mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-01-20 03:54:48 +00:00
214 lines
5.8 KiB
C#
214 lines
5.8 KiB
C#
datablock TracerProjectileData(SCD343Pellet) {
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doDynamicClientHits = true;
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directDamage = 0.17;
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directDamageType = $DamageType::SCD343;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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HeadMultiplier = 1.2;
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LegsMultiplier = 0.75;
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ImageSource = "SCD343Image";
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longRangeMultiplier = 0.75;
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kickBackStrength = 0.0;
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sound = ChaingunProjectile;
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dryVelocity = 1500.0;
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wetVelocity = 1000.0;
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velInheritFactor = 0.0;
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fizzleTimeMS = 75;
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lifetimeMS = 100;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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tracerLength = 5.0;
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tracerAlpha = false;
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tracerMinPixels = 6;
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tracerColor = 211.0/255.0 @ " " @ 215.0/255.0 @ " " @ 120.0/255.0 @ " 0.75";
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tracerTex[0] = "special/tracer00";
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tracerTex[1] = "special/tracercross";
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tracerWidth = 0.09;
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crossSize = 0.20;
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crossViewAng = 0.990;
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renderCross = true;
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decalData[0] = ChaingunDecal1;
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decalData[1] = ChaingunDecal2;
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decalData[2] = ChaingunDecal3;
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decalData[3] = ChaingunDecal4;
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decalData[4] = ChaingunDecal5;
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decalData[5] = ChaingunDecal6;
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};
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//--------------------------------------------------------------------------
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// Ammo
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//--------------------------------------
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datablock ItemData(SCD343Ammo) {
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className = Ammo;
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catagory = "Ammo";
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shapeFile = "ammo_chaingun.dts";
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mass = 1;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "some SCD343 rounds";
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computeCRC = true;
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};
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//--------------------------------------------------------------------------
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// Weapon
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//--------------------------------------
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datablock ShapeBaseImageData(SCD343Image) {
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className = WeaponImage;
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shapeFile = "weapon_plasma.dts";
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item = SCD343;
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ammo = SCD343Ammo;
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projectile = SCD343Pellet;
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projectileType = TracerProjectile;
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emap = true;
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mass = 20;
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casing = ShellDebris;
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shellExitDir = "0.5 0.0 1.0"; // L/R - F/B - T/B
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shellExitOffset = "0.15 -0.51 -0.1"; // L/R - F/B - T/B
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shellExitVariance = 10.0;
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shellVelocity = 4.0;
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//ClipStuff
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ClipName = "SCD343Clip";
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ClipPickupName["SCD343Clip"] = "some SCD343 Clip Boxes";
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ShowsClipInHud = 1;
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ClipReloadTime = 4;
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ClipReturn = 1;
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InitialClips = 8;
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//
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RankRequire = $TWM2::RankRequire["SCD343"];
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//Challenges
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HasChallenges = 1;
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ChallengeCt = 9;
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Challenge[1] = "SCD343 Killer\t50\t100\tNone";
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Challenge[2] = "SCD343 Extremist\t100\t150\tNone";
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Challenge[3] = "SCD343 Expert\t250\t250\tNone";
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Challenge[4] = "SCD343 Master\t500\t500\tNone";
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Challenge[5] = "SCD343 God\t1000\t1000\tNone";
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Challenge[6] = "SCD343 Bronze Commendation\t2500\t10000\tNone";
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Challenge[7] = "SCD343 Silver Commendation\t5000\t25000\tNone";
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Challenge[8] = "SCD343 Gold Commendation\t10000\t50000\tNone";
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Challenge[9] = "SCD343 Titan Commendation\t25000\t75000\tNone";
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GunName = "SCD343 Shotgun";
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//
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projectileSpread = 10.0 / 1000.0;
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stateName[0] = "Activate";
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stateTransitionOnTimeout[0] = "ActivateReady";
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stateTimeoutValue[0] = 0.5;
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stateSequence[0] = "Activate";
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stateSound[0] = ChaingunSwitchSound;
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stateName[1] = "ActivateReady";
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stateTransitionOnLoaded[1] = "Ready";
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stateTransitionOnNoAmmo[1] = "NoAmmo";
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stateName[2] = "Ready";
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stateTransitionOnNoAmmo[2] = "NoAmmo";
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stateTransitionOnTriggerDown[2] = "CheckWet";
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stateName[3] = "Fire";
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stateTransitionOnTimeout[3] = "Reload";
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stateTimeoutValue[3] = 0.0001;
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stateFire[3] = true;
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stateEjectShell[3] = true;
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stateEmitter[3] = "GunFireEffectEmitter";
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stateEmitterNode[3] = "muzzlepoint1";
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stateEmitterTime[3] = 1;
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stateRecoil[3] = LightRecoil;
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stateAllowImageChange[3] = false;
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stateScript[3] = "onFire";
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stateEmitterTime[3] = 0.2;
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stateSound[3] = SniperFireSound;
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stateName[4] = "Reload";
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stateTransitionOnNoAmmo[4] = "NoAmmo";
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stateTransitionOnTimeout[4] = "Ready";
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stateTimeoutValue[4] = 0.5;
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stateAllowImageChange[4] = false;
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stateSequence[4] = "Reload";
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stateName[5] = "NoAmmo";
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stateTransitionOnAmmo[5] = "Reload";
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stateSequence[5] = "NoAmmo";
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stateTransitionOnTriggerDown[5] = "DryFire";
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stateName[6] = "DryFire";
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stateSound[6] = ChaingunDryFireSound;
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stateTimeoutValue[6] = 1.0;
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stateTransitionOnTimeout[6] = "NoAmmo";
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stateName[7] = "WetFire";
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stateSound[7] = ChaingunDryFireSound;
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stateTimeoutValue[7] = 1.0;
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stateTransitionOnTimeout[7] = "Ready";
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stateName[8] = "CheckWet";
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stateTransitionOnWet[8] = "WetFire";
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stateTransitionOnNotWet[8] = "Fire";
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};
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datablock ItemData(SCD343) {
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className = Weapon;
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catagory = "Spawn Items";
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shapeFile = "weapon_plasma.dts";
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image = SCD343Image;
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mass = 1.0;
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elasticity = 0.2;
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friction = 0.6;
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pickupRadius = 2;
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pickUpName = "a SCD343";
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computeCRC = true;
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emap = true;
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};
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function SCD343Image::onMount(%this,%obj,%slot) {
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Parent::onMount(%this, %obj, %slot);
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}
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function SCD343Image::onFire(%data,%obj,%slot) {
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serverPlay3D(ShotgunFireSound, %obj.getPosition());
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%obj.applyKick(-250);
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%obj.decInventory(%data.ammo,1);
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%vector = %obj.getMuzzleVector(%slot);
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%mp = %obj.getMuzzlePoint(%slot);
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for (%i=0; %i < 16; %i++) {
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%x = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%y = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%z = (getRandom() - 0.5) * 2 * 3.1415926 * %data.projectileSpread;
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%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
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%newvector = MatrixMulVector(%mat, %vector);
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%p = new (%data.projectileType)() {
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dataBlock = %data.projectile;
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initialDirection = %newvector;
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initialPosition = %mp;
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sourceObject = %obj;
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damageFactor = 1;
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sourceSlot = %slot;
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};
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%p.WeaponImageSource = %data.getName();
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}
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if(%obj.inv[SCD343Ammo] == 0) { //Added Phantom139, TWM2
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AttemptReload(%data, %obj, %slot);
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}
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} |