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Implement Metal fluid plane tessellation shader
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@@ -1810,7 +1810,7 @@ CEntity* ScriptLoader::LoadRipple(CStateManager& mgr, CInputStream& in, int prop
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{
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if (!EnsurePropertyCount(propCount, 4, "Ripple"))
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return nullptr;
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std::string_view name = mgr.HashInstanceName(in);
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std::string name = mgr.HashInstanceName(in);
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zeus::CVector3f center = zeus::CVector3f::ReadBig(in);
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bool active = in.readBool();
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float mag = in.readFloatBig();
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@@ -1822,7 +1822,7 @@ CEntity* ScriptLoader::LoadBallTrigger(CStateManager& mgr, CInputStream& in, int
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if (!EnsurePropertyCount(propCount, 9, "BallTrigger"))
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return nullptr;
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std::string_view name = in.readString();
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std::string name = in.readString();
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zeus::CVector3f pos = zeus::CVector3f::ReadBig(in);
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zeus::CVector3f scale = zeus::CVector3f::ReadBig(in);
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@@ -2342,7 +2342,7 @@ CEntity* ScriptLoader::LoadGunTurret(CStateManager& mgr, CInputStream& in, int p
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if (!EnsurePropertyCount(propCount, CScriptGunTurretData::GetMinProperties(), "GunTurret"))
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return nullptr;
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std::string_view name = mgr.HashInstanceName(in);
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std::string name = mgr.HashInstanceName(in);
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CScriptGunTurret::ETurretComponent component = CScriptGunTurret::ETurretComponent(in.readUint32Big());
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zeus::CTransform xf = LoadEditorTransform(in);
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zeus::CVector3f scale = zeus::CVector3f::ReadBig(in);
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@@ -2461,7 +2461,7 @@ CEntity* ScriptLoader::LoadTeamAIMgr(CStateManager& mgr, CInputStream& in, int p
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if (!EnsurePropertyCount(propCount, 8, "TeamAiMgr"))
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return nullptr;
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std::string_view name = mgr.HashInstanceName(in);
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std::string name = mgr.HashInstanceName(in);
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CTeamAiData data(in, propCount);
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return new CTeamAiMgr(mgr.AllocateUniqueId(), name, info, data);
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}
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