
06:57:17,958 --> 06:57:20,040
12871
06:57:20,040 --> 06:57:21,478
12872
06:57:21,478 --> 06:57:23,958
12873
06:57:23,958 --> 06:57:26,760
12874
06:57:26,760 --> 06:57:28,798
12875
06:57:28,798 --> 06:57:30,760
12876
06:57:30,760 --> 06:57:33,160
12877
06:57:33,160 --> 06:57:35,558
12878
06:57:35,558 --> 06:57:38,120
12879
06:57:38,120 --> 06:57:40,280
12880
06:57:40,280 --> 06:57:42,440
12881
06:57:42,440 --> 06:57:44,200
12882
06:57:44,200 --> 06:57:45,718
12883
06:57:45,718 --> 06:57:48,440
12884
06:57:48,440 --> 06:57:50,520
12885
06:57:50,520 --> 06:57:53,160
12886
06:57:53,160 --> 06:57:56,558
12887
06:57:56,558 --> 06:57:58,760
12888
06:57:58,760 --> 06:58:01,000
12889
06:58:01,000 --> 06:58:02,840
12890
06:58:02,840 --> 06:58:04,160
12891
06:58:04,160 --> 06:58:05,840
12892
06:58:05,840 --> 06:58:08,040
12893
06:58:08,040 --> 06:58:10,000
12894
06:58:10,000 --> 06:58:11,680
12895
06:58:11,680 --> 06:58:13,680
12896
06:58:13,680 --> 06:58:16,440
12897
06:58:16,440 --> 06:58:18,440
12898
06:58:18,440 --> 06:58:19,718
12899
06:58:19,718 --> 06:58:21,760
12900
06:58:21,760 --> 06:58:23,760
12901
06:58:23,760 --> 06:58:26,240
12902
06:58:26,240 --> 06:58:28,080
12903
06:58:28,080 --> 06:58:30,280
12904
06:58:30,280 --> 06:58:32,120
12905
06:58:32,120 --> 06:58:34,798
12906
06:58:34,798 --> 06:58:36,600
12907
06:58:36,600 --> 06:58:38,958
12908
06:58:38,958 --> 06:58:40,920
12909
06:58:40,920 --> 06:58:42,760
12910
06:58:42,760 --> 06:58:44,558
12911
06:58:44,558 --> 06:58:46,520
12912
06:58:46,520 --> 06:58:48,558
12913
06:58:48,558 --> 06:58:50,360
12914
06:58:50,360 --> 06:58:52,200
12915
06:58:52,200 --> 06:58:53,798
12916
06:58:53,798 --> 06:58:55,878
12917
06:58:55,878 --> 06:58:57,878
12918
06:58:57,878 --> 06:58:59,878
12919
06:58:59,878 --> 06:59:02,160
12920
06:59:02,160 --> 06:59:03,680
12921
06:59:03,680 --> 06:59:05,478
12922
06:59:05,478 --> 06:59:07,360
12923
06:59:07,360 --> 06:59:09,520
12924
06:59:09,520 --> 06:59:12,280
12925
06:59:12,280 --> 06:59:14,558
12926
06:59:14,558 --> 06:59:16,558
12927
06:59:16,558 --> 06:59:18,638
12928
06:59:18,638 --> 06:59:19,920
12929
06:59:19,920 --> 06:59:22,040
12930
06:59:22,040 --> 06:59:23,920
12931
06:59:23,920 --> 06:59:25,600
12932
06:59:25,600 --> 06:59:27,398
12933
06:59:27,398 --> 06:59:29,320
12934
06:59:29,320 --> 06:59:31,040
12935
06:59:31,040 --> 06:59:33,760
12936
06:59:33,760 --> 06:59:35,920
12937
06:59:35,920 --> 06:59:37,160
12938
06:59:37,160 --> 06:59:39,120
12939
06:59:39,120 --> 06:59:40,600
12940
06:59:40,600 --> 06:59:42,280
12941
06:59:42,280 --> 06:59:43,840
12942
06:59:43,840 --> 06:59:46,478
12943
06:59:46,478 --> 06:59:48,840
12944
06:59:48,840 --> 06:59:50,920
12945
06:59:50,920 --> 06:59:52,958
12946
06:59:52,958 --> 06:59:55,478
12947
06:59:55,478 --> 06:59:57,120
12948
06:59:57,120 --> 06:59:58,558
12949
06:59:58,558 --> 07:00:00,760
12950
07:00:00,760 --> 07:00:02,360
12951
07:00:02,360 --> 07:00:04,600
12952
07:00:04,600 --> 07:00:07,040
12953
07:00:07,040 --> 07:00:08,638
12954
07:00:08,638 --> 07:00:10,240
12955
07:00:10,240 --> 07:00:11,718
12956
07:00:11,718 --> 07:00:14,040
12957
07:00:14,040 --> 07:00:15,478
12958
07:00:15,478 --> 07:00:17,040
12959
07:00:17,040 --> 07:00:19,520
12960
07:00:19,520 --> 07:00:21,160
12961
07:00:21,160 --> 07:00:23,398
12962
07:00:23,398 --> 07:00:25,200
12963
07:00:25,200 --> 07:00:27,320
12964
07:00:27,320 --> 07:00:29,160
12965
07:00:29,160 --> 07:00:31,160
12966
07:00:31,160 --> 07:00:32,798
12967
07:00:32,798 --> 07:00:35,040
12968
07:00:35,040 --> 07:00:36,958
12969
07:00:36,958 --> 07:00:38,798
12970
07:00:38,798 --> 07:00:40,680
12971
07:00:40,680 --> 07:00:42,320
12972
07:00:42,320 --> 07:00:44,080
12973
07:00:44,080 --> 07:00:46,440
12974
07:00:46,440 --> 07:00:47,958
12975
07:00:47,958 --> 07:00:49,840
12976
07:00:49,840 --> 07:00:51,240
12977
07:00:51,240 --> 07:00:53,600
12978
07:00:53,600 --> 07:00:55,958
12979
07:00:55,958 --> 07:00:58,120
12980
07:00:58,120 --> 07:01:00,200
12981
07:01:00,200 --> 07:01:01,718
12982
07:01:01,718 --> 07:01:04,398
12983
07:01:04,398 --> 07:01:06,600
12984
07:01:06,600 --> 07:01:07,878
12985
07:01:07,878 --> 07:01:09,280
12986
07:01:09,280 --> 07:01:11,240
12987
07:01:11,240 --> 07:01:13,760
12988
07:01:13,760 --> 07:01:15,160
12989
07:01:15,160 --> 07:01:17,200
12990
07:01:17,200 --> 07:01:20,638
12991
07:01:20,638 --> 07:01:22,360
12992
07:01:22,360 --> 07:01:24,558
12993
07:01:24,558 --> 07:01:26,398
12994
07:01:26,398 --> 07:01:27,798
12995
07:01:27,798 --> 07:01:29,760
12996
07:01:29,760 --> 07:01:31,120
12997
07:01:31,120 --> 07:01:33,240
12998
07:01:33,240 --> 07:01:35,320
12999
07:01:35,320 --> 07:01:36,680
13000
07:01:36,680 --> 07:01:38,718
13001
07:01:38,718 --> 07:01:40,160
13002
07:01:40,160 --> 07:01:41,478
13003
07:01:41,478 --> 07:01:43,840
13004
07:01:43,840 --> 07:01:45,760
13005
07:01:45,760 --> 07:01:47,600
13006
07:01:47,600 --> 07:01:49,840
13007
07:01:49,840 --> 07:01:51,680
13008
07:01:51,680 --> 07:01:53,440
13009
07:01:53,440 --> 07:01:55,120
13010
07:01:55,120 --> 07:01:57,120
13011
07:01:57,120 --> 07:01:59,398
13012
07:01:59,398 --> 07:02:01,080
13013
07:02:01,080 --> 07:02:03,280
13014
07:02:03,280 --> 07:02:04,958
13015
07:02:04,958 --> 07:02:06,478
13016
07:02:06,478 --> 07:02:08,520
13017
07:02:08,520 --> 07:02:10,320
13018
07:02:10,320 --> 07:02:12,958
13019
07:02:12,958 --> 07:02:15,920
13020
07:02:15,920 --> 07:02:18,600
13021
07:02:18,600 --> 07:02:20,080
13022
07:02:20,080 --> 07:02:21,718
13023
07:02:21,718 --> 07:02:23,718
13024
07:02:23,718 --> 07:02:25,398
13025
07:02:25,398 --> 07:02:27,840
13026
07:02:27,840 --> 07:02:29,638
13027
07:02:29,638 --> 07:02:32,320
13028
07:02:32,320 --> 07:02:34,478
13029
07:02:34,478 --> 07:02:37,080
13030
07:02:37,080 --> 07:02:39,360
13031
07:02:39,360 --> 07:02:41,240
13032
07:02:41,240 --> 07:02:43,440
13033
07:02:43,440 --> 07:02:45,638
13034
07:02:45,638 --> 07:02:47,798
13035
07:02:47,798 --> 07:02:49,600
13036
07:02:49,600 --> 07:02:51,398
13037
07:02:51,398 --> 07:02:53,120
13038
07:02:53,120 --> 07:02:55,398
13039
07:02:55,398 --> 07:02:57,080
13040
07:02:57,080 --> 07:02:59,080
13041
07:02:59,080 --> 07:03:00,878
13042
07:03:00,878 --> 07:03:02,600
13043
07:03:02,600 --> 07:03:04,200
13044
07:03:04,200 --> 07:03:06,000
13045
07:03:06,000 --> 07:03:07,718
13046
07:03:07,718 --> 07:03:10,000
13047
07:03:10,000 --> 07:03:11,360
13048
07:03:11,360 --> 07:03:13,240
13049
07:03:13,240 --> 07:03:14,920
13050
07:03:14,920 --> 07:03:16,398
13051
07:03:16,398 --> 07:03:17,920
13052
07:03:17,920 --> 07:03:21,958
13053
07:03:21,958 --> 07:03:25,200
13054
07:03:25,200 --> 07:03:27,718
13055
07:03:27,718 --> 07:03:30,000
13056
07:03:30,000 --> 07:03:32,320
13057
07:03:32,320 --> 07:03:34,718
13058
07:03:34,718 --> 07:03:36,320
13059
07:03:36,320 --> 07:03:38,520
13060
07:03:38,520 --> 07:03:41,000
13061
07:03:41,000 --> 07:03:42,558
13062
07:03:42,558 --> 07:03:44,840
13063
07:03:44,840 --> 07:03:47,520
13064
07:03:47,520 --> 07:03:50,160
13065
07:03:50,160 --> 07:03:51,840
13066
07:03:51,840 --> 07:03:55,120
13067
07:03:55,120 --> 07:03:56,718
13068
07:03:56,718 --> 07:03:58,718
13069
07:03:58,718 --> 07:04:00,558
13070
07:04:00,558 --> 07:04:03,398
13071
07:04:03,398 --> 07:04:05,240
13072
07:04:05,240 --> 07:04:07,040
13073
07:04:07,040 --> 07:04:08,920
13074
07:04:08,920 --> 07:04:10,958
13075
07:04:10,958 --> 07:04:13,160
13076
07:04:13,160 --> 07:04:14,760
13077
07:04:14,760 --> 07:04:17,080
13078
07:04:17,080 --> 07:04:18,798
13079
07:04:18,798 --> 07:04:21,680
13080
07:04:21,680 --> 07:04:23,680
13081
07:04:23,680 --> 07:04:27,000
13082
07:04:27,000 --> 07:04:28,798
13083
07:04:28,798 --> 07:04:30,080
13084
07:04:30,080 --> 07:04:32,160
13085
07:04:32,160 --> 07:04:34,160
13086
07:04:34,160 --> 07:04:36,000
13087
07:04:36,000 --> 07:04:38,680
13088
07:04:38,680 --> 07:04:40,798
13089
07:04:40,798 --> 07:04:42,718
13090
07:04:42,718 --> 07:04:44,520
13091
07:04:44,520 --> 07:04:46,718
13092
07:04:46,718 --> 07:04:49,240
13093
07:04:49,240 --> 07:04:50,958
13094
07:04:50,958 --> 07:04:52,600
13095
07:04:52,600 --> 07:04:54,958
13096
07:04:54,958 --> 07:04:57,478
13097
07:04:57,478 --> 07:04:59,600
13098
07:04:59,600 --> 07:05:01,760
13099
07:05:01,760 --> 07:05:04,160
13100
07:05:04,160 --> 07:05:06,680
13101
07:05:06,680 --> 07:05:08,718
13102
07:05:08,718 --> 07:05:10,920
13103
07:05:10,920 --> 07:05:12,878
13104
07:05:12,878 --> 07:05:14,440
13105
07:05:14,440 --> 07:05:16,680
13106
07:05:16,680 --> 07:05:19,600
13107
07:05:19,600 --> 07:05:21,520
13108
07:05:21,520 --> 07:05:23,638
13109
07:05:23,638 --> 07:05:25,680
13110
07:05:25,680 --> 07:05:28,478
13111
07:05:28,478 --> 07:05:30,440
13112
07:05:30,440 --> 07:05:32,558
13113
07:05:32,558 --> 07:05:34,080
13114
07:05:34,080 --> 07:05:35,718
13115
07:05:35,718 --> 07:05:37,440
13116
07:05:37,440 --> 07:05:39,280
13117
07:05:39,280 --> 07:05:40,840
13118
07:05:40,840 --> 07:05:42,280
13119
07:05:42,280 --> 07:05:44,478
13120
07:05:44,478 --> 07:05:46,398
13121
07:05:46,398 --> 07:05:48,000
13122
07:05:48,000 --> 07:05:50,360
13123
07:05:50,360 --> 07:05:52,840
13124
07:05:52,840 --> 07:05:54,958
13125
07:05:54,958 --> 07:05:57,240
13126
07:05:57,240 --> 07:05:59,520
13127
07:05:59,520 --> 07:06:01,120
13128
07:06:01,120 --> 07:06:03,638
13129
07:06:03,638 --> 07:06:05,478
13130
07:06:05,478 --> 07:06:07,320
13131
07:06:07,320 --> 07:06:09,200
13132
07:06:09,200 --> 07:06:11,638
13133
07:06:11,638 --> 07:06:13,440
13134
07:06:13,440 --> 07:06:15,478
13135
07:06:15,478 --> 07:06:16,878
13136
07:06:16,878 --> 07:06:19,320
13137
07:06:19,320 --> 07:06:21,520
13138
07:06:21,520 --> 07:06:23,080
13139
07:06:23,080 --> 07:06:24,600
13140
07:06:24,600 --> 07:06:26,478
13141
07:06:26,478 --> 07:06:28,120
13142
07:06:28,120 --> 07:06:30,440
13143
07:06:30,440 --> 07:06:31,718
13144
07:06:31,718 --> 07:06:34,200
13145
07:06:34,200 --> 07:06:38,398
13146
07:06:38,398 --> 07:06:41,680
13147
07:06:41,680 --> 07:06:43,478
13148
07:06:43,478 --> 07:06:45,760
13149
07:06:45,760 --> 07:06:48,000
13150
07:06:48,000 --> 07:06:49,718
13151
07:06:49,718 --> 07:06:52,798
13152
07:06:52,798 --> 07:06:54,680
13153
07:06:54,680 --> 07:06:56,760
13154
07:06:56,760 --> 07:06:58,920
13155
07:06:58,920 --> 07:07:00,798
13156
07:07:00,798 --> 07:07:02,680
13157
07:07:02,680 --> 07:07:05,478
13158
07:07:05,478 --> 07:07:08,478
13159
07:07:08,478 --> 07:07:10,798
13160
07:07:10,798 --> 07:07:12,718
13161
07:07:12,718 --> 07:07:14,760
13162
07:07:14,760 --> 07:07:16,040
13163
07:07:16,040 --> 07:07:19,360
13164
07:07:19,360 --> 07:07:20,958
13165
07:07:20,958 --> 07:07:23,320
13166
07:07:23,320 --> 07:07:25,760
13167
07:07:25,760 --> 07:07:28,120
13168
07:07:28,120 --> 07:07:30,320
13169
07:07:30,320 --> 07:07:32,558
13170
07:07:32,558 --> 07:07:34,360
13171
07:07:34,360 --> 07:07:36,160
13172
07:07:36,160 --> 07:07:38,320
13173
07:07:38,320 --> 07:07:41,000
13174
07:07:41,000 --> 07:07:42,798
13175
07:07:42,798 --> 07:07:44,798
13176
07:07:44,798 --> 07:07:46,520
13177
07:07:46,520 --> 07:07:48,638
13178
07:07:48,638 --> 07:07:50,600
13179
07:07:50,600 --> 07:07:52,280
13180
07:07:52,280 --> 07:07:54,080
13181
07:07:54,080 --> 07:07:56,360
13182
07:07:56,360 --> 07:07:58,520
13183
07:07:58,520 --> 07:08:00,040
13184
07:08:00,040 --> 07:08:01,798
13185
07:08:01,798 --> 07:08:03,240
13186
07:08:03,240 --> 07:08:05,920
13187
07:08:05,920 --> 07:08:08,040
13188
07:08:08,040 --> 07:08:10,040
13189
07:08:10,040 --> 07:08:12,440
13190
07:08:12,440 --> 07:08:14,080
13191
07:08:14,080 --> 07:08:15,440
13192
07:08:15,440 --> 07:08:17,040
13193
07:08:17,040 --> 07:08:18,440
13194
07:08:18,440 --> 07:08:20,398
13195
07:08:20,398 --> 07:08:21,798
13196
07:08:21,798 --> 07:08:23,360
13197
07:08:23,360 --> 07:08:25,040
13198
07:08:25,040 --> 07:08:27,280
13199
07:08:27,280 --> 07:08:29,120
13200
07:08:29,120 --> 07:08:31,120
13201
07:08:31,120 --> 07:08:33,120
13202
07:08:33,120 --> 07:08:35,240
13203
07:08:35,240 --> 07:08:37,878
13204
07:08:37,878 --> 07:08:40,840
13205
07:08:40,840 --> 07:08:42,320
13206
07:08:42,320 --> 07:08:44,280
13207
07:08:44,280 --> 07:08:46,280
13208
07:08:46,280 --> 07:08:47,600
13209
07:08:47,600 --> 07:08:49,478
13210
07:08:49,478 --> 07:08:51,000
13211
07:08:51,000 --> 07:08:52,760
13212
07:08:52,760 --> 07:08:54,240
13213
07:08:54,240 --> 07:08:56,360
13214
07:08:56,360 --> 07:08:57,638
13215
07:08:57,638 --> 07:08:59,440
13216
07:08:59,440 --> 07:09:01,680
13217
07:09:01,680 --> 07:09:03,840
13218
07:09:03,840 --> 07:09:05,200
13219
07:09:05,200 --> 07:09:06,840
13220
07:09:06,840 --> 07:09:08,798
13221
07:09:08,798 --> 07:09:10,520
13222
07:09:10,520 --> 07:09:12,520
13223
07:09:12,520 --> 07:09:14,558
13224
07:09:14,558 --> 07:09:16,638
13225
07:09:16,638 --> 07:09:18,638
13226
07:09:18,638 --> 07:09:20,958
13227
07:09:20,958 --> 07:09:22,638
13228
07:09:22,638 --> 07:09:24,520
13229
07:09:24,520 --> 07:09:26,520
13230
07:09:26,520 --> 07:09:27,760
13231
07:09:27,760 --> 07:09:29,840
13232
07:09:29,840 --> 07:09:31,160
13233
07:09:31,160 --> 07:09:32,878
13234
07:09:32,878 --> 07:09:35,080
13235
07:09:35,080 --> 07:09:36,798
13236
07:09:36,798 --> 07:09:38,600
13237
07:09:38,600 --> 07:09:41,080
13238
07:09:41,080 --> 07:09:43,440
13239
07:09:43,440 --> 07:09:45,000
13240
07:09:45,000 --> 07:09:47,080
13241
07:09:47,080 --> 07:09:48,920
13242
07:09:48,920 --> 07:09:50,558
13243
07:09:50,558 --> 07:09:52,840
13244
07:09:52,840 --> 07:09:55,080
13245
07:09:55,080 --> 07:09:57,200
13246
07:09:57,200 --> 07:09:59,000
13247
07:09:59,000 --> 07:10:00,160
13248
07:10:00,160 --> 07:10:01,680
13249
07:10:01,680 --> 07:10:03,760
13250
07:10:03,760 --> 07:10:05,798
13251
07:10:05,798 --> 07:10:07,478
13252
07:10:07,478 --> 07:10:09,360
13253
07:10:09,360 --> 07:10:11,000
13254
07:10:11,000 --> 07:10:12,920
13255
07:10:12,920 --> 07:10:14,638
13256
07:10:14,638 --> 07:10:16,920
13257
07:10:16,920 --> 07:10:18,958
13258
07:10:18,958 --> 07:10:20,520
13259
07:10:20,520 --> 07:10:22,120
13260
07:10:22,120 --> 07:10:23,520
13261
07:10:23,520 --> 07:10:25,280
13262
07:10:25,280 --> 07:10:27,558
13263
07:10:27,558 --> 07:10:29,398
13264
07:10:29,398 --> 07:10:30,760
13265
07:10:30,760 --> 07:10:32,798
13266
07:10:32,798 --> 07:10:34,520
13267
07:10:34,520 --> 07:10:36,040
13268
07:10:36,040 --> 07:10:38,200
13269
07:10:38,200 --> 07:10:40,558
13270
07:10:40,558 --> 07:10:42,200
13271
07:10:42,200 --> 07:10:44,958
13272
07:10:44,958 --> 07:10:46,478
13273
07:10:46,478 --> 07:10:49,878
13274
07:10:49,878 --> 07:10:52,558
13275
07:10:52,558 --> 07:10:55,280
13276
07:10:55,280 --> 07:10:58,760
13277
07:10:58,760 --> 07:11:01,520
13278
07:11:01,520 --> 07:11:03,478
13279
07:11:03,478 --> 07:11:06,040
13280
07:11:06,040 --> 07:11:07,680
13281
07:11:07,680 --> 07:11:09,680
13282
07:11:09,680 --> 07:11:11,680
13283
07:11:11,680 --> 07:11:13,200
13284
07:11:13,200 --> 07:11:15,558
13285
07:11:15,558 --> 07:11:17,398
13286
07:11:17,398 --> 07:11:19,478
13287
07:11:19,478 --> 07:11:21,638
13288
07:11:21,638 --> 07:11:23,120
13289
07:11:23,120 --> 07:11:24,478
13290
07:11:24,478 --> 07:11:26,160
13291
07:11:26,160 --> 07:11:27,878
13292
07:11:27,878 --> 07:11:29,320
13293
07:11:29,320 --> 07:11:31,240
13294
07:11:31,240 --> 07:11:32,798
13295
07:11:32,798 --> 07:11:34,840
13296
07:11:34,840 --> 07:11:38,120
13297
07:11:38,120 --> 07:11:41,280
13298
07:11:41,280 --> 07:11:43,798
13299
07:11:43,798 --> 07:11:46,320
13300
07:11:46,320 --> 07:11:48,440
13301
07:11:48,440 --> 07:11:50,120
13302
07:11:50,120 --> 07:11:52,200
13303
07:11:52,200 --> 07:11:54,478
13304
07:11:54,478 --> 07:11:56,478
13305
07:11:56,478 --> 07:11:58,760
13306
07:11:58,760 --> 07:12:00,718
13307
07:12:00,718 --> 07:12:03,200
13308
07:12:03,200 --> 07:12:05,638
13309
07:12:05,638 --> 07:12:07,360
13310
07:12:07,360 --> 07:12:09,558
13311
07:12:09,558 --> 07:12:11,760
13312
07:12:11,760 --> 07:12:13,680
13313
07:12:13,680 --> 07:12:16,200
13314
07:12:16,200 --> 07:12:18,320
13315
07:12:18,320 --> 07:12:19,798
13316
07:12:19,798 --> 07:12:21,920
13317
07:12:21,920 --> 07:12:23,398
13318
07:12:23,398 --> 07:12:25,200
13319
07:12:25,200 --> 07:12:27,718
13320
07:12:27,718 --> 07:12:30,558
13321
07:12:30,558 --> 07:12:32,920
13322
07:12:32,920 --> 07:12:35,240
13323
07:12:35,240 --> 07:12:37,718
13324
07:12:37,718 --> 07:12:39,440
13325
07:12:39,440 --> 07:12:41,878
13326
07:12:41,878 --> 07:12:44,360
13327
07:12:44,360 --> 07:12:47,798
13328
07:12:47,798 --> 07:12:50,440
13329
07:12:50,440 --> 07:12:53,360
13330
07:12:53,360 --> 07:12:55,240
13331
07:12:55,240 --> 07:12:58,280
13332
07:12:58,280 --> 07:13:00,440
13333
07:13:00,440 --> 07:13:01,840
13334
07:13:01,840 --> 07:13:04,000
13335
07:13:04,000 --> 07:13:05,798
13336
07:13:05,798 --> 07:13:07,840
13337
07:13:07,840 --> 07:13:09,718
13338
07:13:09,718 --> 07:13:12,040
13339
07:13:12,040 --> 07:13:14,440
13340
07:13:14,440 --> 07:13:16,360
13341
07:13:16,360 --> 07:13:18,638
13342
07:13:18,638 --> 07:13:20,558
13343
07:13:20,558 --> 07:13:22,718
13344
07:13:22,718 --> 07:13:24,760
13345
07:13:24,760 --> 07:13:26,600
13346
07:13:26,600 --> 07:13:28,200
13347
07:13:28,200 --> 07:13:30,558
13348
07:13:30,558 --> 07:13:32,398
13349
07:13:32,398 --> 07:13:34,240
13350
07:13:34,240 --> 07:13:36,000
13351
07:13:36,000 --> 07:13:37,600
13352
07:13:37,600 --> 07:13:39,160
13353
07:13:39,160 --> 07:13:40,558
13354
07:13:40,558 --> 07:13:42,120
13355
07:13:42,120 --> 07:13:44,240
13356
07:13:44,240 --> 07:13:46,200
13357
07:13:46,200 --> 07:13:48,520
13358
07:13:48,520 --> 07:13:50,160
13359
07:13:50,160 --> 07:13:53,440
13360
07:13:53,440 --> 07:13:55,718
13361
07:13:55,718 --> 07:13:57,680
13362
07:13:57,680 --> 07:14:00,718
13363
07:14:00,718 --> 07:14:02,638
13364
07:14:02,638 --> 07:14:05,120
13365
07:14:05,120 --> 07:14:07,558
13366
07:14:07,558 --> 07:14:09,520
13367
07:14:09,520 --> 07:14:12,280
13368
07:14:12,280 --> 07:14:14,320
13369
07:14:14,320 --> 07:14:15,840
13370
07:14:15,840 --> 07:14:17,360
13371
07:14:17,360 --> 07:14:18,920
13372
07:14:18,920 --> 07:14:20,638
13373
07:14:20,638 --> 07:14:22,600
13374
07:14:22,600 --> 07:14:24,160
13375
07:14:24,160 --> 07:14:25,798
13376
07:14:25,798 --> 07:14:27,760
13377
07:14:27,760 --> 07:14:29,558
13378
07:14:29,558 --> 07:14:31,360
13379
07:14:31,360 --> 07:14:33,520
13380
07:14:33,520 --> 07:14:36,080
13381
07:14:36,080 --> 07:14:38,398
13382
07:14:38,398 --> 07:14:40,280
13383
07:14:40,280 --> 07:14:42,120
13384
07:14:42,120 --> 07:14:43,558
13385
07:14:43,558 --> 07:14:45,478
13386
07:14:45,478 --> 07:14:47,080
13387
07:14:47,080 --> 07:14:49,440
13388
07:14:49,440 --> 07:14:51,600
13389
07:14:51,600 --> 07:14:54,240
13390
07:14:54,240 --> 07:14:56,600
13391
07:14:56,600 --> 07:14:59,320
13392
07:14:59,320 --> 07:15:00,958
13393
07:15:00,958 --> 07:15:03,320
13394
07:15:03,320 --> 07:15:05,680
13395
07:15:05,680 --> 07:15:07,840
13396
07:15:07,840 --> 07:15:10,520
13397
07:15:10,520 --> 07:15:11,798
13398
07:15:11,798 --> 07:15:13,840
13399
07:15:13,840 --> 07:15:16,600
13400
07:15:16,600 --> 07:15:19,160
13401
07:15:19,160 --> 07:15:21,920
13402
07:15:21,920 --> 07:15:24,000
13403
07:15:24,000 --> 07:15:25,558
13404
07:15:25,558 --> 07:15:27,478
13405
07:15:27,478 --> 07:15:29,478
13406
07:15:29,478 --> 07:15:31,000
13407
07:15:31,000 --> 07:15:33,160
13408
07:15:33,160 --> 07:15:35,320
13409
07:15:35,320 --> 07:15:37,040
13410
07:15:37,040 --> 07:15:38,718
13411
07:15:38,718 --> 07:15:40,398
13412
07:15:40,398 --> 07:15:42,280
13413
07:15:42,280 --> 07:15:44,320
13414
07:15:44,320 --> 07:15:46,958
13415
07:15:46,958 --> 07:15:48,958
13416
07:15:48,958 --> 07:15:50,920
13417
07:15:50,920 --> 07:15:52,600
13418
07:15:52,600 --> 07:15:54,200
13419
07:15:54,200 --> 07:15:56,920
13420
07:15:56,920 --> 07:15:58,760
13421
07:15:58,760 --> 07:16:01,798
13422
07:16:01,798 --> 07:16:03,398
13423
07:16:03,398 --> 07:16:05,360
13424
07:16:05,360 --> 07:16:07,360
13425
07:16:07,360 --> 07:16:09,200
13426
07:16:09,200 --> 07:16:11,520
13427
07:16:11,520 --> 07:16:13,520
13428
07:16:13,520 --> 07:16:15,840
13429
07:16:15,840 --> 07:16:17,718
13430
07:16:17,718 --> 07:16:20,320
13431
07:16:20,320 --> 07:16:24,040
13432
07:16:24,040 --> 07:16:25,440
13433
07:16:25,440 --> 07:16:27,478
13434
07:16:27,478 --> 07:16:30,080
13435
07:16:30,080 --> 07:16:32,638
13436
07:16:32,638 --> 07:16:34,478
13437
07:16:34,478 --> 07:16:36,280
13438
07:16:36,280 --> 07:16:37,760
13439
07:16:37,760 --> 07:16:39,878
13440
07:16:39,878 --> 07:16:41,680
13441
07:16:41,680 --> 07:16:44,600
13442
07:16:44,600 --> 07:16:47,000
13443
07:16:47,000 --> 07:16:49,000
13444
07:16:49,000 --> 07:16:51,520
13445
07:16:51,520 --> 07:16:53,360
13446
07:16:53,360 --> 07:16:55,478
13447
07:16:55,478 --> 07:16:57,478
13448
07:16:57,478 --> 07:16:59,958
13449
07:16:59,958 --> 07:17:01,920
13450
07:17:01,920 --> 07:17:04,798
13451
07:17:04,798 --> 07:17:07,638
13452
07:17:07,638 --> 07:17:09,638
13453
07:17:09,638 --> 07:17:11,718
13454
07:17:11,718 --> 07:17:14,240
13455
07:17:14,240 --> 07:17:16,440
13456
07:17:16,440 --> 07:17:19,000
13457
07:17:19,000 --> 07:17:20,680
13458
07:17:20,680 --> 07:17:22,160
13459
07:17:22,160 --> 07:17:24,280
13460
07:17:24,280 --> 07:17:26,080
13461
07:17:26,080 --> 07:17:28,040
13462
07:17:28,040 --> 07:17:30,200
13463
07:17:30,200 --> 07:17:32,120
13464
07:17:32,120 --> 07:17:33,878
13465
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