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@ -64,20 +64,7 @@ struct t_vein
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uint32_t address_of; // this is NOT part of the DF vein, but an address of the vein as seen by DFhack.
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uint32_t address_of; // this is NOT part of the DF vein, but an address of the vein as seen by DFhack.
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};
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};
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*/
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*/
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struct t_vein
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{
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uint32_t vtable;
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int32_t type;
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int16_t assignment[16];
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uint32_t flags;
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uint32_t address_of; // this is NOT part of the DF vein, but an address of the vein as seen by DFhack.
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};
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// stores what tiles should appear when the ice melts
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struct t_frozenliquidvein
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{
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uint32_t vtable;
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int16_t tiles[16][16];
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};
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struct t_matglossPair
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struct t_matglossPair
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{
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{
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@ -121,10 +108,12 @@ struct t_construction_df40d
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{
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{
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int16_t x;
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int16_t x;
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int16_t y;
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int16_t y;
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// 4
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int16_t z;
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int16_t z;
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int16_t unk1;
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int16_t unk1;
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// 8
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int16_t unk2;
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int16_t unk2;
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t_matglossPair material; // 4B
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t_matglossPair material; // C points to the index part
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// int16_t mat_type;
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// int16_t mat_type;
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// int16_t mat_idx;
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// int16_t mat_idx;
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};
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};
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@ -695,165 +684,6 @@ struct t_itemType
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char name[128];
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char name[128];
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};
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};
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enum e_traffic
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{
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traffic_normal,
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traffic_low,
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traffic_high,
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traffic_restricted
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};
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enum e_designation
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{
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designation_no,
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designation_default, // dig walls, remove stairs and ramps, gather plants, fell trees
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designation_ud_stair, // dig up/down stairs
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designation_channel, // dig a channel
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designation_ramp, // dig ramp out of a wall
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designation_d_stair, // dig a stair down
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designation_u_stair, // dig a stair up
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designation_7 // whatever
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};
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enum e_liquidtype
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{
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liquid_water,
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liquid_magma
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};
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struct naked_designation
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{
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unsigned int flow_size : 3; // how much liquid is here?
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unsigned int pile : 1; // stockpile?
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/*
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* All the different dig designations... needs more info, probably an enum
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*/
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e_designation dig : 3;
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unsigned int smooth : 2;
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unsigned int hidden : 1;
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/*
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* This one is rather involved, but necessary to retrieve the base layer matgloss index
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* see http://www.bay12games.com/forum/index.php?topic=608.msg253284#msg253284 for details
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*/
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unsigned int geolayer_index :4;
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unsigned int light : 1;
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unsigned int subterranean : 1; // never seen the light of day?
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unsigned int skyview : 1; // sky is visible now, it rains in here when it rains
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/*
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* Probably similar to the geolayer_index. Only with a different set of offsets and different data.
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* we don't use this yet
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*/
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unsigned int biome : 4;
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/*
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* 0 = water
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* 1 = magma
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*/
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e_liquidtype liquid_type : 1;
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unsigned int water_table : 1; // srsly. wtf?
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unsigned int rained : 1; // does this mean actual rain (as in the blue blocks) or a wet tile?
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e_traffic traffic : 2; // needs enum
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unsigned int flow_forbid : 1; // what?
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unsigned int liquid_static : 1;
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unsigned int moss : 1;// I LOVE MOSS
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unsigned int feature_present : 1; // another wtf... is this required for magma pipes to work?
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unsigned int liquid_character : 2; // those ripples on streams?
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};
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union t_designation
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{
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uint32_t whole;
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naked_designation bits;
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};
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// occupancy flags (rat,dwarf,horse,built wall,not build wall,etc)
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struct naked_occupancy
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{
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unsigned int building : 3;// building type... should be an enum?
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// 7 = door
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unsigned int unit : 1;
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unsigned int unit_grounded : 1;
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unsigned int item : 1;
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// splatter. everyone loves splatter.
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unsigned int mud : 1;
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unsigned int vomit :1;
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unsigned int broken_arrows_color :4;
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unsigned int blood_g : 1;
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unsigned int blood_g2 : 1;
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unsigned int blood_b : 1;
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unsigned int blood_b2 : 1;
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unsigned int blood_y : 1;
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unsigned int blood_y2 : 1;
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unsigned int blood_m : 1;
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unsigned int blood_m2 : 1;
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unsigned int blood_c : 1;
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unsigned int blood_c2 : 1;
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unsigned int blood_w : 1;
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unsigned int blood_w2 : 1;
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unsigned int blood_o : 1;
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unsigned int blood_o2 : 1;
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unsigned int slime : 1;
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unsigned int slime2 : 1;
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unsigned int blood : 1;
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unsigned int blood2 : 1;
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unsigned int broken_arrows_variant : 1;
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unsigned int snow : 1;
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};
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struct naked_occupancy_grouped
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{
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unsigned int building : 3;// building type... should be an enum?
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// 7 = door
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unsigned int unit : 1;
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unsigned int unit_grounded : 1;
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unsigned int item : 1;
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// splatter. everyone loves splatter.
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unsigned int splatter : 26;
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};
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union t_occupancy
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{
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uint32_t whole;
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naked_occupancy bits;
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naked_occupancy_grouped unibits;
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};
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// map block flags
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struct naked_blockflags
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{
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unsigned int designated : 1;// designated for jobs (digging and stuff like that)
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unsigned int unk_1 : 1; // possibly related to the designated flag
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// two flags required for liquid flow. no idea why
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unsigned int liquid_1 : 1;
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unsigned int liquid_2 : 1;
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unsigned int unk_2: 28; // rest of the flags is completely unknown
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// there's a possibility that this flags field is shorter than 32 bits
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};
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union t_blockflags
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{
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uint32_t whole;
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naked_blockflags bits;
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};
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typedef int16_t tiletypes40d [16][16];
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typedef DFHack::t_designation designations40d [16][16];
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typedef DFHack::t_occupancy occupancies40d [16][16];
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typedef uint8_t biome_indices40d [16];
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typedef struct
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{
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tiletypes40d tiletypes;
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designations40d designation;
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occupancies40d occupancy;
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// really a '7', but I use 8 to make it neater :)
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biome_indices40d biome_indices;
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uint32_t origin; // the address where it came from
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t_blockflags blockflags;
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} mapblock40d;
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struct t_viewscreen
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struct t_viewscreen
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{
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{
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int32_t type;
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int32_t type;
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