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Merge from master, fixed conflicts
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@@ -99,16 +99,14 @@ struct AdventureInfo {
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*/
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struct Color_Struct
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{
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union
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{
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struct
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{
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uint8 blue;
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uint8 green;
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uint8 red;
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uint8 use_tint; // if there's a tint this is FF
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} rgb;
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uint32 color;
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union {
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struct {
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uint8 Blue;
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uint8 Green;
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uint8 Red;
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uint8 UseTint; // if there's a tint this is FF
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} RGB;
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uint32 Color;
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};
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};
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@@ -117,31 +115,32 @@ struct Color_Struct
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** Length: 1704 Bytes
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**
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*/
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struct CharacterSelect_Struct {
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/*0000*/ uint32 race[10]; // Characters Race
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/*0040*/ Color_Struct cs_colors[10][9]; // Characters Equipment Colors
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/*0400*/ uint8 beardcolor[10]; // Characters beard Color
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/*0410*/ uint8 hairstyle[10]; // Characters hair style
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/*0420*/ uint32 equip[10][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
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/*0780*/ uint32 secondary[10]; // Characters secondary IDFile number
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/*0820*/ uint8 unknown820[10]; // 10x ff
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/*0830*/ uint8 unknown830[2]; // 2x 00
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/*0832*/ uint32 deity[10]; // Characters Deity
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/*0872*/ uint8 gohome[10]; // 1=Go Home available, 0=not
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/*0882*/ uint8 tutorial[10]; // 1=Tutorial available, 0=not
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/*0892*/ uint8 beard[10]; // Characters Beard Type
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/*0902*/ uint8 unknown902[10]; // 10x ff
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/*0912*/ uint32 primary[10]; // Characters primary IDFile number
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/*0952*/ uint8 haircolor[10]; // Characters Hair Color
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/*0962*/ uint8 unknown0962[2]; // 2x 00
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/*0964*/ uint32 zone[10]; // Characters Current Zone
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/*1004*/ uint8 class_[10]; // Characters Classes
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/*1014*/ uint8 face[10]; // Characters Face Type
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/*1024*/ char name[10][64]; // Characters Names
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/*1664*/ uint8 gender[10]; // Characters Gender
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/*1674*/ uint8 eyecolor1[10]; // Characters Eye Color
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/*1684*/ uint8 eyecolor2[10]; // Characters Eye 2 Color
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/*1694*/ uint8 level[10]; // Characters Levels
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struct CharacterSelect_Struct
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{
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/*0000*/ uint32 Race[10]; // Characters Race
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/*0040*/ Color_Struct CS_Colors[10][9]; // Characters Equipment Colors
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/*0400*/ uint8 BeardColor[10]; // Characters beard Color
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/*0410*/ uint8 HairStyle[10]; // Characters hair style
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/*0420*/ uint32 Equip[10][9]; // 0=helm, 1=chest, 2=arm, 3=bracer, 4=hand, 5=leg, 6=boot, 7=melee1, 8=melee2 (Might not be)
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/*0780*/ uint32 SecondaryIDFile[10]; // Characters secondary IDFile number
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/*0820*/ uint8 Unknown820[10]; // 10x ff
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/*0830*/ uint8 Unknown830[2]; // 2x 00
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/*0832*/ uint32 Deity[10]; // Characters Deity
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/*0872*/ uint8 GoHome[10]; // 1=Go Home available, 0=not
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/*0882*/ uint8 Tutorial[10]; // 1=Tutorial available, 0=not
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/*0892*/ uint8 Beard[10]; // Characters Beard Type
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/*0902*/ uint8 Unknown902[10]; // 10x ff
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/*0912*/ uint32 PrimaryIDFile[10]; // Characters primary IDFile number
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/*0952*/ uint8 HairColor[10]; // Characters Hair Color
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/*0962*/ uint8 Unknown0962[2]; // 2x 00
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/*0964*/ uint32 Zone[10]; // Characters Current Zone
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/*1004*/ uint8 Class[10]; // Characters Classes
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/*1014*/ uint8 Face[10]; // Characters Face Type
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/*1024*/ char Name[10][64]; // Characters Names
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/*1664*/ uint8 Gender[10]; // Characters Gender
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/*1674*/ uint8 EyeColor1[10]; // Characters Eye Color
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/*1684*/ uint8 EyeColor2[10]; // Characters Eye 2 Color
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/*1694*/ uint8 Level[10]; // Characters Levels
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/*1704*/
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};
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@@ -586,34 +585,48 @@ struct Disciplines_Struct {
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};
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static const uint32 MAX_PLAYER_TRIBUTES = 5;
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static const uint32 MAX_PLAYER_BANDOLIER = 4;
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static const uint32 MAX_PLAYER_BANDOLIER_ITEMS = 4;
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static const uint32 TRIBUTE_NONE = 0xFFFFFFFF;
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struct Tribute_Struct {
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uint32 tribute;
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uint32 tier;
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};
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//len = 72
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struct BandolierItem_Struct {
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uint32 item_id;
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uint32 icon;
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char item_name[64];
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};
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//len = 320
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enum { //bandolier item positions
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bandolierMainHand = 0,
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bandolierOffHand,
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// Bandolier item positions
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enum
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{
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bandolierPrimary = 0,
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bandolierSecondary,
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bandolierRange,
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bandolierAmmo
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};
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struct Bandolier_Struct {
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char name[32];
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BandolierItem_Struct items[MAX_PLAYER_BANDOLIER_ITEMS];
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//len = 72
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struct BandolierItem_Struct
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{
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uint32 ID;
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uint32 Icon;
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char Name[64];
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};
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struct PotionBelt_Struct {
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BandolierItem_Struct items[MAX_PLAYER_BANDOLIER_ITEMS];
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//len = 320
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struct Bandolier_Struct
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{
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char Name[32];
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BandolierItem_Struct Items[consts::BANDOLIER_ITEM_COUNT];
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};
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//len = 72
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struct PotionBeltItem_Struct
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{
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uint32 ID;
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uint32 Icon;
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char Name[64];
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};
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//len = 288
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struct PotionBelt_Struct
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{
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PotionBeltItem_Struct Items[consts::POTION_BELT_ITEM_COUNT];
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};
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static const uint32 MAX_GROUP_LEADERSHIP_AA_ARRAY = 16;
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@@ -817,7 +830,7 @@ struct PlayerProfile_Struct
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/*06152*/ uint32 aapoints_spent; // Number of spent AA points
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/*06156*/ uint32 aapoints; // Unspent AA points
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/*06160*/ uint8 unknown06160[4];
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/*06164*/ Bandolier_Struct bandoliers[MAX_PLAYER_BANDOLIER]; // bandolier contents
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/*06164*/ Bandolier_Struct bandoliers[consts::BANDOLIERS_SIZE]; // bandolier contents
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/*07444*/ uint8 unknown07444[5120];
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/*12564*/ PotionBelt_Struct potionbelt; // potion belt
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/*12852*/ uint8 unknown12852[8];
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@@ -3030,30 +3043,35 @@ struct DynamicWall_Struct {
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/*80*/
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};
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enum { //bandolier actions
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BandolierCreate = 0,
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BandolierRemove = 1,
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BandolierSet = 2
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// Bandolier actions
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enum
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{
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bandolierCreate = 0,
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bandolierRemove,
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bandolierSet
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};
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struct BandolierCreate_Struct {
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/*00*/ uint32 action; //0 for create
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/*04*/ uint8 number;
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/*05*/ char name[32];
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/*37*/ uint16 unknown37; //seen 0x93FD
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/*39*/ uint8 unknown39; //0
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struct BandolierCreate_Struct
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{
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/*00*/ uint32 Action; //0 for create
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/*04*/ uint8 Number;
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/*05*/ char Name[32];
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/*37*/ uint16 Unknown37; //seen 0x93FD
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/*39*/ uint8 Unknown39; //0
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};
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struct BandolierDelete_Struct {
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/*00*/ uint32 action;
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/*04*/ uint8 number;
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/*05*/ uint8 unknown05[35];
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struct BandolierDelete_Struct
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{
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/*00*/ uint32 Action;
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/*04*/ uint8 Number;
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/*05*/ uint8 Unknown05[35];
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};
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struct BandolierSet_Struct {
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/*00*/ uint32 action;
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/*04*/ uint8 number;
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/*05*/ uint8 unknown05[35];
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struct BandolierSet_Struct
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{
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/*00*/ uint32 Action;
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/*04*/ uint8 Number;
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/*05*/ uint8 Unknown05[35];
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};
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struct Arrow_Struct {
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