Add gamepad location selection support
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@ -339,6 +339,8 @@ namespace Game
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Win_GetLanguage_t Win_GetLanguage = Win_GetLanguage_t(0x45CBA0);
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Vec3UnpackUnitVec_t Vec3UnpackUnitVec = Vec3UnpackUnitVec_t(0x45CA90);
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vectoyaw_t vectoyaw = vectoyaw_t(0x45AD10);
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AngleNormalize360_t AngleNormalize360 = AngleNormalize360_t(0x438DC0);
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unzClose_t unzClose = unzClose_t(0x41BF20);
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@ -441,6 +443,8 @@ namespace Game
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clientStatic_t* cls = reinterpret_cast<clientStatic_t*>(0xA7FE90);
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cg_s* cgArray = reinterpret_cast<cg_s*>(0x7F0F78);
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XAssetHeader ReallocateAssetPool(XAssetType type, unsigned int newSize)
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{
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int elSize = DB_GetXAssetSizeHandlers[type]();
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@ -800,6 +800,12 @@ namespace Game
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typedef void (__cdecl * Vec3UnpackUnitVec_t)(PackedUnitVec, vec3_t *);
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extern Vec3UnpackUnitVec_t Vec3UnpackUnitVec;
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typedef float(__cdecl* vectoyaw_t)(vec2_t* vec);
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extern vectoyaw_t vectoyaw;
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typedef float(__cdecl* AngleNormalize360_t)(float val);
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extern AngleNormalize360_t AngleNormalize360;
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typedef void(__cdecl * unzClose_t)(void* handle);
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extern unzClose_t unzClose;
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@ -903,6 +909,8 @@ namespace Game
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extern clientStatic_t* cls;
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extern cg_s* cgArray;
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XAssetHeader ReallocateAssetPool(XAssetType type, unsigned int newSize);
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void Menu_FreeItemMemory(Game::itemDef_s* item);
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void Menu_SetNextCursorItem(Game::UiContext* ctx, Game::menuDef_t* currentMenu, int unk = 1);
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@ -6141,6 +6141,24 @@ namespace Game
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float scale;
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};
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struct __declspec(align(8)) cg_s
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{
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playerState_s predictedPlayerState;
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char _pad0[0x67638];
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int frametime; // + 0x6A754
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char _pad1[0x960C]; // + 0x6A758
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float compassMapWorldSize[2]; // + 0x73D64
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char _pad2[0x74]; // + 0x73D6C
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float selectedLocation[2]; // + 0x73DE0
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float selectedLocationAngle;
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float selectedAngleLocation[2];
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float selectedLocationPrev[2];
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float selectedLocationAnglePrev;
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char _pad3[0x89740];
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};
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constexpr auto aaaaaaa1 = sizeof(cg_s);
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#pragma endregion
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#ifndef IDA
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