Added cleaned up structs and classes to proper header files.
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#pragma once
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// Reconstructed C++ declarations from IDA Local Types and PDB/DIA metadata.
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// Original PDB header: w:\tech5\tungsten\game\entities\vehicleweapon.h
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// Recovered logical types: 7
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 1648; PDB kind: enum.
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enum vehicleWeaponAnimState_t : __int32
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{
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VW_ANIM_NONE = 0x0,
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VW_ANIM_IDLE = 0x1,
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VW_FIRST_WEAPON_CHANGE_ANIM = 0x2,
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VW_ANIM_ENTRY = 0x2,
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VW_ANIM_EXIT = 0x3,
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VW_ANIM_MANNED_IDLE = 0x4,
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VW_ANIM_MANNED_ENTRY = 0x5,
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VW_ANIM_MANNED_EXIT = 0x6,
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VW_ANIM_GUNNER_ENTER = 0x7,
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VW_ANIM_GUNNER_EXIT = 0x8,
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VW_LAST_WEAPON_CHANGE_ANIM = 0x9,
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VW_ANIM_FIRE = 0xA,
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VW_ANIM_MAX = 0xB,
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};
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// IDA Local Type ordinal 2081; PDB kind: enum.
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enum idDeclVehicleWeapon::vehicleWeaponType_t : __int32
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{
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VEHICLEWEAPON_NONE = 0x0,
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VEHICLEWEAPON_MG = 0x1,
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VEHICLEWEAPON_MISSILE = 0x2,
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VEHICLEWEAPON_HEAVY_MG = 0x3,
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VEHICLEWEAPON_ROCKET = 0x4,
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VEHICLEWEAPON_NAIL_GUN = 0x5,
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VEHICLEWEAPON_RAIL_GUN = 0x6,
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VEHICLEWEAPON_PULSE_CANNON = 0x7,
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VEHICLEWEAPON_CLUSTER_BOMB = 0x8,
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};
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// IDA Local Type ordinal 14733; PDB kind: class.
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class idVehicleWeapon : public idClass
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 14740.
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virtual idTypeInfo *GetType();
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virtual ~idVehicleWeapon();
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idPresentableVehicle *presentableVehicleCar;
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idVehicle *vehicle;
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idTreeAnimator *treeAnimator;
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idMD6LeafPlay leafPlay;
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idWeapon *weapon;
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idVehicleWeapon *dependentWeapon;
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idMat3 targetAxis;
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idVec3 jointOrigin;
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idMat3 jointMat;
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idVec3 spinJointOrigin;
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idMat3 spinJointMat;
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idIndex<short,enum invalidJointIndex_t> pitchJointIndex;
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idIndex<short,enum invalidJointIndex_t> yawJointIndex;
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idIndex<short,enum invalidJointIndex_t> rollJointIndex;
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idVec3 lastTargetPos;
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idMat3 lastWeaponAxis;
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idAngles targetAngles;
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idHandle<int,enum invalidAttachment_t,-1> attachHandle;
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float rollDelta;
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bool spinupFire;
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bool yawLockedToVehicle;
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int animCount;
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idArray<idVehicleWeapon::animInfo_t,4> animQueue;
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idVehicleWeapon::animInfo_t animState;
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idArray<idVehicleWeapon::animInfo_t,11> animTable;
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int launchDelayTime;
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float rollAngle;
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float maxRollSpeed;
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int firingTime;
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int sequenceFired;
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soundChannel_t fireSoundChannel;
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idPresentablePtr<idPresentable> presentable;
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idPresentablePtr<idPresentable> lastPresentable;
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idVehicleWeapon *remoteFireWeapon;
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int remoteFireTime;
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idPresentablePtr<idPresentable> remoteFireAttacker;
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bool remoteFireLockedOn;
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idPresentablePtr<idPresentable> remoteFireTarget;
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float remoteFireDamageScale;
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float remoteFireAddSpread;
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bool remoteFireInfiniteAmmo;
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idLaserSight laserSight;
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bool hasClearShot;
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idClipQuery deferredWeaponTrace;
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};
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// IDA Local Type ordinal 14734; PDB kind: struct.
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struct __declspec(align(2)) idVehicleWeapon::animInfo_t
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{
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vehicleWeaponAnimState_t state;
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idHandle<unsigned short,enum invalidAliasHandle_t,65535> aliasHandle;
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bool looping;
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};
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// IDA Local Type ordinal 17533; PDB kind: class.
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class idVehicle_QuickUseWeapon : public idVehicleQuickItem
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 34074.
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virtual idTypeInfo *GetType();
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virtual ~idVehicle_QuickUseWeapon();
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virtual idEventArg *CallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
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virtual bool RespondsTo(const idEventDef *);
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virtual idEventArg *InternalCallEvent(idEventArg *result, const idEventDef *, const idEventArg *);
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virtual bool InternalRespondsTo(const idEventDef *);
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virtual void Init(const idDeclInventory *);
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virtual void Merge(idPresentable *, idInventoryCollection *, const idDeclInventory *);
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virtual void Hide();
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virtual void Show();
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virtual void OnEquip(const idPresentable *, idFXManager *);
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virtual void OnUnequip(const idPresentable *, idFXManager *);
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virtual void OnClone(const idInventoryItem *);
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virtual int GetCount();
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virtual bool CanUse(idActor *);
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virtual bool Use(idActor *);
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virtual bool CanUseInVehicle(idActor *);
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virtual bool ClientUse(idPresentablePlayer *);
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virtual void Serialize(idSerializer *, idInventoryCollection *);
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virtual void SerializeNonPrediction(idSerializer *, idInventoryCollection *);
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virtual void ClientUpdate();
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virtual void GetPickupHudInfo(const idEntity *, idPickupHudInfo *);
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virtual bool Use(idPresentableVehicle *);
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virtual void Think(idPresentable *);
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virtual void Think();
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virtual void VehicleDied();
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virtual int GetCooldown();
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};
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// IDA Local Type ordinal 18316; PDB kind: struct.
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struct idDeclVehicleWeapon::anims_t
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{
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idStr idle;
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idStr entry;
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idStr exit;
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idStr fire;
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idStr mannedIdle;
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idStr mannedEntry;
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idStr mannedExit;
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idStr gunnerEnter;
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idStr gunnerExit;
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};
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// IDA Local Type ordinal 18317; PDB kind: class.
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class idDeclVehicleWeapon : public idDeclWeapon
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{
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public:
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// Recovered virtual interface; IDA vtable ordinal 34110.
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virtual ~idDeclVehicleWeapon();
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virtual void LoadResource();
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virtual bool ReloadIfStale();
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virtual void WriteResourceFile();
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virtual idResourceList *GetResourceList();
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virtual void Print();
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virtual void List();
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virtual unsigned int GetDeclTimestamp();
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virtual idDeclInfo *GetDeclInfo();
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virtual bool RebuildTextSource();
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virtual bool SetImplicitText();
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virtual const char *DefaultDefinition();
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virtual void LogMissingDecl();
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virtual void Parse(idParser *);
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virtual void FreeData();
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virtual unsigned int Size();
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idDeclVehicleWeapon::anims_t anims;
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idStr pitchJointName;
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idStr yawJointName;
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idStr spinJointName;
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float spinDir;
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int spinAxis;
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bool isDependent;
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idStr playerSeatWeapon;
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idStr transitionSeat;
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idStr zoomSeat;
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idStr npcSeatWeapon;
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const idSoundShader *switchToSound;
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const idSoundShader *beginFireSound;
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const idSoundShader *endFireSound;
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const idSoundShader *beginDryFireSound;
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const idSoundShader *dryFireSound;
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const idSoundShader *quadFireLoop;
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bool canAttackActors;
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bool useLaserSight;
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idDeclVehicleWeapon *remoteFireWeapon;
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float remoteWeaponDelay;
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bool isRemoteFired;
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float aiMinDelayTimeSecs;
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float aiMaxDelayTimeSecs;
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float aiMinFireTimeSecs;
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float aiMaxFireTimeSecs;
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idAngles minAngles;
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idAngles maxAngles;
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idAngles minAnglesAtWeapon;
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idAngles maxAnglesAtWeapon;
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idAngles aiMinAngles;
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idAngles aiMaxAngles;
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bool playerRotatable;
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float rotateSpeed;
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idVec3 viewOffset;
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idDeclVehicleWeapon::vehicleWeaponType_t vehicleWeaponType;
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float lockAimAssist;
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bool disableHudTarget;
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idVec3 positionOffsetHack;
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};
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