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Formatting, and more script object implementations
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@@ -52,11 +52,83 @@ public:
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RumbleEffect = 50
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};
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enum class ESpinnerControllerMode
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{
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};
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struct SRingController
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{
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SRingController(TUniqueId, float, bool);
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};
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private:
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ESpecialFunction xe8_function;
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std::string xec_locatorName;
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float xfc_radius;
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float x100_;
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float x104_;
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float x108_;
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zeus::CVector3f x10c_;
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zeus::CColor x118_;
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CDamageInfo x11c_damageInfo;
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float x138_ = 0.f;
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zeus::CTransform x13c_ = zeus::CTransform::Identity();
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float x16c_ = 0.f;
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s16 x170_;
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s16 x172_;
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s16 x174_;
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u32 x178_ = 0;
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u32 x17c_;
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float x180_ = 0.f;
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std::vector<float> x184_;
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float x194_ = 0.f;
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u32 x19c_ = 0;
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u32 x1a0_ = 0;
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u32 x1a4_ = 0;
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u32 x1a8_ = 2;
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zeus::CVector3f x1ac_ = zeus::CVector3f::skZero;
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bool x1b8_ = true;
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ResId x1bc_;
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ResId x1c0_;
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ResId x1c4_;
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rstl::optional_object<zeus::CAABox> x1c8_;
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union
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{
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struct
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{
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bool x1e4_24_ : 1;
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bool x1e4_25_ : 1;
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bool x1e4_26_ : 1;
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bool x1e4_27_ : 1;
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bool x1e4_31_ : 1;
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bool x1e5_24_ : 1;
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bool x1e5_25_ : 1;
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bool x1e5_26_ : 1;
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};
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u32 x1e4_dummy = 0;
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};
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bool x1f0_ = false;
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public:
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CScriptSpecialFunction(TUniqueId, const std::string&, const CEntityInfo&, const zeus::CTransform&, ESpecialFunction,
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const std::string&, float, float, float, float, const zeus::CVector3f&, const zeus::CColor&,
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bool, const CDamageInfo&, u32, u32, u32, u16, u16, u16);
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bool, const CDamageInfo&, ResId, ResId, ResId, s16, s16, s16);
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void Think(float, CStateManager &);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager &);
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void PreRender(const zeus::CFrustum &, const CStateManager &);
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void AddToRenderer(const zeus::CFrustum &, const CStateManager &) const;
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void Render(const CStateManager &) const;
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void SkipCinematic(CStateManager&);
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void RingMoveCloser(CStateManager&, float);
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void RingMoveAway(CStateManager&, float);
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void ThinkRingPuller(float, CStateManager&);
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void RingScramble(CStateManager&);
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void ThinkIntroBossRingController(float, CStateManager&);
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void ThinkPlayerFollowLocator(float, CStateManager&);
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void ThinkSpinnerController(float, CStateManager&, ESpinnerControllerMode);
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void ThinkObjectFollowLocator(float, CStateManager&);
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void ThinkChaffTarget(float, CStateManager&);
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};
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}
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