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Reformat code with clang format
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@ -114,43 +114,43 @@ namespace T5
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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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PhysConstraints *physConstraints;
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DestructibleDef *destructibleDef;
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XAnimParts *parts;
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XModel *model;
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Material *material;
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//MaterialPixelShader *pixelShader; // Not an asset
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//MaterialVertexShader *vertexShader; // Not an asset
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MaterialTechniqueSet *techniqueSet;
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GfxImage *image;
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SndBank *sound;
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SndPatch *soundPatch;
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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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WeaponVariantDef *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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PackIndex *packIndex;
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XGlobals *xGlobals;
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ddlRoot_t *ddlRoot;
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Glasses *glasses;
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//TextureList *textureList; // Not an asset
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EmblemSet *emblemSet;
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void *data;
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// XModelPieces *xmodelPieces; // Not an asset
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PhysPreset* physPreset;
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PhysConstraints* physConstraints;
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DestructibleDef* destructibleDef;
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XAnimParts* parts;
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XModel* model;
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Material* material;
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// MaterialPixelShader *pixelShader; // Not an asset
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// MaterialVertexShader *vertexShader; // Not an asset
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MaterialTechniqueSet* techniqueSet;
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GfxImage* image;
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SndBank* sound;
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SndPatch* soundPatch;
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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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WeaponVariantDef* 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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PackIndex* packIndex;
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XGlobals* xGlobals;
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ddlRoot_t* ddlRoot;
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Glasses* glasses;
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// TextureList *textureList; // Not an asset
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EmblemSet* emblemSet;
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void* data;
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};
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typedef tdef_align(16) char char16;
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@ -508,12 +508,12 @@ namespace T5
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uint16_t triCount;
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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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void/*IDirect3DVertexBuffer9*/* vb0;
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void /*IDirect3DVertexBuffer9*/* vb0;
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XRigidVertList* vertList;
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void/*IDirect3DIndexBuffer9*/* indexBuffer;
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void /*IDirect3DIndexBuffer9*/* indexBuffer;
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int partBits[5];
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};
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@ -628,8 +628,8 @@ namespace T5
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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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@ -837,7 +837,7 @@ namespace T5
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struct MaterialVertexStreamRouting
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{
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MaterialStreamRouting data[16];
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void/*IDirect3DVertexDeclaration9*/* decl[18];
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void /*IDirect3DVertexDeclaration9*/* decl[18];
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};
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struct MaterialVertexDeclaration
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@ -856,7 +856,7 @@ namespace T5
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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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@ -874,7 +874,7 @@ namespace T5
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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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@ -893,7 +893,7 @@ namespace T5
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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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@ -1963,7 +1963,7 @@ namespace T5
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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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@ -2040,17 +2040,17 @@ namespace T5
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PackedUnitVec normal;
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PackedUnitVec tangent;
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};
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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 GfxWorldDraw
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@ -3861,15 +3861,16 @@ namespace T5
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float fHipViewScatterMax;
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float fightDist;
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float maxDist;
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//const char *accuracyGraphName[2]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[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]; // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[0] -> originalAccuracyGraphKnots[0] ->
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// 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* accuracyGraphName0;
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const char* accuracyGraphName1;
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//vec2_t *accuracyGraphKnots[2];
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// vec2_t *accuracyGraphKnots[2];
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vec2_t* accuracyGraphKnots0;
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vec2_t* accuracyGraphKnots1;
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//vec2_t *originalAccuracyGraphKnots[2];
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// vec2_t *originalAccuracyGraphKnots[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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