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Working CScriptGunTurret
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@@ -13,105 +13,105 @@ struct GunTurret : IScriptObject {
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Value<atVec3f> location;
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Value<atVec3f> orientation;
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Value<atVec3f> scale;
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Value<atVec3f> unknown2;
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Value<atVec3f> scanOffset;
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Value<atVec3f> collisionExtent;
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Value<atVec3f> collisionOffset;
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AnimationParameters animationParameters;
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ActorParameters actorParameters;
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HealthInfo healthInfo;
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DamageVulnerability damageVulnerabilty;
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Value<float> unknown3;
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Value<float> unknown4;
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Value<float> unknown5;
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Value<float> unknown6;
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Value<float> unknown7;
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Value<float> unknown8;
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Value<float> unknown9;
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Value<float> unknown10;
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Value<float> unknown11;
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Value<float> unknown12;
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Value<float> unknown13;
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Value<float> unknown14;
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Value<float> unknown15;
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Value<float> unknown16;
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Value<bool> unknown17;
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UniqueID32 unknown18;
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DamageInfo damageInfo;
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UniqueID32 particle1;
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UniqueID32 particle2;
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UniqueID32 particle3;
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UniqueID32 particle4;
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UniqueID32 particle5;
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UniqueID32 particle6;
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UniqueID32 particle7;
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Value<atUint32> unknown19;
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Value<atUint32> unknown20;
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Value<atUint32> unknown21;
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Value<atUint32> unknown22;
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Value<atUint32> unknown23;
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Value<atUint32> unknown24;
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UniqueID32 model;
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Value<float> unknown25;
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Value<atUint32> unknown26;
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Value<atUint32> unknown27;
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Value<atUint32> unknown28;
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Value<float> unknown29;
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Value<bool> unknown30;
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Value<float> intoDeactivateDelay;
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Value<float> reloadTime;
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Value<float> reloadTimeVariance;
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Value<float> panStartTime;
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Value<float> panHoldTime;
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Value<float> totalPanSearchTime;
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Value<float> leftMaxAngle;
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Value<float> rightMaxAngle;
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Value<float> downMaxAngle;
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Value<float> turnSpeed;
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Value<float> detectionRange;
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Value<float> detectionZRange;
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Value<float> freezeDuration;
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Value<float> freezeVariance;
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Value<bool> freezeTimeout;
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UniqueID32 projectileRes;
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DamageInfo projectileDamage;
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UniqueID32 idleLightRes;
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UniqueID32 deactivateLightRes;
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UniqueID32 targettingLightRes;
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UniqueID32 frozenEffectRes;
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UniqueID32 chargingEffectRes;
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UniqueID32 panningEffectRes;
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UniqueID32 visorEffectRes;
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Value<atUint32> trackingSoundId;
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Value<atUint32> lockOnSoundId;
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Value<atUint32> unfreezeSoundId;
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Value<atUint32> stopClankSoundId;
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Value<atUint32> chargingSoundId;
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Value<atUint32> visorSoundId;
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UniqueID32 extensionModelResId;
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Value<float> extensionDropDownDist;
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Value<atUint32> numInitialShots;
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Value<atUint32> initialShotTableIndex;
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Value<atUint32> numSubsequentShots;
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Value<float> frenzyDuration;
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Value<bool> scriptedStartOnly;
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void addCMDLRigPairs(PAKRouter<PAKBridge>& pakRouter, CharacterAssociations<UniqueID32>& charAssoc) const {
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actorParameters.addCMDLRigPairs(pakRouter, charAssoc, animationParameters);
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}
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void nameIDs(PAKRouter<PAKBridge>& pakRouter) const {
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if (unknown18) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(unknown18);
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ent->name = name + "_unknown18";
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if (projectileRes) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(projectileRes);
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ent->name = name + "_projectileRes";
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}
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if (model) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(model);
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ent->name = name + "_model";
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if (idleLightRes) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(idleLightRes);
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ent->name = name + "_idleLightRes";
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}
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if (particle1) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(particle1);
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ent->name = name + "_part1";
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if (deactivateLightRes) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(deactivateLightRes);
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ent->name = name + "_deactivateLightRes";
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}
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if (particle2) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(particle2);
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ent->name = name + "_part2";
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if (targettingLightRes) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(targettingLightRes);
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ent->name = name + "_targettingLightRes";
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}
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if (particle3) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(particle3);
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ent->name = name + "_part3";
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if (frozenEffectRes) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(frozenEffectRes);
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ent->name = name + "_frozenEffectRes";
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}
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if (particle4) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(particle4);
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ent->name = name + "_part4";
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if (chargingEffectRes) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(chargingEffectRes);
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ent->name = name + "_chargingEffectRes";
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}
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if (particle5) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(particle5);
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ent->name = name + "_part5";
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if (panningEffectRes) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(panningEffectRes);
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ent->name = name + "_panningEffectRes";
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}
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if (particle6) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(particle6);
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ent->name = name + "_part6";
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if (visorEffectRes) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(visorEffectRes);
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ent->name = name + "_visorEffectRes";
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}
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if (particle7) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(particle7);
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ent->name = name + "_part7";
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if (extensionModelResId) {
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PAK::Entry* ent = (PAK::Entry*)pakRouter.lookupEntry(extensionModelResId);
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ent->name = name + "_extensionModelResId";
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}
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animationParameters.nameANCS(pakRouter, name + "_animp");
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actorParameters.nameIDs(pakRouter, name + "_actp");
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}
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void gatherDependencies(std::vector<hecl::ProjectPath>& pathsOut, std::vector<hecl::ProjectPath>& lazyOut) const {
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g_curSpec->flattenDependencies(unknown18, pathsOut);
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g_curSpec->flattenDependencies(model, pathsOut);
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g_curSpec->flattenDependencies(particle1, pathsOut);
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g_curSpec->flattenDependencies(particle2, pathsOut);
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g_curSpec->flattenDependencies(particle3, pathsOut);
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g_curSpec->flattenDependencies(particle4, pathsOut);
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g_curSpec->flattenDependencies(particle5, pathsOut);
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g_curSpec->flattenDependencies(particle6, pathsOut);
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g_curSpec->flattenDependencies(particle7, pathsOut);
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g_curSpec->flattenDependencies(projectileRes, pathsOut);
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g_curSpec->flattenDependencies(idleLightRes, pathsOut);
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g_curSpec->flattenDependencies(deactivateLightRes, pathsOut);
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g_curSpec->flattenDependencies(targettingLightRes, pathsOut);
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g_curSpec->flattenDependencies(frozenEffectRes, pathsOut);
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g_curSpec->flattenDependencies(chargingEffectRes, pathsOut);
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g_curSpec->flattenDependencies(panningEffectRes, pathsOut);
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g_curSpec->flattenDependencies(visorEffectRes, pathsOut);
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g_curSpec->flattenDependencies(extensionModelResId, pathsOut);
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animationParameters.depANCS(pathsOut);
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actorParameters.depIDs(pathsOut, lazyOut);
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}
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