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2b171295b5
44 changed files with 588 additions and 603 deletions
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@ -33,50 +33,10 @@ enum PSX_DATA_ENUM
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LAYER_SHADE_RGB_MAX=4,
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};
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//***************************************************************************
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// biped bone IDs
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/*
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enum BONE_NAME
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{
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BIP0,
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BIP01_PELVI,
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BIP01_SPIN,
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BIP01_SPINE,
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BIP01_NEC,
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BIP01_HEA,
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BIP01_L_CLAVICL,
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BIP01_L_UPPERAR,
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BIP01_L_FOREAR,
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BIP01_L_HAN,
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BIP01_R_CLAVICL,
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BIP01_R_UPPERAR,
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BIP01_R_FOREAR,
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BIP01_R_HAN,
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BIP01_L_THIG,
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BIP01_L_CAL,
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BIP01_L_FOO,
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BIP01_L_TOE,
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BIP01_R_THIG,
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BIP01_R_CAL,
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BIP01_R_FOO,
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BIP01_R_TOE0,
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MAX_BONE
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};
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*/
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//***************************************************************************
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//*** Base Types ************************************************************
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//***************************************************************************
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#ifndef sQuat
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struct sQuat
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{
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s16 vx,vy,vz,vw;
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#ifdef WIN32
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bool operator==(sQuat const &v1) {return((vx==v1.vx) && (vy==v1.vy) && (vz==v1.vz) && (vw==v1.vw));}
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#endif
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};
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#endif
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struct sShortXYZ
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{
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s16 vx,vy,vz;
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@ -114,37 +74,6 @@ struct sMat
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// s32 DblFlag;
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};
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//***************************************************************************
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struct sTexInfo // Basically same as PSX RECT
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{
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s16 x, y, w, h;
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};
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//***************************************************************************
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struct sWeight
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{
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s16 vx,vy,vz,VtxNo; // 8
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};
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//***************************************************************************
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struct sBone
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{
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sVtx BoneSize; // 8
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s16 Parent; // 2
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s16 TriStart; // 2
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s16 TriCount; // 2
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s16 VtxCount; // 2
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}; // 16
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/*
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struct sBone
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{
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sVtx BoneSize; // 8
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s16 Parent,Idx; // 4
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s32 WeightCount; // 4
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sWeight *WeightList; // 4
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}; // 20
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*/
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//***************************************************************************
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//*** Poly Types ************************************************************
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//***************************************************************************
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@ -192,40 +121,16 @@ enum TILE3D_FLAGS
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};
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*/
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typedef u16 sTileMapElem; // Tile or Tri Start
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/*
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struct sTileMapElem
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{
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u16 Elem; // Tile or Tri Start
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};
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*/
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/*
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struct sTileMapElem3d : public sTileMapElem
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{
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u16 Flags;
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};
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*/
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/*
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struct sTileTable
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{
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u16 TriList;
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u16 TriCount;
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};
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*/
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struct sTile
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{
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// 3d Tile
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// u16 TriStart; // 2
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// u16 TileTable[TILE3D_FLAGS_MAX]; // 10
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// 2d Tile
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u8 u0,v0; // 2
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u16 Clut; // 2
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u16 TPage; // 2
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u16 Pad; // :o( need this? // 2
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#ifdef WIN32
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//bool operator==(sTile const &v1) {return(false);}
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#endif
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}; // 20
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}; // 8
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//---------------------------------------------------------------------------
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// Layers
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@ -274,9 +179,9 @@ struct sLvlHdr
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u32 ActionLayer;
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u32 ForeLayer;
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u32 CollisionLayer;
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u32 Pad1;
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u32 Pad2;
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u32 Pad3;
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u32 ActorList;
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u32 ItemList;
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u32 PlatformList;
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u32 Pad4;
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u32 Pad5;
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u32 Pad6;
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@ -284,63 +189,79 @@ struct sLvlHdr
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};
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//---------------------------------------------------------------------------
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// TileBank
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/*
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struct sTileBankHdr
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{
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u32 TriList;
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u32 QuadList;
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u32 VtxList;
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u32 TileList;
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};
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*/
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//***************************************************************************
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//***************************************************************************
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//***************************************************************************
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// Actors
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typedef u16 AnimIdx;
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struct sAnimHdr
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struct sSpriteFrame
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{
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u16 FrameCount;
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u16 Pad;
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AnimIdx *Anim;
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s32 *Move;
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u8 *PAKSpr; // 4
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s8 XOfs,YOfs; // 2
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u8 W,H; // 2
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};
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struct sActorHdr
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struct sSpriteAnim
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{
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u16 BoneCount;
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u16 TriCount;
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u16 QuadCount;
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u16 WeightCount;
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u16 VtxCount;
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u16 AnimCount;
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sBone *BoneList;
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sTri *TriList;
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sQuad *QuadList;
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sWeight *WeightList;
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sVtx *VtxList;
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sTexInfo *TexInfo;
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sAnimHdr *AnimList;
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sQuat *QuatTable;
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u16 FrameCount; // 2
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u16 *Anim; // 2
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};
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struct sSpriteAnimBank
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{
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u16 ColorCount; // 2
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u16 AnimCount; // 2
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u16 FrameCount; // 2
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u16 Pad; // 2
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u8 *Palette; // 4
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sSpriteAnim *AnimList; // 4
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sSpriteFrame *FrameList; // 4
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};
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//***************************************************************************
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// Anim
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/*
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struct sAnimFileHdr
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//***************************************************************************
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//***************************************************************************
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// Things - Must be 4 byte aligned for pos data
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struct sThingHdr
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{
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u16 BoneCount;
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u16 AnimCount;
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sQuat *QuatTable;
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// Anim Hdrs....
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u16 Count;
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u16 Pad;
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};
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*/
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struct sThingPoint
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{
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u16 X,Y;
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};
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struct sThingActor
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{
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u16 Type;
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u16 Health;
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u16 AttackStrength;
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u16 Speed;
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u16 TurnRate;
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u8 Flags;
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u8 PointCount;
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// Point List...
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}; // 12
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struct sThingItem
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{
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u16 Type;
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u16 Pad; // Poo!
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sThingPoint Pos;
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};
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struct sThingPlatform
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{
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u16 Type;
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u16 Speed;
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u16 TurnRate;
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u8 Flags;
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u8 PointCount;
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// Point List...
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}; // 10
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//***************************************************************************
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#endif
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