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Convert custom HeadSpin integer types to standard types from stdint.h
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@ -132,7 +132,7 @@ public:
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plArmatureMod *GetLocalAvatar();
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plKey GetLocalAvatarKey();
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static plArmatureMod *FindAvatar(plKey& avatarKey); // Key of the sceneObject
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plArmatureMod *FindAvatarByPlayerID(UInt32 pid);
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plArmatureMod *FindAvatarByPlayerID(uint32_t pid);
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plArmatureMod *FindAvatarByModelName(char *name); // Probably only useful for custom NPCs. All players are
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// either "Male" or "Female".
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void FindAllAvatarsByModelName(const char* name, plArmatureModPtrVec& outVec);
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@ -149,7 +149,7 @@ public:
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int NumSpawnPoints() { return fSpawnPoints.size(); }
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int FindSpawnPoint( const char *name ) const;
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// \}
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static int WarpPlayerToAnother(hsBool iMove, UInt32 remoteID);
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static int WarpPlayerToAnother(hsBool iMove, uint32_t remoteID);
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static int WarpPlayerToXYZ(hsScalar x, hsScalar y, hsScalar z);
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static int WarpPlayerToXYZ(int pid, hsScalar x, hsScalar y, hsScalar z);
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@ -160,7 +160,7 @@ public:
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hsBool MsgReceive(plMessage *msg);
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hsBool HandleCoopMsg(plAvCoopMsg *msg);
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hsBool HandleNotifyMsg(plNotifyMsg *msg);
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hsBool IPassMessageToActiveCoop(plMessage *msg, UInt32 id, UInt16 serial);
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hsBool IPassMessageToActiveCoop(plMessage *msg, uint32_t id, uint16_t serial);
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// similar to a spawn point, maintainers markers are used
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// to generate your position in Dni coordinates
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@ -224,7 +224,7 @@ protected:
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// ID. By using a multimap, however, we can still handle a few different coops
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// for the same user by just iterating from the first match forward until
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// we run out of matches.
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typedef std::multimap<UInt32, plCoopCoordinator *> plCoopMap;
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typedef std::multimap<uint32_t, plCoopCoordinator *> plCoopMap;
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plCoopMap fActiveCoops;
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hsTArray<plLoadCloneMsg*> fCloneMsgQueue;
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