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ZoneCode: Fix and enable menuDef and WeaponVariantDef
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@ -627,6 +627,7 @@ use Operand;
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set condition internals::intVal dataType == VAL_INT;
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set condition internals::floatVal dataType == VAL_FLOAT;
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set condition internals::string dataType == VAL_STRING;
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set string internals::string;
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set condition internals::dvar never;
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// itemDef_s
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@ -644,7 +645,7 @@ type == 1 || type == 3 || type == 4
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|| type == 15 || type == 16 || type == 18
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|| type == 20 || type == 22;
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set condition typeData::imageDef type == 2;
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set condition typeData::blankButtonDef type == 16 || type == 21;
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set condition typeData::blankButtonDef type == 19 || type == 21;
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set condition typeData::ownerDrawDef type == 6;
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set condition typeData::data never;
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@ -673,7 +674,6 @@ set condition focusTypeData::listBox itemDef_s::type == 4;
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set condition focusTypeData::multi itemDef_s::type == 10;
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set condition focusTypeData::profileMulti itemDef_s::type == 22;
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set condition focusTypeData::editField itemDef_s::type == 5
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|| itemDef_s::type == 5
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|| itemDef_s::type == 7
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|| itemDef_s::type == 8
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|| itemDef_s::type == 9
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@ -712,6 +712,16 @@ set string profileVarStr;
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// enumDvarDef_s
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set string enumDvarDef_s::enumDvarName;
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// UIAnimInfo
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use UIAnimInfo;
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set count animStates animStateCount;
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set condition currentAnimState never;
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set condition nextAnimState never;
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// animParamsDef_t
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use animParamsDef_t;
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set string name;
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// =========================================
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// LocalizeEntry
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// =========================================
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@ -901,6 +911,11 @@ accuracyGraphName1
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accuracyGraphKnots1
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originalAccuracyGraphKnots1;
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reorder:
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...
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killIcon
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indicatorIcon;
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// flameTable
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use flameTable;
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set string name;
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@ -126,9 +126,9 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
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LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
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// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
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// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
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LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
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LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
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LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
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LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
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