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https://github.com/SabreTools/SabreTools.Models.git
synced 2026-09-24 15:47:27 +00:00
Fix build
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@@ -27,17 +27,17 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Defines bounding box
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/// </summary>
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public Vector3D Mins;
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public Vector3D? Mins;
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/// <summary>
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/// Defines bounding box
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/// </summary>
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public Vector3D Maxs;
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public Vector3D? Maxs;
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/// <summary>
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/// Coordinates to move the coordinate system
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/// </summary>
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public Vector3D OriginVector;
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public Vector3D? OriginVector;
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/// <summary>
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/// Index into nodes array
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@@ -22,7 +22,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// S-vector
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/// </summary>
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public Vector3D SVector;
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public Vector3D? SVector;
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/// <summary>
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/// Texture shift in the S direction
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@@ -32,7 +32,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// T-vector
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/// </summary>
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public Vector3D TVector;
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public Vector3D? TVector;
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/// <summary>
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/// Texture shift in the T direction
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@@ -25,7 +25,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Start position used for orientation
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/// </summary>
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public Vector3D StartPosition;
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public Vector3D? StartPosition;
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/// <summary>
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/// Index into LUMP_DISP_VERTS.
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@@ -18,7 +18,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Vector field defining displacement volume.
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/// </summary>
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public Vector3D Vec;
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public Vector3D? Vec;
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/// <summary>
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/// Displacement distances.
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@@ -16,7 +16,7 @@ namespace SabreTools.Models.BSP
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[StructLayout(LayoutKind.Sequential)]
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public sealed class LeafAmbientLighting
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{
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public CompressedLightCube Cube;
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public CompressedLightCube? Cube;
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/// <summary>
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/// Fixed point fraction of leaf bounds
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@@ -27,12 +27,12 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Minima of all vertices
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/// </summary>
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public Vector3D Mins;
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public Vector3D? Mins;
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/// <summary>
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/// Maxima of all vertices
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/// </summary>
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public Vector3D Maxs;
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public Vector3D? Maxs;
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/// <remarks>Since v1</remarks>
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public int Area;
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@@ -41,8 +41,8 @@ namespace SabreTools.Models.BSP
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
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public Vector3D[]? UVPoints = new Vector3D[4];
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public Vector3D Origin;
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public Vector3D? Origin;
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public Vector3D BasisNormal;
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public Vector3D? BasisNormal;
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}
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}
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@@ -25,7 +25,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// The planes normal vector
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/// </summary>
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public Vector3D NormalVector;
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public Vector3D? NormalVector;
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/// <summary>
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/// Plane equation is: vNormal * X = fDist
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@@ -39,12 +39,12 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Origin
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/// </summary>
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public Vector3D Origin;
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public Vector3D? Origin;
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/// <summary>
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/// Orientation (pitch yaw roll)
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/// </summary>
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public QAngle Angles;
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public QAngle? Angles;
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#endregion
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@@ -90,7 +90,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// For lighting
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/// </summary>
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public Vector3D LightingOrigin;
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public Vector3D? LightingOrigin;
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#endregion
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@@ -151,7 +151,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Per instance color and alpha modulation
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/// </summary>
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public ColorRGBExp32 DiffuseModulation;
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public ColorRGBExp32? DiffuseModulation;
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#endregion
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@@ -16,7 +16,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// RGB reflectivity
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/// </summary>
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public Vector3D Reflectivity;
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public Vector3D? Reflectivity;
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/// <summary>
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/// Index into TexdataStringTable
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@@ -83,7 +83,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Precaculated light info for entities.
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/// </summary>
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public CompressedLightCube AmbientLighting;
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public CompressedLightCube? AmbientLighting;
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#endregion
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@@ -15,17 +15,17 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Bounding box
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/// </summary>
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public Vector3D Mins;
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public Vector3D? Mins;
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/// <summary>
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/// Bounding box
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/// </summary>
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public Vector3D Maxs;
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public Vector3D? Maxs;
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/// <summary>
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/// For sounds or lights
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/// </summary>
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public Vector3D OriginVector;
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public Vector3D? OriginVector;
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/// <summary>
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/// Index into nodes
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@@ -22,7 +22,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Texture S-vector
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/// </summary>
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public Vector3D TextureSVector;
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public Vector3D? TextureSVector;
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/// <summary>
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/// Texture shift in the S direction
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@@ -32,7 +32,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Texture T-vector
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/// </summary>
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public Vector3D TextureTVector;
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public Vector3D? TextureTVector;
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/// <summary>
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/// Texture shift in the T direction
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@@ -42,7 +42,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Lightmap S-vector
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/// </summary>
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public Vector3D LightmapSVector;
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public Vector3D? LightmapSVector;
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/// <summary>
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/// Lightmap shift in the S direction
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@@ -52,7 +52,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Lightmap T-vector
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/// </summary>
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public Vector3D LightmapTVector;
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public Vector3D? LightmapTVector;
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/// <summary>
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/// Lightmap shift in the T direction
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@@ -14,14 +14,14 @@ namespace SabreTools.Models.BSP
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[StructLayout(LayoutKind.Sequential)]
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public sealed class WorldLight
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{
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public Vector3D Origin;
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public Vector3D? Origin;
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public Vector3D Intensity;
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public Vector3D? Intensity;
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/// <summary>
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/// For surfaces and spotlights
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/// </summary>
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public Vector3D Normal;
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public Vector3D? Normal;
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public int Cluster;
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