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chore: rename accuracy table properties in weapon structs
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@ -3091,20 +3091,16 @@ namespace IW3
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float fHipViewScatterMax;
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float fightDist;
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float maxDist;
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// TODO: Order is accuracyGraphName[0] -> originalAccuracyGraphKnots[0] -> accuracyGraphName[1] -> ...
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// Which is currently not possible to do in code generation. Afaik this is the only place where this is the case.
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// So might be something to fix but on the other hand it might be too much work for this little inconvenience.
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// const char* accuracyGraphName[2];
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const char* accuracyGraphName0;
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const char* accuracyGraphName1;
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// float(*accuracyGraphKnots[2])[2];
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vec2_t* accuracyGraphKnots0;
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vec2_t* accuracyGraphKnots1;
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// float(*originalAccuracyGraphKnots[2])[2];
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vec2_t* originalAccuracyGraphKnots0;
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vec2_t* originalAccuracyGraphKnots1;
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int accuracyGraphKnotCount[2];
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int originalAccuracyGraphKnotCount[2];
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const char* aiVsAiAccuracyGraphName;
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const char* aiVsPlayerAccuracyGraphName;
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vec2_t* aiVsAiAccuracyGraphKnots;
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vec2_t* aiVsPlayerAccuracyGraphKnots;
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vec2_t* originalAiVsAiAccuracyGraphKnots;
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vec2_t* originalAiVsPlayerAccuracyGraphKnots;
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int aiVsAiAccuracyGraphKnotCount;
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int aiVsPlayerAccuracyGraphKnotCount;
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int originalAiVsAiAccuracyGraphKnotCount;
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int originalAiVsPlayerAccuracyGraphKnotCount;
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int iPositionReloadTransTime;
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float leftArc;
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float rightArc;
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