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chore: rename accuracy table properties in weapon structs
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@ -147,16 +147,16 @@ set reusable parallelBounce;
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set count perpendicularBounce SURF_TYPE_NUM;
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set reusable perpendicularBounce;
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set string projIgnitionSound;
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set string accuracyGraphName0;
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set string accuracyGraphName1;
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set reusable accuracyGraphKnots0;
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set reusable accuracyGraphKnots1;
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set count accuracyGraphKnots0 accuracyGraphKnotCount[0];
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set count accuracyGraphKnots1 accuracyGraphKnotCount[1];
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set reusable originalAccuracyGraphKnots0;
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set reusable originalAccuracyGraphKnots1;
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set count originalAccuracyGraphKnots0 accuracyGraphKnotCount[0];
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set count originalAccuracyGraphKnots1 accuracyGraphKnotCount[1];
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set string aiVsAiAccuracyGraphName;
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set string aiVsPlayerAccuracyGraphName;
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set reusable aiVsAiAccuracyGraphKnots;
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set count aiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount;
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set reusable aiVsPlayerAccuracyGraphKnots;
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set count aiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount;
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set reusable originalAiVsAiAccuracyGraphKnots;
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set count originalAiVsAiAccuracyGraphKnots aiVsAiAccuracyGraphKnotCount; // yeah it does not use original count
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set reusable originalAiVsPlayerAccuracyGraphKnots;
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set count originalAiVsPlayerAccuracyGraphKnots aiVsPlayerAccuracyGraphKnotCount; // yeah it does not use original count
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set string szUseHintString;
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set string dropHintString;
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set string szScript;
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@ -174,12 +174,12 @@ set string throwBackType;
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reorder:
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...
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accuracyGraphName0
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accuracyGraphKnots0
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originalAccuracyGraphKnots0
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accuracyGraphName1
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accuracyGraphKnots1
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originalAccuracyGraphKnots1;
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aiVsAiAccuracyGraphName
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aiVsAiAccuracyGraphKnots
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originalAiVsAiAccuracyGraphKnots
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aiVsPlayerAccuracyGraphName
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aiVsPlayerAccuracyGraphKnots
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originalAiVsPlayerAccuracyGraphKnots;
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reorder:
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...
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