mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 07:18:11 -05:00
Reformat code with clang format
This commit is contained in:
@ -45,7 +45,7 @@ namespace IW3
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ASSET_TYPE_RAWFILE = 0x1F,
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ASSET_TYPE_STRINGTABLE = 0x20,
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ASSET_TYPE_COUNT,
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ASSET_TYPE_STRING = ASSET_TYPE_COUNT,
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ASSET_TYPE_ASSETLIST,
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@ -100,35 +100,35 @@ namespace IW3
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union XAssetHeader
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{
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// XModelPieces *xmodelPieces; // NOT AN ASSET
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PhysPreset *physPreset;
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XAnimParts *parts;
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XModel *model;
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Material *material;
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MaterialPixelShader *pixelShader;
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MaterialVertexShader *vertexShader;
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MaterialTechniqueSet *techniqueSet;
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GfxImage *image;
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snd_alias_list_t *sound;
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SndCurve *sndCurve;
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LoadedSound *loadSnd;
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clipMap_t *clipMap;
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ComWorld *comWorld;
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GameWorldSp *gameWorldSp;
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GameWorldMp *gameWorldMp;
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MapEnts *mapEnts;
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GfxWorld *gfxWorld;
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GfxLightDef *lightDef;
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Font_s *font;
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MenuList *menuList;
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menuDef_t *menu;
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LocalizeEntry *localize;
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WeaponDef *weapon;
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SndDriverGlobals *sndDriverGlobals;
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FxEffectDef *fx;
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FxImpactTable *impactFx;
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RawFile *rawfile;
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StringTable *stringTable;
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void *data;
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PhysPreset* physPreset;
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XAnimParts* parts;
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XModel* model;
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Material* material;
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MaterialPixelShader* pixelShader;
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MaterialVertexShader* vertexShader;
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MaterialTechniqueSet* techniqueSet;
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GfxImage* image;
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snd_alias_list_t* sound;
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SndCurve* sndCurve;
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LoadedSound* loadSnd;
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clipMap_t* clipMap;
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ComWorld* comWorld;
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GameWorldSp* gameWorldSp;
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GameWorldMp* gameWorldMp;
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MapEnts* mapEnts;
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GfxWorld* gfxWorld;
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GfxLightDef* lightDef;
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Font_s* font;
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MenuList* menuList;
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menuDef_t* menu;
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LocalizeEntry* localize;
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WeaponDef* weapon;
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SndDriverGlobals* sndDriverGlobals;
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FxEffectDef* fx;
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FxImpactTable* impactFx;
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RawFile* rawfile;
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StringTable* stringTable;
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void* data;
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};
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typedef char cbrushedge_t;
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@ -142,7 +142,7 @@ namespace IW3
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XModel* model;
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float offset[3];
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};
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struct XModelPieces
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{
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const char* name;
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@ -152,14 +152,14 @@ namespace IW3
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struct PhysPreset
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{
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const char *name;
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const char* name;
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int type;
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float mass;
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float bounce;
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float friction;
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float bulletForceScale;
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float explosiveForceScale;
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const char *sndAliasPrefix;
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const char* sndAliasPrefix;
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float piecesSpreadFraction;
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float piecesUpwardVelocity;
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bool tempDefaultToCylinder;
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@ -224,7 +224,7 @@ namespace IW3
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struct XAnimDeltaPartQuatDataFrames
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{
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XQuat *frames;
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XQuat* frames;
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XAnimDynamicIndicesQuat indices;
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};
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@ -371,7 +371,7 @@ namespace IW3
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char zoneHandle;
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uint16_t baseTriIndex;
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uint16_t baseVertIndex;
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r_index16_t(*triIndices)[3];
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r_index16_t (*triIndices)[3];
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XSurfaceVertexInfo vertInfo;
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GfxPackedVertex* verts0;
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unsigned int vertListCount;
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@ -485,8 +485,8 @@ namespace IW3
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char lodRampType;
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uint16_t* boneNames;
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char* parentList;
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int16_t(*quats)[4];
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float(*trans)[4];
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int16_t (*quats)[4];
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float (*trans)[4];
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char* partClassification;
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DObjAnimMat* baseMat;
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XSurface* surfs;
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@ -705,7 +705,7 @@ namespace IW3
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char nameStart;
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char nameEnd;
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unsigned char samplerState; // SamplerStateBits_e
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unsigned char semantic; // TextureSemantic
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unsigned char semantic; // TextureSemantic
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MaterialTextureDefInfo u;
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};
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@ -820,7 +820,7 @@ namespace IW3
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union MaterialArgumentDef
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{
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const float(*literalConst)[4];
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const float (*literalConst)[4];
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MaterialArgumentCodeConst codeConst;
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unsigned int codeSampler;
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unsigned int nameHash;
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@ -1156,7 +1156,7 @@ namespace IW3
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struct MaterialVertexStreamRouting
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{
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MaterialStreamRouting data[16];
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void/*IDirect3DVertexDeclaration9*/* decl[16];
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void /*IDirect3DVertexDeclaration9*/* decl[16];
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};
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struct MaterialVertexDeclaration
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@ -1176,7 +1176,7 @@ namespace IW3
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struct MaterialVertexShaderProgram
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{
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void/*IDirect3DVertexShader9*/* vs;
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void /*IDirect3DVertexShader9*/* vs;
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GfxVertexShaderLoadDef loadDef;
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};
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@ -1195,7 +1195,7 @@ namespace IW3
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struct MaterialPixelShaderProgram
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{
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void/*IDirect3DPixelShader9*/* ps;
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void /*IDirect3DPixelShader9*/* ps;
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GfxPixelShaderLoadDef loadDef;
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};
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@ -1304,10 +1304,10 @@ namespace IW3
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union GfxTexture
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{
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//void/*IDirect3DBaseTexture9*/* basemap;
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//void/*IDirect3DTexture9*/* map;
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//void/*IDirect3DVolumeTexture9*/* volmap;
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//void/*IDirect3DCubeTexture9*/* cubemap;
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// void/*IDirect3DBaseTexture9*/* basemap;
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// void/*IDirect3DTexture9*/* map;
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// void/*IDirect3DVolumeTexture9*/* volmap;
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// void/*IDirect3DCubeTexture9*/* cubemap;
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Texture* texture;
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GfxImageLoadDef* loadDef;
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};
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@ -1681,7 +1681,7 @@ namespace IW3
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unsigned int numLeafSurfaces;
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unsigned int* leafsurfaces;
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unsigned int vertCount;
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vec3_t *verts;
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vec3_t* verts;
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int triCount;
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uint16_t* triIndices;
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char* triEdgeIsWalkable;
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@ -1898,13 +1898,13 @@ namespace IW3
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struct GfxWorldVertexData
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{
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GfxWorldVertex* vertices;
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void/*IDirect3DVertexBuffer9*/* worldVb;
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void /*IDirect3DVertexBuffer9*/* worldVb;
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};
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struct GfxWorldVertexLayerData
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{
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char* data;
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void/*IDirect3DVertexBuffer9*/* layerVb;
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void /*IDirect3DVertexBuffer9*/* layerVb;
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};
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struct SunLightParseParams
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@ -1979,7 +1979,7 @@ namespace IW3
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bool isAncestor;
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char recursionDepth;
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char hullPointCount;
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float(*hullPoints)[2];
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float (*hullPoints)[2];
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GfxPortal* queuedParent;
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};
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@ -3076,13 +3076,13 @@ namespace IW3
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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* 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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// 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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// 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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