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LithTech

LithTech is a developed by , initially in collaboration with as a showcase for the , and renowned for powering a range of first-person shooters and other titles from the late 1990s through the 2010s. Development of the engine began in 1997 under the working name DirectEngine, with Monolith handling the programming while Microsoft provided financing, aiming to demonstrate advanced PC gaming capabilities through DirectX integration. On April 3, 1998, Monolith acquired full rights from Microsoft following their split, renaming it LithTech and releasing its debut in Shogo: Mobile Armor Division later that year. In 2000, Monolith established LithTech Inc. as a to focus on engine evolution, licensing, and sales, which was renamed Touchdown Entertainment in 2003; this led to enhanced iterations such as LithTech 2.0, LithTech 3.0, and the Jupiter EX variant, the latter supporting 8.1 for improved performance. Key features of LithTech included robust level editing tools like WorldEdit and ModelEdit, integration with 3D modeling software such as 3D Studio Max and , and advanced rendering capabilities featuring , , bumpmapping, particle systems, lens flares, water effects, and fog simulation. The engine also incorporated Havok Physics for , vehicle simulation, and ; a client-server networking model for multiplayer support; and AI systems with , , and finite state machines. These elements made LithTech versatile for complex environments, initially optimized for Windows PC platforms using fixed-function rendering pipelines, with later versions supporting programmable shaders and console platforms. LithTech powered numerous notable titles, including Monolith's own Blood II: The Chosen (1998), the No One Lives Forever series (2000–2002), Tron 2.0 (2003), and F.E.A.R. (2005), as well as licensed games like Aliens versus Predator 2 (2001) and The Operative: No One Lives Forever (2000). Its licensing model allowed third-party developers to utilize the engine until the mid-2000s, after which the subsidiary was absorbed following Warner Bros.' acquisition of Monolith in 2004; however, Monolith continued evolving and using advanced LithTech variants internally into the 2010s.

Development History

Origins and Early Development

The development of the LithTech engine began in at , where it was initially known as the DirectEngine and created in partnership with as a DirectX-based platform specifically for PC gaming applications. Co-founder Toby Gladwell led the effort, drawing inspiration from contemporary engines like those powering and Unreal to build a foundation for immersive experiences. This collaboration aimed to leverage for efficient , marking an early push toward standardized development tools in the burgeoning PC gaming industry. By 1998, the partnership with had concluded, allowing to repurchase the rights on April 3, 1998, and rebrand the engine as LithTech, enabling independent refinement ahead of commercial deployment. The stable 1.0 version debuted that year, powering 's own titles and introducing core capabilities tailored for first-person shooters, including real-time via a portal-based visibility system for complex indoor environments, rudimentary destructible elements like breakable objects and surfaces, and basic behaviors for enemy navigation and combat interactions. These features emphasized dynamic in confined spaces, setting LithTech apart from sprite-based predecessors while prioritizing performance on period hardware. The engine's debut came with the full release of Shogo: Mobile Armor Division on October 15, 1998, followed by the demo for Blood II: The Chosen on October 31, which showcased its rendering prowess and interactive elements to gamers and developers alike, solidifying LithTech's viability for commercial releases. This was followed by the full launch of Blood II later that year, highlighting the engine's readiness for high-profile titles with seamless transitions between on-foot and vehicular action. Subsequent iterations under a dedicated licensing model via LithTech Inc. expanded its reach beyond Monolith's internal use.

Company Formation and Licensing

LithTech Inc. was founded in February 2000 as a of to oversee the development, sales, and licensing of the LithTech engine, enabling third-party game developers to integrate the technology into their projects. This formation came shortly after had begun licensing the engine independently in 1998, following its purchase of rights from an initial collaboration with . The subsidiary's establishment marked a strategic shift, allowing to prioritize game production while LithTech Inc. handled the engine's commercial distribution and ongoing enhancements. Licensing efforts had gained greater focus by late 1999, leading to the subsidiary's formation. The licensing approach was proprietary, with developers acquiring rights through agreements that typically included upfront fees and royalties tied to game sales, fostering a revenue stream beyond Monolith's internal use. Early key partnerships highlighted the engine's appeal: Third Law Interactive licensed version 1.5 for KISS: Psycho Circus: The Nightmare Child in 1999, demonstrating its suitability for action titles, while GT Interactive supported expansions like Blood II: The Chosen through publishing deals that incorporated the engine. Additional collaborations involved publishers such as and Fox Interactive, who backed Monolith-developed projects but also facilitated broader adoption among external studios. A significant milestone occurred by , with more than a dozen s in active development utilizing the LithTech engine, cementing its position as a formidable alternative to contemporaries like and the in the competitive landscape of . This rapid adoption underscored the engine's robust features and licensing flexibility, attracting a diverse array of developers and contributing to LithTech Inc.'s growth as a dedicated provider.

Acquisitions and Evolution

By March 2003, LithTech Inc. underwent a rebranding to Touchdown Entertainment, reflecting a strategic pivot to streamline its focus on engine iterations such as Jupiter and the forthcoming Copperhead. This entity continued to license the engine to third-party developers while supporting Monolith's internal projects. The corporate landscape shifted significantly in August 2004 when Warner Bros. Interactive Entertainment (WBIE) acquired Monolith Productions, thereby fully integrating Touchdown Entertainment and the LithTech technology into its portfolio. The acquisition, valued undisclosed but following WBIE's prior 20% stake purchase in 2003, positioned LithTech for deeper alignment with WBIE's expanding console and multimedia ambitions. Post-acquisition, LithTech evolved to emphasize cross-platform compatibility, with enhanced support for consoles like and already underway since 2001 but accelerated under WBIE oversight. A key technical advancement came in with the integration of Havok physics into the Jupiter iteration, enabling more realistic simulations of destruction, collisions, and environmental interactions for titles like Condemned: Criminal Origins. The engine's final major commercial iteration, Firebird, emerged in 2017 exclusively for internal WBIE projects, powering Middle-earth: Shadow of War with advanced , large-scale battles, and system enhancements derived from prior LithTech foundations. This marked the culmination of LithTech's public-facing evolution, as subsequent efforts shifted toward proprietary refinements without external licensing.

Technical Overview

Core Architecture and Features

LithTech's core architecture is a modular designed for high customizability, initially developed in collaboration with and built primarily on the to leverage via , with a software rendering fallback for compatibility. This foundation allowed for efficient rendering of complex scenes through features like a robust (LOD) system, supporting multiple LOD levels per model, typically 3 for characters, to dynamically reduce triangle counts (e.g., from around 3000 to 1000 triangles) based on distance, optimizing performance without sacrificing visual fidelity. Level management was handled via proprietary tools such as DEdit for world building and REZ files for storing geometry, textures, sounds, and other assets, enabling seamless integration of interactive elements across game worlds. Game logic was implemented through DLL-based C++ object classes, allowing developers to extend functionality via server-side scripts in files like object.lto, promoting modularity for licensed use in various titles. Later versions of LithTech introduced proprietary support for destructible environments, enabling real-time deformation of geometry from bullet impacts, explosions, and other interactions, such as dynamic limb dismemberment on characters or structural damage like shattered walls and debris scatter. This system extended to broader environmental interactions, where levels could be altered on-the-fly—e.g., in implementations like F.E.A.R., office buildings featured breakable glass, concrete, drywall, and wood elements that generated realistic particle effects during combat, enhancing immersion in shooter genres. Later iterations of the engine's AI system emphasized realistic NPC behaviors, including pathfinding for navigation, combat tactics like dodging projectiles, firing while moving, and squad-based coordination where enemies exhibited teamwork, such as flanking or covering positions, to create challenging and believable opponents without relying on predefined scripts for every scenario. Audio integration in LithTech included support for 3D positional sound, compatible with hardware like Creative's for environmental audio effects, allowing sounds to propagate realistically based on position, , and reverb within levels. Character lip-sync was also incorporated, syncing mouth animations to audio for more convincing cutscenes and interactions, as demonstrated in titles where facial movements aligned closely with spoken lines despite hardware limitations of the era. Cross-platform capabilities were a key evolution, starting with a PC focus via but extending to consoles like , , and without requiring full core rewrites, thanks to the engine's adaptable design that facilitated porting of content across hardware. Later versions introduced enhancements for improved visuals, but the foundational remained centered on these shared elements across iterations.

Graphics, Physics, and Multiplayer Support

In early iterations, LithTech's graphics subsystem relied on a fixed-function pipeline, using hardware lighting and techniques like for efficient rendering on late-1990s hardware. This approach supported lightmapping combined with vertex lighting, where lightmaps—precomputed via ray-tracing—required an additional rendering pass, effectively doubling the computational cost compared to simpler alone. Dynamic lighting was enabled through objects created via the ILTServer::CreateObject interface with the OT_LIGHT flag, allowing adjustable color, radius, and intensity, while was set statically in the level editor (D edit). In the Jupiter EX variant, the engine upgraded to a 9-based renderer, introducing support for more advanced effects such as dynamic and particle systems. The renderer utilized a unified Blinn-Phong per-pixel model, enhancing realism in scene illumination. Particle effects were managed through the ParticleSystem and SpriteSystem FX modules, which supported (e.g., additive, translucent) and emission patterns like spherical or point-based distribution, with customizable properties including lifespan, velocity ranges, and motion paths for immersive environmental interactions. Render styles allowed customization of and rasterization behaviors, with console variables like DrawParticles(1) enabling selective rendering of particles, sprites, and other elements to optimize visual output. In early LithTech versions, the physics simulation relied on an integrated, proprietary system using axis-aligned bounding boxes or cylinder-based , controlled via the ILTPhysics interface for object attributes like solidity and movement. World models could be flagged for box physics to enable interactions such as collisions and forced movement, with properties like hit points and armor supporting destructible environments. By 2005, in the EX iteration, integration with the provided advanced capabilities, including animations for character deaths, vehicle simulations via the Havok vehicle kit, and realistic environmental interactions like debris and structural deformation. Multiplayer functionality was built on a client-server model, with the client shell (CSHELL.DLL) handling user input and rendering while the server shell (OBJECT.LTO) managed game state and operations through console commands prefixed with "Serv." This architecture supported networked gameplay, with levels optimized for multiplayer scenarios targeting approximately 30,000 polygons per scene to maintain performance. Optimization techniques emphasized hardware constraints of the era, incorporating level-of-detail (LOD) systems in tools like ModelEdit to reduce counts for distant objects—typically aiming for 1,000–3,000 triangles per character model. Console commands such as ShowFrameRate, ShowPolyCounts, and ShowTickCounts allowed monitoring of rendering performance, with full compiles prioritizing high frame rates (targeting 30+ ) over quick iteration times. World loading from .rez files enabled seamless transitions in large environments, though explicit level streaming was not detailed; single-player scenes could handle up to 40,000 polygons while preserving playability on 1990s-era systems. A notable feature for environmental interactivity was the Scar system, which allowed persistent surface damage from weapons, such as bullet holes and on walls and objects, enhancing immersion through visible, lasting impacts on the game world.

Engine Versions

Early Versions (1.0 to 2.4)

The LithTech 1.0 engine, released in 1998, provided foundational capabilities through basic 6 support, enabling software and hardware-accelerated modes suitable for the era's hardware. It was primarily optimized for efficient rendering at resolutions like 640x480, prioritizing performance in titles such as Blood II: The Chosen. This version emphasized core geometry and texture handling without advanced effects, allowing developers to create interactive environments with destructible elements on consumer-grade PCs. Version 1.5, also from 1998, introduced incremental enhancements including improved texture compression to reduce memory usage and minor adjustments to pathfinding behaviors, supporting expansion content for existing titles. These updates facilitated better and responsiveness in levels, though the engine remained constrained by fixed-function pipelines typical of late-1990s graphics APIs. LithTech 2.0, launched in 1999, marked a significant advancement with the addition of portal-based occlusion culling to optimize rendering by excluding off-screen geometry, alongside refined particle systems for more dynamic environmental effects like smoke and explosions. It powered games such as No One Lives Forever, enabling larger, more detailed indoor and outdoor scenes while maintaining playable frame rates on period hardware. Subsequent iterations, 2.2 and 2.4 in 2000, focused on hardware optimization for processors like the , incorporating improved techniques for basic dynamic shadows and expanded level support up to approximately 1 km² in scale. These versions enhanced overall stability and visual fidelity without introducing programmable shaders, relying instead on vertex lighting calculations performed at the geometry stage. A specialized variant, LithTech 2.4 ESD (Electronic Software Delivery), was developed for RealArcade distribution, targeting browser-based and downloadable games with integrated video streaming capabilities via for in-game advertisements and cutscenes. This adaptation, derived from the core 2.4 codebase, emphasized low-latency loading and network compatibility for casual online play. A key limitation across these early versions (1.0 to 2.4) was the absence of native support, with all effects computed via rather than per-pixel calculations, resulting in simpler but less realistic illumination on non-deformable surfaces.

Specialized Variants (, 3.0, )

LithTech , introduced in 2001, represented a specialized of the engine tailored for first-person shooters with enhanced multiplayer capabilities. Developed specifically for ' Aliens versus Predator 2, it was based on LithTech version 2.2 rather than the contemporaneous 2.4 release, allowing for optimized performance in high-intensity combat scenarios. Key enhancements included robust networking support for up to 16 players in , team-based, and species-specific modes over local area networks or the , enabling seamless online sessions that emphasized tactical asymmetry among aliens, predators, and . LithTech 3.0, developed internally by Monolith in 2002, included experimental features aimed toward massively multiplayer online role-playing games (MMORPGs), such as instanced zoning for player segregation and database integration for persistent data. It was utilized in the single-player RPG Might and Magic IX: Writ of Fate, developed by New World Computing and published by The 3DO Company in 2002. Although sent to licensees, its MMORPG-oriented aspects were not fully realized in additional commercial titles, and development shifted to subsequent iterations. LithTech Discovery, unveiled in 2003, was a dedicated MMORPG variant designed to handle expansive, persistent worlds with high concurrency. It powered , Monolith's 2005 release, which recreated the film's simulated reality and supported tens of thousands of simultaneous players through scalable server architecture. The engine facilitated dynamic world simulation, where player actions influenced ongoing events, and included tools for extensive customization to reflect diverse roles within the game's factions. Additionally, enabled complex systems, such as resource trading and faction-based progression, ensuring balanced interactions in a shared persistent universe. Unlike prior variants, Discovery was not licensed externally and remained exclusive to this title. These mid-period variants shared upgrades in networking efficiency and preliminary support for next-generation rendering techniques, building on optimizations from earlier versions (1.0 to 2.4) to accommodate genre-specific demands like multiplayer and large-scale data persistence.

Advanced Iterations (, Jupiter EX, Firebird)

The advanced iterations of the LithTech engine, developed primarily by after the cessation of widespread external licensing, focused on enhancing graphical realism, sophistication, and support for expansive game worlds. These versions built upon earlier foundations while introducing cutting-edge rendering techniques and system integrations tailored for high-end PC titles, emphasizing performance in complex environments. In 2024, updated their website with a revised versioning scheme, designating earlier iterations as (original) and (from No One Lives Forever through ). Jupiter, introduced in 2003, represented a comprehensive overhaul of the LithTech technology as an alternative branch to the 3.x series, enabling more efficient development for next-generation visuals. It supported and incorporated key advancements such as dynamic lighting, Fresnel reflections for realistic surface interactions, dynamic surface animations, cubic environment mapping, and to improve texture detail without excessive counts. A specialized variant, codenamed , was adapted for , adding advanced water effects with refraction and reflection simulations; these features were subsequently merged into the core iteration to optimize for console ports and broader hardware compatibility. Jupiter EX, released in 2005 as the final publicly licensed version, transitioned to a fully data-driven 9 renderer, unlocking shader-based effects including normal and for depth-enhanced surfaces, for atmospheric fog and beams, and per-pixel Blinn-Phong lighting models that supported both diffuse and specular contributions from multiple light sources. Integrated with Havok physics for realistic object deformation and collisions, it powered titles like F.E.A.R., where advanced AI systems enabled emergent horror gameplay through reactive enemy squads that coordinated tactics, adapted to player actions, and exhibited fear responses. Licensing to external developers continued until 2005, after which shifted to internal refinements. Firebird, unveiled in 2017 as an evolved internal iteration succeeding EX, was designed to handle massive-scale battles and open-world dynamics, debuting in Middle-earth: Shadow of War. It supported over 100 non-player characters (NPCs) simultaneously in combat scenarios, stabilizing performance across large environments through optimized rendering and techniques. The engine integrated Monolith's proprietary system, which procedurally generates unique enemy hierarchies, personalities, and narratives based on player interactions, enabling dynamic open-world progression without scripted linearity. Firebird maintained with prior LithTech components, allowing seamless upgrades from earlier versions like those in Shadow of , while emphasizing procedural elements for scalable world building.

Games and Applications

Early and Mid-Period Games (1998–2002)

The debut of the LithTech engine came with Blood II: The Chosen in 1998, a first-person shooter developed by Monolith Productions that continued the original Blood's legacy of dark humor and excessive gore while introducing advanced 3D interactivity. Players control Caleb, an undead anti-hero battling the Cabal cult, which has evolved into a dystopian megacorporation; the game's narrative unfolds through levels filled with satirical one-liners, grotesque enemies, and environmental destruction, such as exploding walls and interactive debris that enhanced gameplay immersion on the LithTech 1.0 engine. This title showcased the engine's early capabilities for dynamic object physics and detailed polygonal environments, setting a tone for horror-infused shooters with cult followings. Building on this foundation, The Operative: No One Lives Forever (2000), developed by Monolith and published by Fox Interactive, marked a shift toward narrative-driven stealth-action gameplay, earning acclaim for its inventive level design and charismatic voice acting that brought the 1960s spy thriller world to life. Protagonist Cate Archer navigates espionage missions blending gadgetry, disguises, and non-lethal takedowns, with the LithTech 2.0 engine enabling seamless transitions between stealth and combat in expansive, detailed locales like urban streets and exotic hideouts. The game's witty dialogue and cinematic cutscenes, leveraging the engine's scripting strengths, contributed to its commercial viability, selling approximately 350,000 units and influencing subsequent titles in blending humor with tactical depth. In 2001, , developed by and published by Interactive, expanded LithTech's application to multiplayer-centric horror shooters, utilizing the specialized Talon variant for robust networking that supported up to 16 players in asymmetric battles. The single-player campaigns allowed control of three distinct —humans with firearms, agile aliens relying on claws and , and stealthy predators using and weapons—each with unique mechanics that heightened tension in dark, atmospheric environments inspired by the franchises. This structure emphasized horror elements through resource scarcity and predator-prey dynamics, making it a benchmark for species-specific gameplay in first-person shooters. Among other early adopters, Die Hard: Nakatomi Plaza (2002), developed by and published by Vivendi Universal, originated as a fan project recreating the 1988 film's events before transitioning to official development on LithTech 2.0, focusing on linear action sequences within the iconic skyscraper. Players as engage in shootouts and platforming against terrorists, with the engine facilitating destructible cover and voice work from film actors like , though criticized for feeling mod-like despite its polished visuals. These titles from 1998 to 2002 established LithTech as a versatile engine for narrative-focused first-person shooters, particularly in integrating stealth mechanics and environmental storytelling, as seen in No One Lives Forever's tactical variety and Aliens versus Predator 2's role-specific immersion, paving the way for deeper player agency in the genre.

Later Commercial Titles (2003–2017)

Following the maturation of the LithTech engine through its Jupiter and later variants, the period from 2003 to 2017 saw its application in several high-profile commercial titles that expanded its capabilities into diverse genres, including cyberpunk adventures, MMORPGs, horror shooters, and open-world action games. These releases leveraged advanced rendering for immersive environments and innovative systems, often pushing the engine toward console platforms after Warner Bros.' acquisition of in 2004 facilitated broader porting efforts. Tron 2.0, released in 2003 and developed by using the engine (codenamed Triton for this project), immersed players in a adventure within a world inspired by the 1982 film. As Jet Bradley, son of the original Tron's Alan Bradley, players navigated mechanics blended with light elements, battling digital viruses using identity discs, subroutines, and energy weapons while solving puzzles in neon-lit circuits. A standout feature was the light-cycle racing sequences, where players engaged in high-speed reminiscent of the film's iconic bikes, enhanced by the engine's support that rendered glowing visuals and reflective surfaces for a striking cyber aesthetic. The game's integration of these elements showcased Jupiter's ability to handle dynamic lighting and particle effects, contributing to its as a faithful yet innovative sequel. In 2005, applied the specialized Discovery variant of LithTech to , an MMORPG set in the universe of films, emphasizing faction wars between , Machines, and Merovingian groups. Players jacked into the simulated reality as exiles or agents, participating in real-time combat, hacking, and narrative-driven events that advanced a live storyline crafted by developers. The engine's networking capabilities supported large-scale player interactions in urban environments, with for dynamic encounters. The game attracted a dedicated community, peaking in popularity shortly after its launch before facing declining subscriptions, ultimately shutting down in 2009 after four years of operation. That same year, (First Encounter Assault Recon), built on the EX iteration, marked a pinnacle for LithTech in the horror genre, developed by and published by . Players controlled the Point Man as part of an elite military team investigating threats at Armacham Technology Corporation, blending intense gunplay with through hallucinatory visions and slow-motion "reflex" mechanics. The game's adaptive for Replica soldiers allowed enemies to flank, communicate, and react contextually to player actions, creating emergent tension that critics hailed as revolutionary for building dread without relying solely on jump scares. This acclaim, evidenced by an 88/100 score for the PC version, led to the sequel 2: Project Origin (2009), demonstrating the engine's prowess in horror and influencing designs in subsequent titles. Also in 2005, Condemned: Criminal Origins utilized Jupiter EX for a gritty, melee-focused experience on , developed by and emphasizing forensic investigation in a serial killer-plagued . As FBI agent Ethan Thomas, players pursued leads through improvised with pipes, boards, and tools, where fights demanded precise timing and environmental awareness to counter aggressive human opponents. Investigative segments required collecting like blood spatter or tool marks using a portable , integrating realism into the narrative of and . The engine's physics simulation enhanced the visceral impact of brawls and destructible surroundings, making it a launch title standout for console with a 81/100 rating. The LithTech lineage culminated in 2017 with Middle-earth: Shadow of War, an open-world action game powered by the Firebird engine, an evolution of prior iterations tailored for massive scale by Monolith under Warner Bros. Interactive Entertainment. Continuing from Shadow of Mordor, players as Talion and the wraith Celebrimbor conquered the fortress of Mordor through stealth, combat, and domination mechanics, with the Nemesis system generating dynamic orc hierarchies that supported over 100 unique interactions, from rivalries to alliances. Firebird's optimizations enabled seamless large-scale sieges and a reactive world with thousands of procedurally varied enemies, earning praise for its narrative depth and receiving a 78/100 Metacritic score despite loot box controversies. This title highlighted the engine's final commercial peak in handling complex AI and expansive environments. F.E.A.R.'s success in particular underscored LithTech's untapped potential for horror, where its AI and atmospheric tools inspired a wave of tension-driven shooters and survival games in the mid-2000s, shifting genre emphasis from spectacle to psychological immersion.

Legacy and Community Use

LithTech's legacy endures through its role in powering over 30 commercial video games across multiple iterations, from early first-person shooters to expansive action titles, demonstrating its versatility and longevity in the industry. The engine pioneered interactive and destructible environments in titles like F.E.A.R., where dynamic destruction enhanced gameplay immersion and influenced later advancements in environmental interactivity within engines such as CryEngine. Monolith Productions continued internal development and use of the engine exclusively until its final major release, Firebird, which supported large-scale battles in Middle-earth: Shadow of War in 2017, until the studio's closure in February 2025. Following Interactive Entertainment's acquisition of in 2004 and the absorption of the licensing arm Touchdown Entertainment, no new external licenses for LithTech were issued after 2005, with WBIE retaining full rights to the . This shift confined the to Monolith's internal projects, limiting broader but preserving its innovations for select high-profile releases. A 2024 update to Monolith's official website introduced a revised versioning scheme for engine iterations from V3 to V7, reigniting community interest in archival preservation and historical analysis. The No One Lives Forever series, developed on early LithTech versions, left a lasting cultural imprint by blending first-person with sophisticated mechanics, inspiring revivals of gadget-based gameplay in modern titles. Community efforts have sustained the engine's relevance, particularly through open-source ports like the LithTech System project on , which enables compatibility with contemporary systems. In 2025, the circulation of leaked ENT development tools, including source code for No One Lives Forever 2, facilitated fan-driven remakes and enhancements, such as improved ports of Blood II: The Chosen. Developer forums like RaGEZONE have become hubs for shared guides on setting up and Jupiter-based projects, fostering ongoing experimentation despite the engine's proprietary status. These initiatives, alongside upscale texture mods documented on ModDB, highlight LithTech's potential for future and preservation projects, especially following Monolith's closure.

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