forked from mirror/openmw-tes3mp
Remove some unused code, include cleanup
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d34086ac8f
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14 changed files with 27 additions and 102 deletions
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@ -2,6 +2,8 @@
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#include "labels.hpp"
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#include <iostream>
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#include <sstream>
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#include <boost/format.hpp>
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void printAIPackage(ESM::AIPackage p)
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@ -2,6 +2,7 @@
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#include "globalscripts.hpp"
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#include <cassert>
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#include <iostream>
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#include <components/misc/stringops.hpp>
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#include <components/esm/globalscript.hpp>
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@ -1,7 +1,7 @@
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#include "esmloader.hpp"
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#include "esmstore.hpp"
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#include "components/to_utf8/to_utf8.hpp"
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#include <components/esm/esmreader.hpp>
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namespace MWWorld
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{
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@ -7,6 +7,8 @@
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#include <components/loadinglistener/loadinglistener.hpp>
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#include <components/esm/esmreader.hpp>
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namespace MWWorld
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{
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@ -1,5 +1,7 @@
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#include "localscripts.hpp"
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#include <iostream>
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#include "esmstore.hpp"
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#include "cellstore.hpp"
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@ -5,6 +5,8 @@
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#include <components/esm/records.hpp>
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#include <components/misc/stringops.hpp>
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namespace MWWorld
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{
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struct RecordCmp
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@ -1,6 +1,8 @@
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#include "store.hpp"
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#include "esmstore.hpp"
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#include <components/esm/esmreader.hpp>
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namespace MWWorld {
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void Store<ESM::Cell>::handleMovedCellRefs(ESM::ESMReader& esm, ESM::Cell* cell)
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@ -117,4 +119,9 @@ void Store<ESM::Cell>::load(ESM::ESMReader &esm, const std::string &id)
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}
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}
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void Store<ESM::LandTexture>::load(ESM::ESMReader &esm, const std::string &id)
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{
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load(esm, id, esm.getIndex());
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}
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}
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@ -5,6 +5,7 @@
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#include <vector>
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#include <map>
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#include <stdexcept>
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#include <sstream>
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#include <components/esm/esmwriter.hpp>
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@ -436,9 +437,7 @@ namespace MWWorld
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ltexl[lt.mIndex] = lt;
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}
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void load(ESM::ESMReader &esm, const std::string &id) {
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load(esm, id, esm.getIndex());
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}
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void load(ESM::ESMReader &esm, const std::string &id);
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iterator begin(size_t plugin) const {
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assert(plugin < mStatic.size());
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@ -58,7 +58,7 @@ add_component_dir (to_utf8
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add_component_dir (esm
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attr defs esmcommon esmreader esmwriter loadacti loadalch loadappa loadarmo loadbody loadbook loadbsgn loadcell
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loadclas loadclot loadcont loadcrea loaddial loaddoor loadench loadfact loadglob loadgmst
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loadinfo loadingr loadland loadlevlist loadligh loadlock loadprob loadrepa loadltex loadmgef loadmisc loadnpcc
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loadinfo loadingr loadland loadlevlist loadligh loadlock loadprob loadrepa loadltex loadmgef loadmisc
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loadnpc loadpgrd loadrace loadregn loadscpt loadskil loadsndg loadsoun loadspel loadsscr loadstat
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loadweap records aipackage effectlist spelllist variant variantimp loadtes3 cellref filter
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savedgame journalentry queststate locals globalscript player objectstate cellid cellstate globalmap inventorystate containerstate npcstate creaturestate dialoguestate statstate
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@ -53,18 +53,6 @@ typedef NAME_T<32> NAME32;
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typedef NAME_T<64> NAME64;
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typedef NAME_T<256> NAME256;
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#pragma pack(push)
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#pragma pack(1)
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// Data that is only present in save game files
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struct SaveData
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{
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float pos[6]; // Player position and rotation
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NAME64 cell; // Cell name
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float unk2; // Unknown value - possibly game time?
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NAME32 player; // Player name
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};
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#pragma pack(pop)
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/* This struct defines a file 'context' which can be saved and later
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restored by an ESMReader instance. It will save the position within
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a file, and when restored will let you read from that position as
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@ -4,6 +4,8 @@
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#include <fstream>
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#include <stdexcept>
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#include <components/to_utf8/to_utf8.hpp>
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namespace ESM
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{
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ESMWriter::ESMWriter()
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@ -4,11 +4,14 @@
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#include <iosfwd>
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#include <list>
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#include <components/to_utf8/to_utf8.hpp>
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#include "esmcommon.hpp"
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#include "loadtes3.hpp"
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namespace ToUTF8
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{
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class Utf8Encoder;
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}
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namespace ESM {
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class ESMWriter
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@ -1,82 +0,0 @@
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#ifndef OPENMW_ESM_NPCC_H
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#define OPENMW_ESM_NPCC_H
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#include <string>
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// TODO: create implementation files to remove this
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#include "esmreader.hpp"
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namespace ESM {
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class ESMReader;
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class ESMWriter;
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/*
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* NPC change information (found in savegame files only). We can't
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* read these yet.
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*
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* Some general observations about savegames:
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*
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* SCPT records do not define new scripts, but assign values to the
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* variables of existing ones.
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*
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* VFXM, SPLM - no clue
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*
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* FMAP - MAPH and MAPD, global map image.
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*
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* JOUR - the entire journal in html
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*
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* QUES - seems to contain all the quests in the game, not just the
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* ones you have done or begun.
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*
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* REGN - lists all regions in the game, even unvisited ones.
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* notable differences to Regions in ESM files: mMapColor may be missing, and includes an unknown WNAM subrecord.
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*
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*
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* The DIAL/INFO blocks contain changes to characters' dialog status.
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*
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* Dammit there's a lot of stuff in there! Should really have
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* suspected as much. The strategy further is to completely ignore
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* save files for the time being.
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*
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* Several records have a "change" variant, like NPCC, CNTC
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* (contents), and CREC (creature.) These seem to alter specific
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* instances of creatures, npcs, etc. I have not identified most of
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* their subrecords yet.
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*
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* Several NPCC records have names that begin with "chargen ", I don't
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* know if it means something special yet.
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*
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* The CNTC blocks seem to be instances of leveled lists. When a
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* container is supposed to contain this leveled list of this type,
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* but is referenced elsewhere in the file by an INDX, the CNTC with
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* the corresponding leveled list identifier and INDX will determine
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* the container contents instead.
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*
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* Some classes of objects seem to be altered, and these include an
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* INDX, which is probably an index used by specific references other
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* places within the save file. I guess this means 'use this class for
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* these objects, not the general class.' All the indices I have
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* encountered so far are zero, but they have been for different
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* classes (different containers, really) so possibly we start from
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* zero for each class. This looks like a mess, but is probably still
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* easier than to duplicate everything. I think WRITING this format
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* will be harder than reading it.
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*/
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struct LoadNPCC
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{
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static unsigned int sRecordId;
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std::string mId;
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void load(ESMReader &esm)
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{
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esm.skipRecord();
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}
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void save(ESMWriter &esm) const
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{
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}
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};
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}
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#endif
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@ -32,7 +32,6 @@
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#include "loadmgef.hpp"
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#include "loadmisc.hpp"
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#include "loadnpc.hpp"
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#include "loadnpcc.hpp"
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#include "loadpgrd.hpp"
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#include "loadrace.hpp"
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#include "loadregn.hpp"
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