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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 07:18:11 -05:00
add rest of iw3 commands
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@ -136,6 +136,7 @@ namespace IW3
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typedef char cbrushedge_t;
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typedef float vec2_t[2];
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typedef float vec3_t[3];
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typedef tdef_align(128) unsigned int raw_uint128;
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struct XModelPiece
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{
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@ -1399,7 +1400,7 @@ namespace IW3
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GfxPortalWritable writable;
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DpvsPlane plane;
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GfxCell* cell;
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float(*vertices)[3];
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vec3_t* vertices;
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char vertexCount;
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float hullAxis[2][3];
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};
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@ -1635,14 +1636,14 @@ namespace IW3
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unsigned int surfaceVisDataCount;
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char* smodelVisData[3];
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char* surfaceVisData[3];
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unsigned int* lodData;
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raw_uint128* lodData;
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uint16_t* sortedSurfIndex;
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GfxStaticModelInst* smodelInsts;
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GfxSurface* surfaces;
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GfxCullGroup* cullGroups;
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GfxStaticModelDrawInst* smodelDrawInsts;
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GfxDrawSurf* surfaceMaterials;
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unsigned int* surfaceCastsSunShadow;
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raw_uint128* surfaceCastsSunShadow;
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volatile int usageCount;
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};
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@ -1654,6 +1655,11 @@ namespace IW3
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char* dynEntVisData[2][3];
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};
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struct GfxWorldStreamInfo
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{
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};
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struct GfxWorld
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{
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const char* name;
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@ -1663,7 +1669,7 @@ namespace IW3
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int indexCount;
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uint16_t* indices;
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int surfaceCount;
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//GfxWorldStreamInfo streamInfo;
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GfxWorldStreamInfo streamInfo;
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int skySurfCount;
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int* skyStartSurfs;
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GfxImage* skyImage;
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@ -1806,6 +1812,12 @@ namespace IW3
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Operand operand;
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};
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enum expressionEntryType : int
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{
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EET_OPERATOR = 0x0,
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EET_OPERAND = 0x1,
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};
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struct expressionEntry
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{
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int type;
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@ -2112,6 +2124,17 @@ namespace IW3
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MISSILE_GUIDANCE_COUNT = 0x4,
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};
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struct snd_alias_list_name
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{
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const char* soundName;
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};
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union SndAliasCustom
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{
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snd_alias_list_name* name;
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snd_alias_list_t* sound;
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};
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struct WeaponDef
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{
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const char* szInternalName;
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@ -2135,52 +2158,52 @@ namespace IW3
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weapStance_t stance;
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FxEffectDef* viewFlashEffect;
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FxEffectDef* worldFlashEffect;
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snd_alias_list_t* pickupSound;
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snd_alias_list_t* pickupSoundPlayer;
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snd_alias_list_t* ammoPickupSound;
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snd_alias_list_t* ammoPickupSoundPlayer;
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snd_alias_list_t* projectileSound;
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snd_alias_list_t* pullbackSound;
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snd_alias_list_t* pullbackSoundPlayer;
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snd_alias_list_t* fireSound;
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snd_alias_list_t* fireSoundPlayer;
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snd_alias_list_t* fireLoopSound;
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snd_alias_list_t* fireLoopSoundPlayer;
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snd_alias_list_t* fireStopSound;
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snd_alias_list_t* fireStopSoundPlayer;
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snd_alias_list_t* fireLastSound;
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snd_alias_list_t* fireLastSoundPlayer;
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snd_alias_list_t* emptyFireSound;
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snd_alias_list_t* emptyFireSoundPlayer;
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snd_alias_list_t* meleeSwipeSound;
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snd_alias_list_t* meleeSwipeSoundPlayer;
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snd_alias_list_t* meleeHitSound;
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snd_alias_list_t* meleeMissSound;
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snd_alias_list_t* rechamberSound;
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snd_alias_list_t* rechamberSoundPlayer;
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snd_alias_list_t* reloadSound;
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snd_alias_list_t* reloadSoundPlayer;
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snd_alias_list_t* reloadEmptySound;
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snd_alias_list_t* reloadEmptySoundPlayer;
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snd_alias_list_t* reloadStartSound;
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snd_alias_list_t* reloadStartSoundPlayer;
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snd_alias_list_t* reloadEndSound;
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snd_alias_list_t* reloadEndSoundPlayer;
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snd_alias_list_t* detonateSound;
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snd_alias_list_t* detonateSoundPlayer;
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snd_alias_list_t* nightVisionWearSound;
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snd_alias_list_t* nightVisionWearSoundPlayer;
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snd_alias_list_t* nightVisionRemoveSound;
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snd_alias_list_t* nightVisionRemoveSoundPlayer;
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snd_alias_list_t* altSwitchSound;
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snd_alias_list_t* altSwitchSoundPlayer;
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snd_alias_list_t* raiseSound;
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snd_alias_list_t* raiseSoundPlayer;
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snd_alias_list_t* firstRaiseSound;
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snd_alias_list_t* firstRaiseSoundPlayer;
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snd_alias_list_t* putawaySound;
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snd_alias_list_t* putawaySoundPlayer;
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snd_alias_list_t** bounceSound;
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SndAliasCustom pickupSound;
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SndAliasCustom pickupSoundPlayer;
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SndAliasCustom ammoPickupSound;
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SndAliasCustom ammoPickupSoundPlayer;
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SndAliasCustom projectileSound;
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SndAliasCustom pullbackSound;
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SndAliasCustom pullbackSoundPlayer;
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SndAliasCustom fireSound;
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SndAliasCustom fireSoundPlayer;
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SndAliasCustom fireLoopSound;
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SndAliasCustom fireLoopSoundPlayer;
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SndAliasCustom fireStopSound;
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SndAliasCustom fireStopSoundPlayer;
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SndAliasCustom fireLastSound;
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SndAliasCustom fireLastSoundPlayer;
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SndAliasCustom emptyFireSound;
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SndAliasCustom emptyFireSoundPlayer;
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SndAliasCustom meleeSwipeSound;
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SndAliasCustom meleeSwipeSoundPlayer;
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SndAliasCustom meleeHitSound;
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SndAliasCustom meleeMissSound;
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SndAliasCustom rechamberSound;
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SndAliasCustom rechamberSoundPlayer;
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SndAliasCustom reloadSound;
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SndAliasCustom reloadSoundPlayer;
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SndAliasCustom reloadEmptySound;
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SndAliasCustom reloadEmptySoundPlayer;
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SndAliasCustom reloadStartSound;
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SndAliasCustom reloadStartSoundPlayer;
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SndAliasCustom reloadEndSound;
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SndAliasCustom reloadEndSoundPlayer;
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SndAliasCustom detonateSound;
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SndAliasCustom detonateSoundPlayer;
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SndAliasCustom nightVisionWearSound;
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SndAliasCustom nightVisionWearSoundPlayer;
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SndAliasCustom nightVisionRemoveSound;
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SndAliasCustom nightVisionRemoveSoundPlayer;
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SndAliasCustom altSwitchSound;
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SndAliasCustom altSwitchSoundPlayer;
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SndAliasCustom raiseSound;
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SndAliasCustom raiseSoundPlayer;
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SndAliasCustom firstRaiseSound;
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SndAliasCustom firstRaiseSoundPlayer;
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SndAliasCustom putawaySound;
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SndAliasCustom putawaySoundPlayer;
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SndAliasCustom* bounceSound;
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FxEffectDef* viewShellEjectEffect;
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FxEffectDef* worldShellEjectEffect;
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FxEffectDef* viewLastShotEjectEffect;
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@ -2377,8 +2400,8 @@ namespace IW3
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FxEffectDef* projExplosionEffect;
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int projExplosionEffectForceNormalUp;
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FxEffectDef* projDudEffect;
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snd_alias_list_t* projExplosionSound;
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snd_alias_list_t* projDudSound;
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SndAliasCustom projExplosionSound;
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SndAliasCustom projDudSound;
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int bProjImpactExplode;
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WeapStickinessType stickiness;
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int hasDetonator;
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@ -2395,7 +2418,7 @@ namespace IW3
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float maxSteeringAccel;
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int projIgnitionDelay;
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FxEffectDef* projIgnitionEffect;
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snd_alias_list_t* projIgnitionSound;
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SndAliasCustom projIgnitionSound;
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float fAdsAimPitch;
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float fAdsCrosshairInFrac;
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float fAdsCrosshairOutFrac;
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@ -2436,9 +2459,18 @@ namespace IW3
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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];
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float(*accuracyGraphKnots[2])[2];
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float(*originalAccuracyGraphKnots[2])[2];
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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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int iPositionReloadTransTime;
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@ -2563,6 +2595,24 @@ namespace IW3
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const char* name;
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};
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enum FxElemType
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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_TAIL = 0x2,
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FX_ELEM_TYPE_TRAIL = 0x3,
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FX_ELEM_TYPE_CLOUD = 0x4,
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FX_ELEM_TYPE_MODEL = 0x5,
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FX_ELEM_TYPE_OMNI_LIGHT = 0x6,
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FX_ELEM_TYPE_SPOT_LIGHT = 0x7,
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FX_ELEM_TYPE_SOUND = 0x8,
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FX_ELEM_TYPE_DECAL = 0x9,
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FX_ELEM_TYPE_RUNNER = 0xA,
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FX_ELEM_TYPE_COUNT = 0xB,
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FX_ELEM_TYPE_LAST_SPRITE = 0x3,
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FX_ELEM_TYPE_LAST_DRAWN = 0x7,
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};
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union FxElemVisuals
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{
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const void* anonymous;
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