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Update nod
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@@ -386,28 +386,28 @@ CEntity* ScriptLoader::LoadActor(CStateManager& mgr, CInputStream& in, int propC
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zeus::CVector3f centroid;
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centroid.readBig(in);
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float f1 = in.readFloatBig();
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float f2 = in.readFloatBig();
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float mass = in.readFloatBig();
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float zMomentum = in.readFloatBig();
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CHealthInfo hInfo(in);
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CDamageVulnerability dInfo(in);
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CDamageVulnerability dVuln(in);
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ResId staticId = in.readUint32Big();
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CAnimationParameters aParms = LoadAnimationParameters(in);
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CActorParameters actParms = LoadActorParameters(in);
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bool b1 = in.readBool();
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bool looping = in.readBool();
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bool snow = in.readBool();
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bool solid = in.readBool();
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bool cameraPassthrough = in.readBool();
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bool b5 = in.readBool();
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bool active = in.readBool();
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u32 w2 = in.readUint32Big();
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float f3 = in.readFloatBig();
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bool b6 = in.readBool();
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bool b7 = in.readBool();
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bool b8 = in.readBool();
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bool castsShadow = in.readBool();
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bool xposeRotate = in.readBool();
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bool b9 = in.readBool();
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FourCC animType = g_ResFactory->GetResourceTypeById(aParms.GetACSFile());
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@@ -435,8 +435,8 @@ CEntity* ScriptLoader::LoadActor(CStateManager& mgr, CInputStream& in, int propC
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if ((collisionExtent.x < 0.f || collisionExtent.y < 0.f || collisionExtent.z < 0.f) || collisionExtent.isZero())
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aabb = data.GetBounds(head.x10_transform.getRotation());
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return new CScriptActor(mgr.AllocateUniqueId(), head.x0_name, info, head.x10_transform, std::move(data), aabb, f1,
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f2, list, hInfo, dInfo, actParms, b1, b5, w2, f3, b6, b7, b8, b9);
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return new CScriptActor(mgr.AllocateUniqueId(), head.x0_name, info, head.x10_transform, std::move(data), aabb, mass,
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zMomentum, list, hInfo, dVuln, actParms, looping, active, w2, f3, b6, castsShadow, xposeRotate, b9);
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}
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CEntity* ScriptLoader::LoadWaypoint(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info)
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