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	chore: rename accuracy table properties in weapon structs
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		| @@ -4860,20 +4860,16 @@ namespace T6 | ||||
|         float fAntiQuickScopeSwayFactor; | ||||
|         float fightDist; | ||||
|         float maxDist; | ||||
|         // const char *accuracyGraphName[2];   // TODO: Order is accuracyGraphName[0] -> accuracyGraphKnots[0] -> originalAccuracyGraphKnots[0] -> | ||||
|         // accuracyGraphName[1] -> ... | ||||
|         //  Which is currently not possible to do in code generation. Afaik this is the only place where this is the case. | ||||
|         //  So might be something to fix but on the other hand it might be too much work for this little inconvenience. | ||||
|         const char* accuracyGraphName0; | ||||
|         const char* accuracyGraphName1; | ||||
|         // vec2_t *accuracyGraphKnots[2]; | ||||
|         vec2_t* accuracyGraphKnots0; | ||||
|         vec2_t* accuracyGraphKnots1; | ||||
|         // vec2_t *originalAccuracyGraphKnots[2]; | ||||
|         vec2_t* originalAccuracyGraphKnots0; | ||||
|         vec2_t* originalAccuracyGraphKnots1; | ||||
|         int accuracyGraphKnotCount[2]; | ||||
|         int originalAccuracyGraphKnotCount[2]; | ||||
|         const char* aiVsAiAccuracyGraphName; | ||||
|         const char* aiVsPlayerAccuracyGraphName; | ||||
|         vec2_t* aiVsAiAccuracyGraphKnots; | ||||
|         vec2_t* aiVsPlayerAccuracyGraphKnots; | ||||
|         vec2_t* originalAiVsAiAccuracyGraphKnots; | ||||
|         vec2_t* originalAiVsPlayerAccuracyGraphKnots; | ||||
|         int aiVsAiAccuracyGraphKnotCount; | ||||
|         int aiVsPlayerAccuracyGraphKnotCount; | ||||
|         int originalAiVsAiAccuracyGraphKnotCount; | ||||
|         int originalAiVsPlayerAccuracyGraphKnotCount; | ||||
|         int iPositionReloadTransTime; | ||||
|         float leftArc; | ||||
|         float rightArc; | ||||
|   | ||||
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