[IGfxWorld] Exporter progress and new struct
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@ -1530,6 +1530,7 @@ namespace Game
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float dist;
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char type;
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char signbits;
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char pad[2];
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};
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struct cbrushside_t
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@ -2906,9 +2907,16 @@ namespace Game
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{
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unsigned int smodelCount;
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unsigned int staticSurfaceCount;
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unsigned int staticSurfaceCountNoDecal;
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unsigned int litSurfsBegin;
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unsigned int litSurfsEnd;
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char unknown1[0x20];
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unsigned int decalSurfsBegin;
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unsigned int decalSurfsEnd;
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unsigned int emissiveSurfsBegin;
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unsigned int emissiveSurfsEnd;
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unsigned int smodelVisDataCount;
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unsigned int surfaceVisDataCount;
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int surfStuff;
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int sunShadowCount;
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char *smodelVisData[3];
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char *surfaceVisData[3];
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@ -3138,48 +3146,56 @@ namespace Game
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int skySamplerState;
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};
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struct GfxHeroOnlyLight
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{
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char pad[56];
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};
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struct GfxWorld
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{
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const char *name;
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const char *baseName;
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int planeCount;
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int nodeCount;
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int dpvsSurfaceCount;
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unsigned int skyCount;
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GfxSky* skies;
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int unkCount1;
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int unkCount2;
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char unknown1[16];
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GfxWorldDpvsPlanes dpvsPlanes; //The following rely on the count in this
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unsigned int surfaceCount;
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int skyCount;
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GfxSky *skies;
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unsigned int lastSunPrimaryLightIndex;
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unsigned int primaryLightCount;
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unsigned int sortKeyLitDecal;
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unsigned int sortKeyEffectDecal;
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unsigned int sortKeyEffectAuto;
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unsigned int sortKeyDistortion;
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GfxWorldDpvsPlanes dpvsPlanes;
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GfxCellTreeCount *aabbTreeCounts;
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GfxCellTree *aabbTrees;
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GfxCell *cells;
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GfxWorldDraw worldDraw;
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GfxWorldDraw draw;
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GfxLightGrid lightGrid;
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int modelCount;
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GfxBrushModel *models;
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float mins[3];
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float maxs[3];
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Bounds bounds;
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unsigned int checksum;
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int materialMemoryCount;
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MaterialMemory *materialMemory;
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sunflare_t sun;
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char pad[64];
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GfxImage* unknownImage;
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unsigned int *cellCasterBits[2];
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float outdoorLookupMatrix[4][4];
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GfxImage *outdoorImage;
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unsigned int *cellCasterBits;
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unsigned int *cellHasSunLitSurfsBits;
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GfxSceneDynModel *sceneDynModel;
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GfxSceneDynBrush *sceneDynBrush;
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unsigned int *primaryLightEntityShadowVis;
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unsigned int *primaryLightDynEntShadowVis[2];
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char *primaryLightForModelDynEnt;
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char *nonSunPrimaryLightForModelDynEnt;
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GfxShadowGeometry *shadowGeom;
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GfxLightRegion *lightRegion;
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GfxWorldDpvsStatic dpvs;
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GfxWorldDpvsDynamic dpvsDyn;
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int pad2;
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unsigned int mapVtxChecksum;
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unsigned int heroOnlyLightCount;
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char * heroOnlyLight;
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int unknown5;
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GfxHeroOnlyLight *heroOnlyLights;
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char fogTypesAllowed;
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};
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#pragma pack(pop)
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