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Adding initial version of script loader intermediate structs
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#ifndef _SLDREYEBALL
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#define _SLDREYEBALL
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#include "Kyoto/Graphics/CColor.hpp"
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#include "Kyoto/SObjectTag.hpp"
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#include "Kyoto/Streams/CInputStream.hpp"
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#include "MetroidPrime/ScriptLoader/SLdrActorParameters.hpp"
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#include "MetroidPrime/ScriptLoader/SLdrDamageInfo.hpp"
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#include "MetroidPrime/ScriptLoader/SLdrEditorProperties.hpp"
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#include "MetroidPrime/ScriptLoader/SLdrPatternedAITypedef.hpp"
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struct SLdrEyeBall {
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SLdrEyeBall();
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~SLdrEyeBall();
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SLdrEditorProperties editor_properties;
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SLdrPatternedAITypedef patterned;
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SLdrActorParameters actor_information;
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float close_time;
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float fire_wait_time;
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CAssetId projectile;
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SLdrDamageInfo ray_damage;
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CAssetId plasma_burn;
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CAssetId plasma_pulse;
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CAssetId plasma_texture;
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CAssetId plasma_glow;
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CColor laser_inner_color;
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CColor laser_outer_color;
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int unknown_0x81d14be8;
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int unknown_0x6e1320d6;
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int unknown_0x85249bd5;
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int unknown_0x6ae6f0eb;
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int laser_sound;
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bool should_be_triggered;
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float max_audible_distance;
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float drop_off;
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};
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void LoadTypedefSLdrEyeBall(SLdrEyeBall&, CInputStream&);
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#endif // _SLDREYEBALL
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