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this is how the decomp will be done
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21
src/codsrc/clientscript/cscr_main.hpp
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21
src/codsrc/clientscript/cscr_main.hpp
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#pragma once
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namespace codsrc
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{
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int Scr_IsInOpcodeMemory(game::scriptInstance_t inst, const char* pos);
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bool Scr_IsIdentifier(char * token);
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unsigned int Scr_GetFunctionHandle(const char * file, game::scriptInstance_t inst, const char * handle);
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unsigned int SL_TransferToCanonicalString(game::scriptInstance_t inst, unsigned int stringValue);
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unsigned int SL_GetCanonicalString(char * token, game::scriptInstance_t inst);
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void Scr_BeginLoadScripts(game::scriptInstance_t inst, int user);
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void Scr_BeginLoadAnimTrees(game::scriptInstance_t inst, int user);
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int Scr_ScanFile(int max_size, char * buf);
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unsigned int Scr_LoadScriptInternal(game::scriptInstance_t inst, const char * file, game::PrecacheEntry * entries, int entriesCount);
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unsigned int Scr_LoadScript(const char * file, game::scriptInstance_t inst);
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void Scr_EndLoadScripts(game::scriptInstance_t inst);
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void Scr_EndLoadAnimTrees(game::scriptInstance_t inst);
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void Scr_FreeScripts(game::scriptInstance_t inst);
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void Scr_PrecacheAnimTrees(game::scriptInstance_t inst, void* (__cdecl* Alloc)(int), int user, int modChecksum);
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void Scr_SetLoadedImpureScript(bool loadedImpureScript);
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void SL_BeginLoadScripts(game::scriptInstance_t inst);
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}
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