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CPlasmaProjectile: Make PlayerEffectResource instances contain CAssetIds
Uses the wrapper type instead of the raw type.
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@@ -18,10 +18,10 @@
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namespace urde {
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class CPlasmaProjectile : public CBeamProjectile {
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public:
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struct PlayerEffectResoures : rstl::reserved_vector<u64, 8> {
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PlayerEffectResoures(u64 a = UINT64_MAX, u64 b = UINT64_MAX, u64 c = UINT64_MAX, u64 d = UINT64_MAX,
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u64 e = UINT64_MAX, u64 f = UINT64_MAX, u64 g = UINT64_MAX, u64 h = UINT64_MAX)
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: rstl::reserved_vector<u64, 8>({a, b, c, d, e, f, g, h}) {}
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struct PlayerEffectResoures : rstl::reserved_vector<CAssetId, 8> {
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PlayerEffectResoures(CAssetId a = {}, CAssetId b = {}, CAssetId c = {}, CAssetId d = {},
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CAssetId e = {}, CAssetId f = {}, CAssetId g = {}, CAssetId h = {})
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: rstl::reserved_vector<CAssetId, 8>({a, b, c, d, e, f, g, h}) {}
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};
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private:
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std::vector<TUniqueId> x468_lights;
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