[IGameWorldSp] Finish GameWorldSp interface
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@ -43,25 +43,110 @@ namespace Assets
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Game::pathnode_tree_t** destChildNodeTreePtr = &destNodeTree->u.child[i];
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Game::pathnode_tree_t** destChildNodeTreePtr = &destNodeTree->u.child[i];
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Game::pathnode_tree_t** childNodeTreePtr = &nodeTree->u.child[i];
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Game::pathnode_tree_t** childNodeTreePtr = &nodeTree->u.child[i];
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if (builder->hasPointer(*childNodeTreePtr))
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if (*childNodeTreePtr)
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{
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{
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*destChildNodeTreePtr = builder->getPointer(*childNodeTreePtr);
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if (builder->hasPointer(*childNodeTreePtr))
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{
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*destChildNodeTreePtr = builder->getPointer(*childNodeTreePtr);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(*childNodeTreePtr);
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Game::pathnode_tree_t* destChildNodeTree = buffer->dest<Game::pathnode_tree_t>();
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buffer->save(*childNodeTreePtr);
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this->savepathnode_tree_info_t(*childNodeTreePtr, destChildNodeTree, builder);
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Utils::Stream::ClearPointer(destChildNodeTreePtr);
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}
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}
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}
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}
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}
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void IGameWorldSp::saveVehicleTrackSegment_ptrArray(Game::VehicleTrackSegment** trackSegmentPtrs, int count, Components::ZoneBuilder::Zone* builder)
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{
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Utils::Stream* buffer = builder->getBuffer();
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Game::VehicleTrackSegment** destTrackSegmentPtrs = buffer->dest<Game::VehicleTrackSegment*>();
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buffer->saveArray(trackSegmentPtrs, count);
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for (int i = 0; i < count; ++i)
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{
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Game::VehicleTrackSegment** destTrackSegmentPtr = &destTrackSegmentPtrs[i];
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Game::VehicleTrackSegment** trackSegmentPtr = &trackSegmentPtrs[i];
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if (*trackSegmentPtr)
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{
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if (builder->hasPointer(*trackSegmentPtr))
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{
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*destTrackSegmentPtr = builder->getPointer(*trackSegmentPtr);
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}
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}
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else
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else
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{
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(*childNodeTreePtr);
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builder->storePointer(*trackSegmentPtr);
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Game::pathnode_tree_t* destChildNodeTree = buffer->dest<Game::pathnode_tree_t>();
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buffer->save(*childNodeTreePtr);
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IGameWorldSp::savepathnode_tree_info_t(*childNodeTreePtr, destChildNodeTree, builder);
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Game::VehicleTrackSegment* destTrackSegment = buffer->dest<Game::VehicleTrackSegment>();
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Utils::Stream::ClearPointer(destChildNodeTreePtr);
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buffer->save(*trackSegmentPtr);
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this->saveVehicleTrackSegment(*trackSegmentPtr, destTrackSegment, builder);
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Utils::Stream::ClearPointer(destTrackSegmentPtr);
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}
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}
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}
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}
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}
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}
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}
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}
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void IGameWorldSp::saveVehicleTrackSegment(Game::VehicleTrackSegment* trackSegment, Game::VehicleTrackSegment* destTrackSegment, Components::ZoneBuilder::Zone* builder)
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{
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Utils::Stream* buffer = builder->getBuffer();
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if (trackSegment->name)
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{
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buffer->saveString(trackSegment->name);
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Utils::Stream::ClearPointer(&destTrackSegment->name);
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}
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if (trackSegment->trackSectors)
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{
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AssertSize(Game::VehicleTrackSector, 60);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::VehicleTrackSector* destTrackSectors = buffer->dest<Game::VehicleTrackSector>();
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buffer->saveArray(trackSegment->trackSectors, trackSegment->trackSectorCount);
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for (int i = 0; i < trackSegment->trackSectorCount; ++i)
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{
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Game::VehicleTrackSector* destTrackSector = &destTrackSectors[i];
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Game::VehicleTrackSector* trackSector = &trackSegment->trackSectors[i];
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if (trackSector->trackObstacles)
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{
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AssertSize(Game::VehicleTrackObstacle, 12);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(trackSector->trackObstacles, trackSector->trackObstacleCount);
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Utils::Stream::ClearPointer(&destTrackSector->trackObstacles);
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}
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}
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}
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if (trackSegment->trackSegments1)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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this->saveVehicleTrackSegment_ptrArray(trackSegment->trackSegments1, trackSegment->trackSegmentCount1, builder);
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Utils::Stream::ClearPointer(&destTrackSegment->trackSegments1);
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}
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if (trackSegment->trackSegments2)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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this->saveVehicleTrackSegment_ptrArray(trackSegment->trackSegments2, trackSegment->trackSegmentCount2, builder);
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Utils::Stream::ClearPointer(&destTrackSegment->trackSegments2);
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}
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}
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void IGameWorldSp::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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void IGameWorldSp::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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{
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AssertSize(Game::GameWorldMp, 8);
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AssertSize(Game::GameWorldMp, 8);
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@ -156,12 +241,12 @@ namespace Assets
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Game::pathnode_tree_t* destNodeTrees = buffer->dest<Game::pathnode_tree_t>();
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Game::pathnode_tree_t* destNodeTrees = buffer->dest<Game::pathnode_tree_t>();
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buffer->saveArray(asset->pathData.nodeTree, asset->pathData.nodeTreeCount);
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buffer->saveArray(asset->pathData.nodeTree, asset->pathData.nodeTreeCount);
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for (unsigned int i = 0; i < asset->pathData.nodeCount; ++i)
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for (int i = 0; i < asset->pathData.nodeTreeCount; ++i)
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{
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{
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Game::pathnode_tree_t* destNodeTree = &destNodeTrees[i];
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Game::pathnode_tree_t* destNodeTree = &destNodeTrees[i];
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Game::pathnode_tree_t* nodeTree = &asset->pathData.nodeTree[i];
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Game::pathnode_tree_t* nodeTree = &asset->pathData.nodeTree[i];
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IGameWorldSp::savepathnode_tree_info_t(nodeTree, destNodeTree, builder);
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this->savepathnode_tree_info_t(nodeTree, destNodeTree, builder);
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}
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}
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Utils::Stream::ClearPointer(&dest->pathData.nodeTree);
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Utils::Stream::ClearPointer(&dest->pathData.nodeTree);
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@ -170,10 +255,38 @@ namespace Assets
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// Save_VehicleTrack
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// Save_VehicleTrack
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{
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{
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// TODO: Finish that!
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AssertSize(Game::VehicleTrack, 8);
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AssertSize(Game::VehicleTrack, 8);
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dest->vehicleTrack.trackSegments = 0;
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dest->vehicleTrack.trackSegmentCount = 0;
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if (asset->vehicleTrack.trackSegments)
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{
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if (builder->hasPointer(asset->vehicleTrack.trackSegments))
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{
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dest->vehicleTrack.trackSegments = builder->getPointer(asset->vehicleTrack.trackSegments);
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}
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else
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{
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AssertSize(Game::VehicleTrackSegment, 44);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::VehicleTrackSegment* destTrackSegments = buffer->dest<Game::VehicleTrackSegment>();
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for (int i = 0; i < asset->vehicleTrack.trackSegmentCount; ++i)
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{
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builder->storePointer(&asset->vehicleTrack.trackSegments[i]);
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buffer->save(&asset->vehicleTrack.trackSegments[i]);
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}
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for (int i = 0; i < asset->vehicleTrack.trackSegmentCount; ++i)
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{
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Game::VehicleTrackSegment* destTrackSegment = &destTrackSegments[i];
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Game::VehicleTrackSegment* trackSegment = &asset->vehicleTrack.trackSegments[i];
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this->saveVehicleTrackSegment(trackSegment, destTrackSegment, builder);
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}
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Utils::Stream::ClearPointer(&dest->vehicleTrack.trackSegments);
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}
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}
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}
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}
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if (asset->data)
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if (asset->data)
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@ -10,5 +10,7 @@ namespace Assets
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private:
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private:
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void savepathnode_tree_info_t(Game::pathnode_tree_t* nodeTree, Game::pathnode_tree_t* destNodeTree, Components::ZoneBuilder::Zone* builder);
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void savepathnode_tree_info_t(Game::pathnode_tree_t* nodeTree, Game::pathnode_tree_t* destNodeTree, Components::ZoneBuilder::Zone* builder);
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void saveVehicleTrackSegment(Game::VehicleTrackSegment* trackSegment, Game::VehicleTrackSegment* destTrackSegment, Components::ZoneBuilder::Zone* builder);
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void saveVehicleTrackSegment_ptrArray(Game::VehicleTrackSegment** trackSegmentPtrs, int count, Components::ZoneBuilder::Zone* builder);
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};
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};
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}
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}
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@ -2649,7 +2649,7 @@ namespace Game
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int trackSegmentCount1;
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int trackSegmentCount1;
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VehicleTrackSegment** trackSegments2;
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VehicleTrackSegment** trackSegments2;
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int trackSegmentCount2;
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int trackSegmentCount2;
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int pad;
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int pad[4];
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};
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};
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struct VehicleTrack
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struct VehicleTrack
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