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gameData.h
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void gameData_load();
sint32 gameData_getEquipmentClassIdSlot(sint32 classId);
sint32 gameData_getStarterItemTemplateClassId(sint32 templateId);
typedef struct
{
sint32 contextId;
sint8 name[64];
sint32 version;
sint32 baseRegionId;
}gameData_mapInfo_t;
extern sint32 mapInfoCount;
extern gameData_mapInfo_t *mapInfoArray;
#define ITEMTYPE_WEAPON 1
#define ITEMTYPE_ARMOR 2
typedef struct
{
uint32 classId;
uint32 templateId;
sint8 type;
uint32 currentHitPoints;
uint32 maxHitPoints;
sint8* modifiedBy;
bool hasSellableFlag;
bool hasCharacterUniqueFlag;
bool hasAccountUniqueFlag;
bool hasBoEFlag;
sint8 qualityId;
sint8 boundToCharacter;
sint8 notTradable;
sint8 notPlaceableInLockbox;
sint8 inventoryCategory;
uint32 clipSize;
uint32 currentAmmo;
float aimRate;
uint32 reloadTime;
sint8 altActionId;
sint8 altActionArg;
sint8 aeType;
uint32 aeRadius;
uint32 recoilAmount;
sint8 reuseOverride;
uint32 coolRate;
float heatPerShot;
sint8 toolType;
bool isJammed;
sint8 ammoPerShot;
uint32 minDamage;
uint32 maxDamage;
uint32 ammoClassId;
sint8 damageType;
sint32 windupTime;
uint32 recoveryTime;
uint32 refireTime;
uint32 range;
uint32 altMaxDamage;
sint8 altDamageType;
uint32 altRange;
uint32 altAERadius;
sint8 altAEType;
sint8 attackType;
}itemTemplate_t;
itemTemplate_t *gameData_getItemTemplateById(uint32 templateId);
itemTemplate_t *gameData_getItemTemplateByName(sint8 *name);