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Add door encode.
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@ -2266,25 +2266,28 @@ namespace Larion
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int r;
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for (r = 0; r < door_count; r++) {
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// strncpy(eq[r].name, emu[r].name, sizeof(eq[r].name));
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// eq[r].xPos = emu[r].xPos;
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// eq[r].yPos = emu[r].yPos;
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// eq[r].zPos = emu[r].zPos;
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// eq[r].heading = emu[r].heading;
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// eq[r].incline = emu[r].incline;
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// eq[r].size = emu[r].size;
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// eq[r].doorId = emu[r].doorId;
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// eq[r].opentype = emu[r].opentype;
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// eq[r].state_at_spawn = emu[r].state_at_spawn;
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// eq[r].invert_state = emu[r].invert_state;
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// eq[r].door_param = emu[r].door_param;
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// eq[r].unknown0080 = 0;
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// eq[r].unknown0081 = 1; // Both must be 1 to allow clicking doors
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// eq[r].unknown0082 = 0;
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// eq[r].unknown0083 = 1; // Both must be 1 to allow clicking doors
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// eq[r].unknown0084 = 0;
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// eq[r].unknown0085 = 0;
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// eq[r].unknown0086 = 0;
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strncpy(eq[r].name, emu[r].name, 32);
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eq[r].DefaultY = emu[r].yPos;
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eq[r].DefaultX = emu[r].xPos;
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eq[r].DefaultZ = emu[r].zPos;
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eq[r].DefaultHeading = emu[r].heading;
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eq[r].DefaultDoorAngle = emu[r].incline;
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eq[r].Y = emu[r].yPos;
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eq[r].X = emu[r].xPos;
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eq[r].Z = emu[r].zPos;
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eq[r].Heading = emu[r].heading;
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//there's a door angle here but im not sure if / what we set it to since ive literally never seen it as anything but 0 on live
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//based on pattern it probably is supposed to match the default angle?
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//I'm not 100% sure this is a float it might be a uint32
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eq[r].DoorAngle = emu[r].incline;
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eq[r].ScaleFactor = emu[r].size;
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eq[r].Id = emu[r].doorId;
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eq[r].Type = emu[r].opentype;
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eq[r].State = emu[r].state_at_spawn;
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eq[r].DefaultState = emu[r].invert_state;
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eq[r].Param = emu[r].door_param;
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eq[r].bVisible = 1;
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eq[r].bUsable = 1;
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}
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FINISH_ENCODE();
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@ -276,7 +276,7 @@ namespace Larion {
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/*081*/ uint8 Type; //opentype
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/*082*/ uint8 State; //state_at_spawn
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/*083*/ uint8 DefaultState; //invert_state
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/*084*/ int32 SpellId; //door_param
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/*084*/ int32 Param; //door_param
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/*088*/ uint32 AdventureDoorId;
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/*092*/ uint32 DynDoorID;
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/*096*/ uint32 RealEstateDoorID;
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