Update tolua and export EffectID
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3f7bf88e30
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33527067ed
@ -12252,6 +12252,249 @@ end
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}, -- ConstantGroups
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}, -- cWindow
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EffectID =
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{
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Desc = [[
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An enumeration of sound and particle effects which can be used with
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{{cWorld#BroadcastSoundParticleEffect|BroadcastSoundParticleEffect}}.
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]],
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Constants =
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{
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SFX_RANDOM_DISPENSER_DISPENSE =
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{
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Notes = "Sound of droper/dispenser releasing an item",
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},
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SFX_RANDOM_DISPENSER_DISPENSE_FAIL =
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{
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Notes = "Sound of a droper/dispenser activated without items",
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},
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SFX_RANDOM_DISPENSER_SHOOT =
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{
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Notes = "Sound of a dispenser shooting",
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},
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SFX_RANDOM_ENDER_EYE_LAUNCH =
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{
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Notes = "Sound of an ender eye launch"
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},
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SFX_RANDOM_FIREWORK_SHOT =
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{
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Notes = "Sound of a firework shot",
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},
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SFX_RANDOM_IRON_DOOR_OPEN =
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{
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Notes = "Sound of an iron door opening",
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},
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SFX_RANDOM_WOODEN_DOOR_OPEN =
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{
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Notes = "Sound of a wooden door opening"
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},
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SFX_RANDOM_WOODEN_TRAPDOOR_OPEN =
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{
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Notes = "Sound of a wooden trapdoor opening"
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},
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SFX_RANDOM_FENCE_GATE_OPEN =
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{
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Notes = "Sound of a fence gate opening",
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},
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SFX_RANDOM_FIRE_EXTINGUISH =
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{
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Notes = "Sound of a fire extinguishing",
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},
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SFX_RANDOM_PLAY_MUSIC_DISC =
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{
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Notes = "Starts playing a music disc. Needs an accompanting music disc ID",
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},
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SFX_RANDOM_IRON_DOOR_CLOSE =
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{
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Notes = "Sound of an iron door closing",
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},
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SFX_RANDOM_WOODEN_DOOR_CLOSE =
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{
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Notes = "Sound of a wooden door closing",
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},
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SFX_RANDOM_WOODEN_TRAPDOOR_CLOSE =
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{
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Notes = "Sound of a trapdoor closing",
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},
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SFX_RANDOM_FENCE_GATE_CLOSE =
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{
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Notes = "Sound of a fence gate closing",
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},
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SFX_MOB_GHAST_WARN =
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{
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Notes = "Sound of a ghast warning cry",
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},
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SFX_MOB_GHAST_SHOOT =
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{
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Notes = "Sound of a ghast shooting",
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},
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SFX_MOB_ENDERDRAGON_SHOOT =
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{
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Notes = "Sound of the enderdragon shooting",
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},
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SFX_MOB_BLAZE_SHOOT =
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{
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Notes = "Sound of a blaze shooting",
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},
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SFX_MOB_ZOMBIE_WOOD =
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{
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Notes = "Sound of a zombie attacking a wooden door",
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},
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SFX_MOB_ZOMBIE_METAL =
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{
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Notes = "Sound of a zombie attacking a metal door",
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},
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SFX_MOB_ZOMBIE_WOOD_BREAK =
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{
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Notes = "Sound of a zombie breaking a wooden door",
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},
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SFX_MOB_WITHER_BREAK_BLOCK =
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{
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Notes = "Sound of a wither breaking blocks",
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},
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SFX_MOB_WITHER_SPAWN =
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{
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Notes = "Sound of a wither spawning",
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},
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SFX_MOB_WITHER_SHOOT =
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{
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Notes = "Sound of a wither shooting",
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},
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SFX_MOB_BAT_TAKEOFF =
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{
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Notes = "Sound of a bat taking off",
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},
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SFX_MOB_ZOMBIE_INFECT =
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{
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Notes = "Sound of a zombie infecting a villager",
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},
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SFX_MOB_ZOMBIE_UNFECT =
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{
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Notes = "Sound of a zombie villager converting to villager",
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},
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SFX_MOB_ENDERDRAGON_DEATH =
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{
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Notes = "Sound of the dragon releasing dragon breath",
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},
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SFX_RANDOM_ANVIL_BREAK =
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{
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Notes = "Sound of an anvil breaking",
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},
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SFX_RANDOM_ANVIL_USE =
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{
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Notes = "Sound of using an anvil",
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},
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SFX_RANDOM_ANVIL_LAND =
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{
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Notes = "Sound of a falling anvil landing",
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},
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SFX_RANDOM_PORTAL_TRAVEL =
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{
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Notes = "Sound of travelling through a portal",
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},
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SFX_RANDOM_CHORUS_FLOWER_GROW =
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{
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Notes = "Sound of a growing chorus flower",
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},
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SFX_RANDOM_CHORUS_FLOWER_DEATH =
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{
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Notes = "Sound of a dieing chorus flower",
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},
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SFX_RANDOM_BREWING_STAND_BREW =
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{
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Notes = "Sound of an active brewing stand",
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},
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SFX_RANDOM_IRON_TRAPDOOR_OPEN =
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{
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Notes = "Sound of an iron trapdoor opening",
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},
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SFX_RANDOM_IRON_TRAPDOOR_CLOSE =
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{
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Notes = "Sound of an iron trapdoor closing",
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},
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PARTICLE_SMOKE =
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{
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Notes = "Spawns 10 smoke particles, e.g. from a fire. Needs a {{SmokeDirection|SmokeDirection}}",
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},
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PARTICLE_BLOCK_BREAK =
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{
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Notes = "Block break particle and sound. Needs a BlockID",
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},
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PARTICLE_SPLASH_POTION =
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{
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Notes = "Splash potion particles and glass break sound. Needs a PotionID",
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},
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PARTICLE_EYE_OF_ENDER =
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{
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Notes = "Eye of ender entity break particles and sound",
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},
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PARTICLE_MOBSPAWN =
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{
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Notes = "Mob spawn particle effect: smoke and flames",
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},
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PARTICLE_HAPPY_VILLAGER =
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{
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Notes = "Happy villager/bonemeal particles. Number of particles may be given or 0 for default of 15",
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},
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PARTICLE_DRAGON_BREATH =
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{
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Notes = "Dragon breath particle effect",
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},
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PARTICLE_END_GATEWAY_SPAWN =
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{
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Notes = "End gateway spawn particle effect",
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},
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PARTICLE_ENDERDRAGON_GROWL =
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{
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Notes = "Ender dragon growl particle effect",
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},
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},
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},
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SmokeDirection =
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{
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Desc = [[
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An enumeration of the direction spawned smoke will drift in as it floats up.
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]],
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Constants =
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{
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SOUTH_EAST =
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{
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Notes = "Smoke drifts south-east",
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},
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SOUTH =
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{
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Notes = "Smoke drifts south",
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},
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SOUTH_WEST =
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{
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Notes = "Smoke drifts south-west",
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},
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EAST =
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{
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Notes = "Smoke drifts east",
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},
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CENTRE =
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{
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Notes = "Smoke does not drift",
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},
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WEST =
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{
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Notes = "Smoke drifts west",
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},
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NORTH_EAST =
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{
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Notes = "Smoke drifts north-east",
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},
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NORTH =
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{
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Notes = "Smoke drifts north",
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},
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NORTH_WEST =
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{
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Notes = "Smoke drifts west",
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},
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}
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},
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Globals =
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{
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Desc = [[
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@ -1 +1 @@
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Subproject commit 2bfca6b56847d6de5e6afd51a8fa69716f337cda
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Subproject commit 988cab37e47a9efd7366d0d43babc58e068968d0
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@ -46,6 +46,7 @@ $cfile "../StringUtils.h"
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$cfile "../Defines.h"
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$cfile "../ChatColor.h"
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$cfile "../ClientHandle.h"
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$cfile "../EffectID.h"
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$cfile "../Server.h"
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$cfile "../World.h"
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$cfile "../Inventory.h"
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@ -951,8 +951,9 @@ end
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--- Installs a hook that is called by ToLua++ for each instantiation of classEnumerate
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-- The hook is used to fix DoxyComments in enums
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local function installEnumHook()
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--Hook for normal enums
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local oldEnumerate = Enumerate
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Enumerate = function (a_Name, a_Body, a_VarName)
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Enumerate = function (a_Name, a_Body, a_VarName, a_Type)
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-- We need to remove the DoxyComment items from the enum
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-- otherwise ToLua++ parser would make an enum value out of them
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a_Body = string.gsub(a_Body, ",[%s\n]*}", "\n}") -- eliminate last ','
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@ -977,7 +978,39 @@ local function installEnumHook()
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enumValues[numEnumValues] = txt
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end
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end
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local res = oldEnumerate(a_Name, "{" .. table.concat(enumValues, ",") .. "}", a_VarName)
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local res = oldEnumerate(a_Name, "{" .. table.concat(enumValues, ",") .. "}", a_VarName, a_Type)
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res.DoxyComments = doxyComments
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return res
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end
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--Hook for scoped enums
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local oldScopedEnum = ScopedEnum
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ScopedEnum = function (a_Name, a_Body, a_VarName, a_Type)
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-- We need to remove the DoxyComment items from the enum class
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-- otherwise ToLua++ parser would make an enum value out of them
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a_Body = string.gsub(a_Body, ",[%s\n]*}", "\n}") -- eliminate last ','
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local t = split(strsub(a_Body, 2, -2), ',') -- eliminate braces
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local doxyComments = {}
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local enumValues = {}
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local numEnumValues = 0
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for _, txt in ipairs(t) do
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txt = txt:gsub("(%b\17\18)",
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function (a_CommentID)
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doxyComments[numEnumValues + 1] = g_ForwardDoxyComments[tonumber(a_CommentID:sub(2, -2))]
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return ""
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end
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):gsub("(%b\19\20)",
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function (a_CommentID)
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doxyComments[numEnumValues] = g_BackwardDoxyComments[tonumber(a_CommentID:sub(2, -2))]
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return ""
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end
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)
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if (txt ~= "") then
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numEnumValues = numEnumValues + 1
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enumValues[numEnumValues] = txt
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end
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end
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local res = oldScopedEnum(a_Name, "{" .. table.concat(enumValues, ",") .. "}", a_VarName, a_Type)
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res.DoxyComments = doxyComments
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return res
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end
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@ -92,6 +92,7 @@ set(BINDING_DEPENDENCIES
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../CraftingRecipes.h
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../Cuboid.h
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../Defines.h
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../EffectID.h
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../Enchantments.h
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../Entities/Boat.h
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../Entities/ArrowEntity.h
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@ -1,15 +1,11 @@
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#pragma once
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// The following hackery is to allow typed C++ enum for C++ code, yet have ToLua process the values.
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// ToLua doesn't understand typed enums, so we use preprocessor to hide it from ToLua.
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static const BLOCKTYPE
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#if 0
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// tolua_begin
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enum BLOCKTYPE
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enum ENUM_BLOCK_ID : BLOCKTYPE
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{
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#endif
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E_BLOCK_AIR = 0,
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E_BLOCK_STONE = 1,
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E_BLOCK_GRASS = 2,
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@ -265,20 +261,14 @@ enum BLOCKTYPE
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E_BLOCK_RED_ROSE = E_BLOCK_FLOWER,
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E_BLOCK_WOODEN_DOOR = E_BLOCK_OAK_DOOR,
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E_BLOCK_FENCE_GATE = E_BLOCK_OAK_FENCE_GATE,
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E_BLOCK_WOODEN_STAIRS = E_BLOCK_OAK_WOOD_STAIRS
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#if 0
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}
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#endif
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;
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// tolua_end
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E_BLOCK_WOODEN_STAIRS = E_BLOCK_OAK_WOOD_STAIRS,
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};
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// tolua_begin
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enum ENUM_ITEM_ID
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enum ENUM_ITEM_ID : short
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{
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E_ITEM_EMPTY = -1,
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@ -514,10 +504,10 @@ enum ENUM_ITEM_ID
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enum
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enum ENUM_BLOCK_META : NIBBLETYPE
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{
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// Please keep this list alpha-sorted by the blocktype / itemtype part
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// then number-sorted for the same block / item
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// Please keep this list alpha-sorted by the blocktype part
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// then number-sorted for the same block
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////////////////////////////////////////////////////////////////////////////////
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// Block metas:
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@ -912,6 +902,16 @@ enum
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E_META_WOOL_GREEN = 13,
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E_META_WOOL_RED = 14,
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E_META_WOOL_BLACK = 15,
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};
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enum ENUM_ITEM_META : short
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{
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// Please keep this list alpha-sorted by the itemtype part
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// then number-sorted for the same item
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////////////////////////////////////////////////////////////////////////////////
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// Item metas:
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@ -1,5 +1,7 @@
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#pragma once
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// tolua_begin
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enum class EffectID : Int32
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{
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SFX_RANDOM_DISPENSER_DISPENSE = 1000,
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@ -64,3 +66,5 @@ enum class SmokeDirection : Int32
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NORTH = 7,
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NORTH_WEST = 8,
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};
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// tolua_end
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@ -4,7 +4,7 @@
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#ifndef _WIN32
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#include "BlockID.h"
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#else
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enum ENUM_ITEM_ID;
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enum ENUM_ITEM_ID : short;
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#endif
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#define MAX_PLAYERS 65535
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Reference in New Issue
Block a user