Custom material stupport
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167
src/client/component/materials.cpp
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167
src/client/component/materials.cpp
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@ -0,0 +1,167 @@
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#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "materials.hpp"
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#include "console.hpp"
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#include "game/game.hpp"
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#include "game/dvars.hpp"
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#include <utils/hook.hpp>
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#include <utils/memory.hpp>
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#include <utils/io.hpp>
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#include <utils/string.hpp>
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#include <utils/image.hpp>
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#include <utils/concurrency.hpp>
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namespace materials
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{
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namespace
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{
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utils::hook::detour db_material_streaming_fail_hook;
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utils::hook::detour material_register_handle_hook;
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struct material_data_t
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{
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std::unordered_map<std::string, game::Material*> materials;
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std::unordered_map<std::string, std::string> images;
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};
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utils::concurrency::container<material_data_t> material_data;
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game::GfxImage* setup_image(game::GfxImage* image, const utils::image& raw_image)
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{
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image->imageFormat = 0x1000003;
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image->resourceSize = -1;
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D3D11_SUBRESOURCE_DATA data{};
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data.SysMemPitch = raw_image.get_width() * 4;
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data.SysMemSlicePitch = data.SysMemPitch * raw_image.get_height();
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data.pSysMem = raw_image.get_buffer();
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game::Image_Setup(image, raw_image.get_width(), raw_image.get_height(), image->depth, image->numElements,
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image->imageFormat, DXGI_FORMAT_R8G8B8A8_UNORM, image->name, &data);
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return image;
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}
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game::Material* create_material(const std::string& name, const std::string& data)
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{
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const auto white = *reinterpret_cast<game::Material**>(SELECT_VALUE(0x141F3D860, 0x14282C330));
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const auto material = utils::memory::get_allocator()->allocate<game::Material>();
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const auto texture_table = utils::memory::get_allocator()->allocate<game::MaterialTextureDef>();
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const auto image = utils::memory::get_allocator()->allocate<game::GfxImage>();
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std::memcpy(material, white, sizeof(game::Material));
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std::memcpy(texture_table, white->textureTable, sizeof(game::MaterialTextureDef));
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std::memcpy(image, white->textureTable->u.image, sizeof(game::GfxImage));
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material->name = utils::memory::get_allocator()->duplicate_string(name);
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image->name = material->name;
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material->textureTable = texture_table;
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material->textureTable->u.image = setup_image(image, data);
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return material;
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}
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game::Material* load_material(const std::string& name)
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{
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return material_data.access<game::Material*>([&](material_data_t& data_) -> game::Material*
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{
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if (const auto i = data_.materials.find(name); i != data_.materials.end())
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{
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return i->second;
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}
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std::string data{};
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if (const auto i = data_.images.find(name); i != data_.images.end())
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{
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data = i->second;
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}
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if (data.empty()
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&& !utils::io::read_file(utils::string::va("h1-mod/materials/%s.png", name.data()), &data)
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&& !utils::io::read_file(utils::string::va("data/materials/%s.png", name.data()), &data))
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{
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return nullptr;
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}
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const auto material = create_material(name, data);
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data_.materials[name] = material;
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return material;
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});
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}
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game::Material* try_load_material(const std::string& name)
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{
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try
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{
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return load_material(name);
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}
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catch (const std::exception& e)
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{
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console::error("Failed to load material %s: %s\n", name.data(), e.what());
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}
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return nullptr;
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}
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game::Material* material_register_handle_stub(const char* name)
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{
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auto result = try_load_material(name);
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if (result == nullptr)
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{
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result = material_register_handle_hook.invoke<game::Material*>(name);
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}
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return result;
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}
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bool db_material_streaming_fail_stub(game::Material* material)
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{
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const auto found = material_data.access<bool>([material](material_data_t& data_)
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{
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if (data_.materials.find(material->name) != data_.materials.end())
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{
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return true;
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}
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return false;
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});
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if (found)
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{
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return false;
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}
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return db_material_streaming_fail_hook.invoke<bool>(material);
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}
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}
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void add(const std::string& name, const std::string& data)
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{
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material_data.access([&](material_data_t& data_)
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{
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data_.images[name] = data;
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});
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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if (game::environment::is_dedi())
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{
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return;
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}
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material_register_handle_hook.create(game::Material_RegisterHandle, material_register_handle_stub);
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db_material_streaming_fail_hook.create(SELECT_VALUE(0x1401D3180, 0x1402C6260), db_material_streaming_fail_stub);
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}
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};
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}
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REGISTER_COMPONENT(materials::component)
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src/client/component/materials.hpp
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6
src/client/component/materials.hpp
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#pragma once
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namespace materials
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{
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void add(const std::string& name, const std::string& data);
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}
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@ -1101,11 +1101,91 @@ namespace game
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int forceTechType;
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};
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struct GfxImage;
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union MaterialTextureDefInfo
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{
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GfxImage* image;
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void* water;
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};
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struct MaterialTextureDef
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{
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unsigned int nameHash;
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char nameStart;
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char nameEnd;
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char samplerState;
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char semantic;
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MaterialTextureDefInfo u;
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char pad[1000];
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};
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struct MaterialPass
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{
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void* vertexShader;
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void* vertexDecl;
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void* hullShader;
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void* domainShader;
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void* pixelShader;
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char pixelOutputMask;
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char perPrimArgCount;
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char perObjArgCount;
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char stableArgCount;
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unsigned __int16 perPrimArgSize;
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unsigned __int16 perObjArgSize;
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unsigned __int16 stableArgSize;
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char zone;
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char perPrimConstantBuffer;
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char perObjConstantBuffer;
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char stableConstantBuffer;
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unsigned int customBufferFlags;
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char customSamplerFlags;
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char precompiledIndex;
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char stageConfig;
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void* args;
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};
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struct MaterialTechnique
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{
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const char* name;
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unsigned __int16 flags;
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unsigned __int16 passCount;
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MaterialPass passArray[1];
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};
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struct MaterialTechniqueSet
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{
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const char* name;
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unsigned __int16 flags;
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char worldVertFormat;
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char preDisplacementOnlyCount;
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MaterialTechnique* techniques[309];
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};
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struct GfxStateBits
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{
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unsigned int loadBits[3];
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char zone;
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char depthStencilState[11];
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char blendState;
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char rasterizerState;
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};
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struct Material
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{
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const char* name;
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char __pad0[0x118];
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char textureCount;
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char __pad1[7];
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MaterialTechniqueSet* techniqueSet;
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MaterialTextureDef* textureTable;
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void* constantTable;
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GfxStateBits* stateBitsTable;
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char __pad2[0x108];
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};
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static_assert(sizeof(Material) == 0x250);
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struct Glyph
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{
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unsigned short letter;
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@ -1252,7 +1332,6 @@ namespace game
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GfxImageLoadDef* loadDef;
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};
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struct GfxTexture
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{
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$3FA29451CE6F1FA138A5ABAB84BE9676 ___u0;
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#define R_AddCmdDrawTextWithCursor(TXT, MC, F, UNK, X, Y, XS, YS, R, C, S, CP, CC) \
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H1_AddBaseDrawTextCmd(TXT, MC, F, game::R_GetFontHeight(F), X, Y, XS, YS, R, C, S, CP, CC, game::R_DrawSomething(S))
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WEAK symbol<char* (GfxImage* image, uint32_t width, uint32_t height, uint32_t depth, uint32_t mipCount,
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uint32_t imageFlags, DXGI_FORMAT imageFormat, const char* name, const D3D11_SUBRESOURCE_DATA* initData)> Image_Setup{0x1404D7D50, 0x1405DCF90};
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WEAK symbol<unsigned int(unsigned int localId, const char* pos,
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unsigned int paramcount)> VM_Execute{0x140376360, 0x140444350};
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