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ZoneCodeGenerator: Make unions work with conditions and only load one union member at a time consistently
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@ -4619,11 +4619,9 @@ union FxElemDefVisuals
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union FxElemExtendedDefPtr
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{
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FxTrailDef *localTrailDef;
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FxTrailDef *trailDef;
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FxSpotLightDef *localSpotLightDef;
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FxSpotLightDef *spotLightDef;
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void *unknownDef;
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char *unknownDef;
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};
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struct FxBillboardTrim
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@ -4643,6 +4641,26 @@ struct FxElemSpawnSound
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const char *spawnSound;
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};
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enum FxElemType : char
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{
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FX_ELEM_TYPE_SPRITE_BILLBOARD = 0x0,
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FX_ELEM_TYPE_SPRITE_ORIENTED = 0x1,
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FX_ELEM_TYPE_SPRITE_ROTATED = 0x2,
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FX_ELEM_TYPE_TAIL = 0x3,
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FX_ELEM_TYPE_LINE = 0x4,
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FX_ELEM_TYPE_TRAIL = 0x5,
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FX_ELEM_TYPE_CLOUD = 0x6,
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FX_ELEM_TYPE_MODEL = 0x7,
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FX_ELEM_TYPE_OMNI_LIGHT = 0x8,
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FX_ELEM_TYPE_SPOT_LIGHT = 0x9,
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FX_ELEM_TYPE_SOUND = 0xA,
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FX_ELEM_TYPE_DECAL = 0xB,
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FX_ELEM_TYPE_RUNNER = 0xC,
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FX_ELEM_TYPE_COUNT = 0xD,
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FX_ELEM_TYPE_LAST_SPRITE = 0x5,
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FX_ELEM_TYPE_LAST_DRAWN = 0x9,
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};
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const struct FxElemDef
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{
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int flags;
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@ -4664,7 +4682,7 @@ const struct FxElemDef
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FxFloatRange reflectionFactor;
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FxElemAtlas atlas;
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float windInfluence;
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char elemType;
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FxElemType elemType;
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char visualCount;
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char velIntervalCount;
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char visStateIntervalCount;
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