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CScriptMidi and work on CGameArea loading
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@@ -61,17 +61,17 @@ struct CAreaRenderOctTree
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const zeus::CAABox& testAABB) const;
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};
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std::unique_ptr<u8[]> x0_buf;
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const u8* x0_buf;
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u32 x8_bitmapCount;
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u32 xc_meshCount;
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u32 x10_nodeCount;
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u32 x14_bitmapWordCount;
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zeus::CAABox x18_aabb;
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u32* x30_bitmaps;
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u32* x34_indirectionTable;
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u8* x38_entries;
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const u32* x30_bitmaps;
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const u32* x34_indirectionTable;
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const u8* x38_entries;
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CAreaRenderOctTree(std::unique_ptr<u8[]>&& buf);
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CAreaRenderOctTree(const u8* buf);
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void FindOverlappingModels(std::vector<u32>& out, const zeus::CAABox& testAABB) const;
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};
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@@ -110,14 +110,14 @@ class CGameArea : public IGameArea
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u8 _dummy = 0;
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};
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enum class Phase
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enum class EPhase
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{
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LoadHeader,
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LoadSecSizes,
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ReserveSections,
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LoadDataSections,
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WaitForFinish
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} xf4_phase = Phase::LoadHeader;
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} xf4_phase = EPhase::LoadHeader;
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std::list<std::shared_ptr<ProjectResourceFactoryBase::AsyncTask>> xf8_loadTransactions;
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@@ -187,7 +187,7 @@ public:
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u32 x10bc_ = 0;
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std::unique_ptr<CAreaObjectList> x10c0_areaObjs;
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std::unique_ptr<CAreaFog> x10c4_areaFog;
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std::unique_ptr<u8[]> x10c8_sclyBuf;
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const u8* x10c8_sclyBuf = nullptr;
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u32 x10d0_sclySize = 0;
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u32 x10d4_ = 0;
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const CScriptAreaAttributes* x10d8_areaAttributes = nullptr;
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@@ -213,7 +213,7 @@ public:
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};
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u8 _dummy = 0;
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};
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std::vector<std::pair<u8*, u32>> x110c_layerPtrs;
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std::vector<std::pair<const u8*, u32>> x110c_layerPtrs;
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float x111c_thermalCurrent = 0.f;
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float x1120_thermalSpeed = 0.f;
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float x1124_thermalTarget = 0.f;
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@@ -226,7 +226,7 @@ public:
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};
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private:
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std::vector<std::pair<std::unique_ptr<u8[]>, int>> x110_mreaSecBufs;
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std::vector<std::pair<u8*, int>> m_resolvedBufs;
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std::vector<std::pair<const u8*, int>> m_resolvedBufs;
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u32 x124_secCount = 0;
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u32 x128_mreaDataOffset = 0;
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std::unique_ptr<CPostConstructed> x12c_postConstructed;
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@@ -303,7 +303,7 @@ public:
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void StartStreamIn(CStateManager& mgr);
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void Validate(CStateManager& mgr);
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void LoadScriptObjects(CStateManager& mgr);
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std::pair<u8*, u32> GetLayerScriptBuffer(int layer);
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std::pair<const u8*, u32> GetLayerScriptBuffer(int layer);
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void PostConstructArea();
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void FillInStaticGeometry();
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void VerifyTokenList(CStateManager& stateMgr);
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