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\weapons\fireparms.h
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// Recovered logical types: 3
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// Signatures retain Xbox 360 ABI evidence and may still require manual review.
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// IDA Local Type ordinal 15270; PDB kind: class.
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class idFireParms
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{
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public:
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idPresentablePtr<idPresentable> attacker;
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idPresentablePtr<idPresentable> presentableWeapon;
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idWeapon *weapon;
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int ignoreEntityNum;
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idList<idEntityPtr<idEntity>,5> targetList;
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idPresentablePtr<idPresentable> target;
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idVec3 targetPos;
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const idDeclWeapon *wepDef;
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idVec3 start;
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idVec3 muzzleOffset;
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int muzzleTagIndex;
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idMat3 fireAxis;
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const idDeclProjectile *projDef;
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idEntityPtr<idProjectile> projectile;
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weaponStatsTag_t tag;
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__int8 noDecals : 1;
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__int8 forceNoSpread : 1;
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__int8 useTargetPos : 1;
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__int8 alwaysTracer : 1;
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__int8 fromPlayer : 1;
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__int8 freeAmmo : 1;
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__int8 silenced : 1;
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__int8 simulateProjectiles : 1;
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unsigned __int8 : 5;
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__int8 secondaryAmmo : 1;
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__int8 fromWithinVehicle : 1;
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__int8 noDamage : 1;
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float damageScale;
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float addSpread;
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float startSpeed;
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int startTime;
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};
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// IDA Local Type ordinal 23640; PDB kind: struct.
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struct idRbParms::p_t
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{
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int width;
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int height;
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int antiAlias;
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int outline;
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int ambientOcclusionSamples;
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bool saveLocalMap;
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bool saveMaskMap;
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bool saveGlobalMap;
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bool saveAmbientMap;
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bool showMiss;
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bool facet;
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bool saveColorMap;
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bool drawNormals;
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bool clampTextureSpace;
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float traceFrac;
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float traceDist;
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};
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// IDA Local Type ordinal 23641; PDB kind: struct.
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struct idRbParms
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{
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idRbParms::p_t p;
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idStr outputName;
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idStr cpuModelName;
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idList<idStr,5> highNames;
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};
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