mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
Render tweaks part 3: bitmap/zMap pairs.
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e7ddebd16c
commit
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@ -30,7 +30,7 @@ TBall::TBall(TPinballTable* table) : TPinballComponent(table, -1, false)
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Position.X = 0.0;
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Position.Y = 0.0;
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ListBitmap = new std::vector<gdrv_bitmap8*>();
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ListBitmap = new std::vector<SpriteData>();
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/*Full tilt: ball is ballN, where N[0,2] resolution*/
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auto groupIndex = loader::query_handle(ballGroupName);
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@ -18,7 +18,6 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
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PinballTable = table;
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RenderSprite = nullptr;
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ListBitmap = nullptr;
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ListZMap = nullptr;
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GroupName = nullptr;
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Control = nullptr;
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VisualPosNormX= -1.0f;
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@ -35,31 +34,29 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
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for (int index = 0; index < visualCount; ++index)
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{
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loader::query_visual(groupIndex, index, &visual);
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if (visual.Bitmap)
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if (visual.Bitmap.Bmp)
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{
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assertm(visual.Bitmap.ZMap, "Bitmap/zMap pairing is mandatory");
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if (!ListBitmap)
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ListBitmap = new std::vector<gdrv_bitmap8*>();
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ListBitmap = new std::vector<SpriteData>();
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ListBitmap->push_back(visual.Bitmap);
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}
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if (visual.ZMap)
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{
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if (!ListZMap)
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ListZMap = new std::vector<zmap_header_type*>();
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ListZMap->push_back(visual.ZMap);
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}
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}
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if (ListBitmap)
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{
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rectangle_type bmp1Rect{}, tmpRect{};
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auto rootBmp = ListBitmap->at(0);
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const auto rootSprite = ListBitmap->at(0);
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const auto rootBmp = rootSprite.Bmp;
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bmp1Rect.XPosition = rootBmp->XPosition - table->XOffset;
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bmp1Rect.YPosition = rootBmp->YPosition - table->YOffset;
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bmp1Rect.Width = rootBmp->Width;
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bmp1Rect.Height = rootBmp->Height;
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for (auto index = 1u; index < ListBitmap->size(); index++)
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{
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auto bmp = ListBitmap->at(index);
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auto bmp = ListBitmap->at(index).Bmp;
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tmpRect.XPosition = bmp->XPosition - table->XOffset;
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tmpRect.YPosition = bmp->YPosition - table->YOffset;
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tmpRect.Width = bmp->Width;
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@ -67,12 +64,10 @@ TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool
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maths::enclosing_box(bmp1Rect, tmpRect, bmp1Rect);
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}
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assertm(ListZMap, "All sprites should have bitmap/zMap pairs");
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auto zMap = ListZMap ? ListZMap->at(0) : nullptr;
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RenderSprite = new render_sprite(
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VisualTypes::Sprite,
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rootBmp,
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zMap,
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rootSprite.ZMap,
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rootBmp->XPosition - table->XOffset,
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rootBmp->YPosition - table->YOffset,
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&bmp1Rect);
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@ -101,7 +96,6 @@ TPinballComponent::~TPinballComponent()
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}
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delete ListBitmap;
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delete ListZMap;
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}
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@ -137,8 +131,9 @@ void TPinballComponent::SpriteSet(int index) const
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zmap_header_type* zMap;
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if (index >= 0)
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{
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bmp = ListBitmap->at(index);
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zMap = ListZMap->at(index);
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auto& spriteData = ListBitmap->at(index);
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bmp = spriteData.Bmp;
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zMap = spriteData.ZMap;
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xPos = bmp->XPosition - PinballTable->XOffset;
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yPos = bmp->YPosition - PinballTable->YOffset;
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}
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@ -157,12 +152,14 @@ void TPinballComponent::SpriteSetBall(int index, vector2i pos, float depth) cons
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{
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if (ListBitmap)
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{
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auto bmp = index >= 0 ? ListBitmap->at(index) : nullptr;
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if (bmp)
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gdrv_bitmap8* bmp = nullptr;
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if (index >= 0)
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{
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bmp = ListBitmap->at(index).Bmp;
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pos.X -= bmp->Width / 2;
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pos.Y -= bmp->Height / 2;
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}
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RenderSprite->ball_set(bmp, depth, pos.X, pos.Y);
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}
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}
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@ -1,5 +1,6 @@
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#pragma once
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struct SpriteData;
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struct vector2i;
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struct zmap_header_type;
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struct gdrv_bitmap8;
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@ -150,8 +151,7 @@ public:
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int GroupIndex;
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render_sprite* RenderSprite;
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TPinballTable* PinballTable;
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std::vector<gdrv_bitmap8*>* ListBitmap;
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std::vector<zmap_header_type*>* ListZMap;
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std::vector<SpriteData>* ListBitmap;
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private:
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float VisualPosNormX;
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float VisualPosNormY;
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@ -20,19 +20,20 @@ TTableLayer::TTableLayer(TPinballTable* table): TCollisionComponent(table, -1, f
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auto groupIndex = loader::query_handle("table");
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loader::query_visual(groupIndex, 0, &visual);
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auto spriteData = visual.Bitmap;
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/*Full tilt: proj center first value is offset by resolution*/
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auto projCenter = loader::query_float_attribute(groupIndex, 0, 700 + fullscrn::GetResolution());
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proj::recenter(projCenter[0], projCenter[1]);
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render::set_background_zmap(visual.ZMap, 0, 0);
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render::set_background_zmap(spriteData.ZMap, 0, 0);
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auto bmp = visual.Bitmap;
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VisBmp = visual.Bitmap;
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auto bmp = spriteData.Bmp;
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VisBmp = bmp;
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rect.XPosition = 0;
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rect.YPosition = 0;
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rect.Width = bmp->Width;
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rect.Height = bmp->Height;
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new render_sprite(VisualTypes::Background, bmp, visual.ZMap, 0, 0, &rect);
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new render_sprite(VisualTypes::Background, bmp, spriteData.ZMap, 0, 0, &rect);
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PinballTable->SoundIndex1 = visual.SoundIndex4;
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PinballTable->SoundIndex2 = visual.SoundIndex3;
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@ -75,8 +75,7 @@ void loader::default_vsi(visualStruct* visual)
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visual->Elasticity = 0.60000002f;
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visual->FloatArrCount = 0;
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visual->SoftHitSoundId = 0;
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visual->Bitmap = nullptr;
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visual->ZMap = nullptr;
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visual->Bitmap = { nullptr, nullptr };
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visual->SoundIndex3 = 0;
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visual->SoundIndex4 = 0;
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}
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@ -421,8 +420,9 @@ int loader::query_visual(int groupIndex, int groupIndexOffset, visualStruct* vis
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if (stateId < 0)
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return error(16, 18);
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visual->Bitmap = loader_table->GetBitmap(stateId);
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visual->ZMap = loader_table->GetZMap(stateId);
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auto bmp = loader_table->GetBitmap(stateId);
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auto zMap = loader_table->GetZMap(stateId);
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visual->Bitmap = { bmp, zMap };
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auto shortArr = reinterpret_cast<int16_t*>(loader_table->field(stateId, FieldTypes::ShortArray));
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if (shortArr)
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@ -1,10 +1,10 @@
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#pragma once
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#include "gdrv.h"
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#include "maths.h"
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#include "zdrv.h"
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#include "TPinballComponent.h"
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class TPinballComponent;
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struct zmap_header_type;
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struct gdrv_bitmap8;
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class DatFile;
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struct errorMsg
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@ -31,6 +31,11 @@ struct visualKickerStruct
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int HardHitSoundId;
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};
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struct SpriteData
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{
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gdrv_bitmap8* Bmp;
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zmap_header_type* ZMap;
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};
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struct visualStruct
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{
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@ -43,8 +48,7 @@ struct visualStruct
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int CollisionGroup;
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int SoundIndex4;
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int SoundIndex3;
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gdrv_bitmap8* Bitmap;
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zmap_header_type* ZMap;
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SpriteData Bitmap;
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};
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#pragma pack(push)
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