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Finish header re-ordering
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@ -269,9 +269,6 @@ public:
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// Update
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// Update
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void UpdateXMLDoc(tinyxml2::XMLDocument* doc);
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void UpdateXMLDoc(tinyxml2::XMLDocument* doc);
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void Update(float deltaTime);
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void Update(float deltaTime);
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/**
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* Utility
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*/
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//Retroactively corrects the model vault size due to incorrect initialization in a previous patch.
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//Retroactively corrects the model vault size due to incorrect initialization in a previous patch.
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void RetroactiveVaultSize();
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void RetroactiveVaultSize();
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@ -343,54 +340,42 @@ public:
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protected:
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protected:
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LWOOBJID m_ObjectID;
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LWOOBJID m_ObjectID;
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LWOOBJID m_SpawnerID;
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LWOOBJID m_OwnerOverride;
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uint32_t m_SpawnerNodeID;
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LOT m_TemplateID;
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LOT m_TemplateID;
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std::vector<LDFBaseData*> m_Settings;
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std::vector<LDFBaseData*> m_NetworkSettings;
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NiPoint3 m_DefaultPosition;
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NiPoint3 m_DefaultPosition;
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NiQuaternion m_DefaultRotation;
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NiQuaternion m_DefaultRotation;
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float m_Scale;
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float m_Scale;
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int8_t m_Observers;
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Spawner* m_Spawner;
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eGameMasterLevel m_GMLevel;
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LWOOBJID m_SpawnerID;
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bool m_HasSpawnerNodeID;
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uint32_t m_SpawnerNodeID;
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Character* m_Character;
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Entity* m_ParentEntity; //For spawners and the like
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Entity* m_ParentEntity; //For spawners and the like
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std::vector<Entity*> m_ChildEntities;
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Entity* m_ScheduleKiller;
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eGameMasterLevel m_GMLevel;
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Spawner* m_Spawner;
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std::vector<std::string> m_Groups;
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Character* m_Character;
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bool m_HasSpawnerNodeID;
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bool m_ShouldDestroyAfterUpdate;
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bool m_PlayerIsReadyForUpdates;
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bool m_IsGhostingCandidate;
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bool m_IsParentChildDirty;
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uint16_t m_NetworkID;
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uint16_t m_NetworkID;
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std::vector<std::function<void()>> m_DieCallbacks;
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std::vector<std::function<void(Entity*)>> m_PhantomCollisionCallbacks;
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std::unordered_map<eReplicaComponentType, ComponentPtr> m_Components;
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std::unordered_map<eReplicaComponentType, ComponentPtr> m_Components;
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std::vector<std::unique_ptr<EntityTimer>> m_Timers;
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std::vector<std::unique_ptr<EntityTimer>> m_Timers;
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std::vector<std::unique_ptr<EntityTimer>> m_PendingTimers;
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std::vector<std::unique_ptr<EntityTimer>> m_PendingTimers;
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std::vector<std::unique_ptr<EntityCallbackTimer>> m_CallbackTimers;
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std::vector<std::unique_ptr<EntityCallbackTimer>> m_CallbackTimers;
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std::vector<LDFBaseData*> m_Settings;
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bool m_ShouldDestroyAfterUpdate;
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std::vector<LDFBaseData*> m_NetworkSettings;
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std::vector<Entity*> m_ChildEntities;
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LWOOBJID m_OwnerOverride;
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std::vector<std::string> m_Groups;
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std::vector<std::function<void()>> m_DieCallbacks;
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Entity* m_ScheduleKiller;
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std::vector<std::function<void(Entity*)>> m_PhantomCollisionCallbacks;
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bool m_PlayerIsReadyForUpdates;
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bool m_IsGhostingCandidate;
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int8_t m_Observers;
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bool m_IsParentChildDirty;
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/*
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* Collision
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*/
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std::vector<LWOOBJID> m_TargetsInPhantom;
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std::vector<LWOOBJID> m_TargetsInPhantom;
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static const std::vector<ComponentWhitelist> m_ComponentWhitelists;
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static const std::vector<ComponentWhitelist> m_ComponentWhitelists;
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