Reorder functions in the files
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@ -502,6 +502,8 @@ namespace Game
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FastCriticalSection* db_hashCritSect = reinterpret_cast<FastCriticalSection*>(0x16B8A54);
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vec3_t* CorrectSolidDeltas = reinterpret_cast<vec3_t*>(0x739BB8); // Count 26
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void Sys_UnlockWrite(FastCriticalSection* critSect)
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{
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assert(critSect->writeCount > 0);
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@ -510,8 +512,6 @@ namespace Game
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Sys_TempPriorityEnd(&critSect->tempPriority);
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}
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vec3_t* CorrectSolidDeltas = reinterpret_cast<vec3_t*>(0x739BB8); // Count 26
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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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@ -1032,10 +1032,10 @@ namespace Game
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constexpr auto AIM_ASSIST_GRAPH_COUNT = 4u;
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extern GraphFloat* aaInputGraph;
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void Sys_UnlockWrite(FastCriticalSection*);
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extern vec3_t* CorrectSolidDeltas;
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void Sys_UnlockWrite(FastCriticalSection*);
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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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