[IMaterial] Add mapping for fx materials
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@ -50,6 +50,10 @@ namespace Assets
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"_add_lin",
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"_replace",
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"_eyeoffset",
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"_add",
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"_blend",
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"_blend_nofog",
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};
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if (!asset->techniqueSet)
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@ -809,6 +809,9 @@ namespace Components
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Utils::Hook::Nop(0x53D815, 2);
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#endif
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// Don't draw smodels
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//Utils::Hook::Set<BYTE>(0x541E40, 0xC3);
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// Restrict asset loading
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AssetHandler::OnLoad(Maps::LoadAssetRestrict);
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@ -2181,7 +2181,7 @@ namespace Game
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const void *anonymous;
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Material *material;
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XModel *xmodel;
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FxEffectDefRef *effectDef;
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FxEffectDefRef effectDef;
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const char *soundName;
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};
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@ -2204,21 +2204,18 @@ namespace Game
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struct FxTrailVertex
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{
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/*
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float pos[2];
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float normal[2];
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float texCoord[2];
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*/
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char pad[20];
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float texCoord;
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};
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struct FxTrailDef
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{
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int scrollTimeMsec;
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int repeatDist;
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float splitArcDist;
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int splitDist;
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int splitTime;
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float invSplitDist;
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float invSplitArcDist;
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float invSplitTime;
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int vertCount;
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FxTrailVertex *verts;
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int indCount;
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@ -2316,11 +2313,13 @@ namespace Game
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//If elemType is 0xB, then use markVisuals
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//If elemType is not 0xB and visualCount == 1, then use visual
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//If elemType is not 0xB and visualCount != 1, then use visualsArray
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// Those are probably bounds!
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vec3_t collMins;
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vec3_t collMaxs;
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FxEffectDefRef *effectOnImpact;
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FxEffectDefRef *effectOnDeath;
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FxEffectDefRef *effectEmitted;
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FxEffectDefRef effectOnImpact;
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FxEffectDefRef effectOnDeath;
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FxEffectDefRef effectEmitted;
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FxFloatRange emitDist;
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FxFloatRange emitDistVariance;
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FxElemExtendedDef extendedDef;
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@ -2329,7 +2328,8 @@ namespace Game
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//If elemType != 3 && elemType != 6 use unknownBytes (size = 1)
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char sortOrder;
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char lightingFrac;
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char unused[2];
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char useItemClip;
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char unused[1];
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};
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struct FxEffectDef
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@ -2655,7 +2655,11 @@ namespace Game
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struct G_GlassPiece
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{
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char pad[12];
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unsigned __int16 damageTaken;
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unsigned __int16 collapseTime;
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int lastStateChangeTime;
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char impactDir;
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char impactPos[2];
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};
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struct G_GlassName
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