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Rename EVNT structs to match the engine
Implement getter elements and state tracking for CElementGen
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@@ -128,6 +128,7 @@ private:
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std::vector<std::unique_ptr<CElementGen>> x248_finishPartChildren;
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int x258_SISY = 16;
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int x25c_PISY = 16;
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u32 x260_cumulativeParticles = 0; /* Retail */
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std::vector<std::unique_ptr<CParticleSwoosh>> x260_swhcChildren;
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int x270_SSSD = 0;
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zeus::CVector3f x274_SSPO;
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@@ -196,11 +197,17 @@ public:
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CElementGen* ConstructChildParticleSystem(const TToken<CGenDescription>&);
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void UpdateLightParameters();
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void BuildParticleSystemBounds();
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u32 GetEmitterTime() const
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{
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/* Game returns x74, guessing x50 is what it's asking for */
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return x50_curFrame;
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}
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u32 GetSystemCount();
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u32 GetCumulativeParticleCount() const { return x260_cumulativeParticles; }
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u32 GetParticleCountAllInternal() const;
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u32 GetParticleCountAll() const {return x20c_recursiveParticleCount;}
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void EndLifetime();
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void ForceParticleCreation(int amount) { CreateNewParticles(amount); }
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void ForceParticleCreation(int amount);
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bool InternalUpdate(double);
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void RenderModels();
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