Maintenance: [forced, user-approved] R8: remove the last members of ShortcutPainting and QuickSlotPainting (RenderCommandPool& comman
Batch #10249 by ragnarok-clanker: forced by an admin (0 lower score(s), 4 changed function(s)); checked with 242 compiled unit(s), including every includer of Source/UI/Cooldowns/CooldownDrawing.h, Source/UI/Shortcuts/ShortcutCooldowns.h, Source/UI/Shortcuts/ShortcutPainting.h, Source/UI/Shortcuts/UIQuickSlotWnd.h, Source/UI/Shortcuts/UIShortCutWnd.h.
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8 changed files with 24 additions and 42 deletions
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@ -1,6 +1,7 @@
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#include "Render/Primitives/RenderCommandPool.h"
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#include "Render/Primitives/RenderQueues.h"
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#include "Render/RenderSystemBase.h"
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#include "Render/Renderer.h"
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#include "Render/Textures/TextureCache.h"
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#include "UI/Cooldowns/CooldownDrawing.h"
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namespace {
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@ -17,8 +18,7 @@ namespace {
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// OFFSET: 0x00CA66B0
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// FUNCTION: fn_20964
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void CooldownDrawing::Draw(
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int centerX, int centerY, int radiusX, int radiusY, CooldownState& value, int limit, int offsetX, int offsetY,
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RenderCommandPool& pool, CRenderSystemBase& system
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int centerX, int centerY, int radiusX, int radiusY, CooldownState& value, int limit, int offsetX, int offsetY
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) {
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if (value.x <= 0 || value.y <= 0 || (value.color & 0xFF000000u) == 0) {
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return;
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@ -71,7 +71,7 @@ void CooldownDrawing::Draw(
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value.AddEdge(7, vertices[reversed ? 22 : 2].x, radiusX, 1);
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if (reversed) {
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this->DrawReverse(value, pool, system);
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this->DrawReverse(value);
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return;
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}
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@ -94,8 +94,8 @@ void CooldownDrawing::Draw(
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return;
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}
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RenderCommand* command = pool.Acquire();
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command->texture = system.BackBufferTexture();
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RenderCommand* command = g_renderer->commands.Acquire();
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command->texture = g_texMgr.Default();
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command->vertices = vertices;
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command->vertexCount = value.vertexCount;
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@ -109,7 +109,7 @@ void CooldownDrawing::Draw(
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// OFFSET: 0x00CA6C00
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// FUNCTION: fn_20965
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void CooldownDrawing::DrawReverse(CooldownState& value, RenderCommandPool& pool, CRenderSystemBase& system) {
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void CooldownDrawing::DrawReverse(CooldownState& value) {
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if (value.duration == 0) {
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return;
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}
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@ -130,8 +130,8 @@ void CooldownDrawing::DrawReverse(CooldownState& value, RenderCommandPool& pool,
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}
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}
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RenderCommand* command = pool.Acquire();
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command->texture = system.BackBufferTexture();
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RenderCommand* command = g_renderer->commands.Acquire();
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command->texture = g_texMgr.Default();
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command->vertices = value.vertices;
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command->vertexCount = value.vertexCount;
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@ -6,8 +6,6 @@
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#include <cstddef>
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#include <vector>
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class RenderCommandPool;
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class CRenderSystemBase;
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struct RenderQueues;
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struct CooldownDrawing {
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@ -15,14 +13,13 @@ struct CooldownDrawing {
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/* 0010 */ std::vector<RenderCommand*> reverse;
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void Draw(
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int centerX, int centerY, int radiusX, int radiusY, CooldownState& value, int limit, int offsetX, int offsetY,
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RenderCommandPool& pool, CRenderSystemBase& system
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int centerX, int centerY, int radiusX, int radiusY, CooldownState& value, int limit, int offsetX, int offsetY
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);
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void SubmitNormal(RenderQueues& queues, bool depthAlpha, float depthStart, float depthEnd);
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void SubmitReverse(RenderQueues& queues, bool depthAlpha, float depthStart, float depthEnd);
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private:
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void DrawReverse(CooldownState& value, RenderCommandPool& pool, CRenderSystemBase& system);
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void DrawReverse(CooldownState& value);
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};
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#if defined(_WIN32) && !defined(_WIN64)
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@ -216,24 +216,22 @@ bool ShortcutCooldowns::RotateRows(int amount, int bank, int& rotation0, int& ro
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// INLINED
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void ShortcutCooldowns::PaintMain(
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const std::list<ShortcutCooldownIcon>& icons, int rows, int x, int y, CooldownDrawing& drawing, RenderCommandPool& pool,
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CRenderSystemBase& system
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const std::list<ShortcutCooldownIcon>& icons, int rows, int x, int y, CooldownDrawing& drawing
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) {
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const int limit = rows * 33 + 4;
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this->Paint(icons, &ShortcutCooldownRecord::main, limit, x, y, drawing, pool, system);
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this->Paint(icons, &ShortcutCooldownRecord::main, limit, x, y, drawing);
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}
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// INLINED
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void ShortcutCooldowns::PaintAlternate(
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const std::list<ShortcutCooldownIcon>& icons, int x, int y, CooldownDrawing& drawing, RenderCommandPool& pool,
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CRenderSystemBase& system
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const std::list<ShortcutCooldownIcon>& icons, int x, int y, CooldownDrawing& drawing
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) {
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this->Paint(icons, &ShortcutCooldownRecord::alternate, 0, x, y, drawing, pool, system);
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this->Paint(icons, &ShortcutCooldownRecord::alternate, 0, x, y, drawing);
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}
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// INLINED
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void ShortcutCooldowns::Paint(
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const std::list<ShortcutCooldownIcon>& icons, std::list<CooldownState> ShortcutCooldownRecord::* values, int limit, int x, int y, CooldownDrawing& drawing, RenderCommandPool& pool, CRenderSystemBase& system
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const std::list<ShortcutCooldownIcon>& icons, std::list<CooldownState> ShortcutCooldownRecord::* values, int limit, int x, int y, CooldownDrawing& drawing
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) {
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const std::uint32_t now = CooldownNow();
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@ -256,7 +254,7 @@ void ShortcutCooldowns::Paint(
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}
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for (CooldownState& state : states) {
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drawing.Draw(0, 0, 12, 12, state, limit, x, y, pool, system);
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drawing.Draw(0, 0, 12, 12, state, limit, x, y);
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}
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++entry;
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@ -447,7 +445,7 @@ void UIQuickSlotWnd::Paint() {
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}
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}
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reinterpret_cast<ShortcutCooldowns&>(g_session.m_requestTimers).PaintAlternate(g_session.m_alternateCooldownIcons, this->geometry.x, this->geometry.y, g_cooldownOwner->Drawing(), this->m_painting->commands, this->m_painting->system);
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reinterpret_cast<ShortcutCooldowns&>(g_session.m_requestTimers).PaintAlternate(g_session.m_alternateCooldownIcons, this->geometry.x, this->geometry.y, g_cooldownOwner->Drawing());
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}
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// OFFSET: 0x00924A50
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@ -36,17 +36,15 @@ struct ShortcutCooldowns {
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bool RotateRows(int amount, int bank, int& rotation0, int& rotation1);
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void PaintMain(
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const std::list<ShortcutCooldownIcon>& icons, int rows, int x, int y, CooldownDrawing& drawing, RenderCommandPool& pool,
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CRenderSystemBase& system
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const std::list<ShortcutCooldownIcon>& icons, int rows, int x, int y, CooldownDrawing& drawing
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);
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void PaintAlternate(
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const std::list<ShortcutCooldownIcon>& icons, int x, int y, CooldownDrawing& drawing, RenderCommandPool& pool,
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CRenderSystemBase& system
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const std::list<ShortcutCooldownIcon>& icons, int x, int y, CooldownDrawing& drawing
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);
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private:
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void Paint(
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const std::list<ShortcutCooldownIcon>& icons, std::list<CooldownState> ShortcutCooldownRecord::* values, int limit, int x, int y, CooldownDrawing& drawing, RenderCommandPool& pool, CRenderSystemBase& system
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const std::list<ShortcutCooldownIcon>& icons, std::list<CooldownState> ShortcutCooldownRecord::* values, int limit, int x, int y, CooldownDrawing& drawing
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);
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};
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@ -174,5 +174,5 @@ void UIShortCutWnd::Paint() {
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}
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reinterpret_cast<ShortcutCooldowns&>(g_session.m_requestTimers)
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.PaintMain(g_session.m_mainCooldownIcons, grid.rows, window.geometry.x, window.geometry.y, g_cooldownOwner->Drawing(), this->m_painting->commands, this->m_painting->system);
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.PaintMain(g_session.m_mainCooldownIcons, grid.rows, window.geometry.x, window.geometry.y, g_cooldownOwner->Drawing());
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}
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@ -11,9 +11,4 @@
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class UIWindow;
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class ResourceMgr;
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struct ShortcutPainting {
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RenderCommandPool& commands;
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CRenderSystemBase& system;
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};
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#endif
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@ -10,11 +10,6 @@
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struct ITEM_INFO;
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class AutomaticSkills;
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struct QuickSlotPainting {
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RenderCommandPool& commands;
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CRenderSystemBase& system;
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};
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#pragma pack(push, 1)
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struct QuickSlotEntry {
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/* 0000 */ unsigned char skill;
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@ -45,7 +40,7 @@ protected:
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/* 00B4 */ int m_selected;
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/* 00B8 */ QuickSlotWndInfo* m_saved;
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/* 00BC */ QuickSlotEntry m_entries[2];
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QuickSlotPainting* m_painting;
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void* unknown_painting;
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};
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static_assert(sizeof(QuickSlotEntry) == 7);
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@ -6,7 +6,6 @@
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#include "UI/Window/UIFrameWnd.h"
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struct ModeDragState;
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struct ShortcutPainting;
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struct NormalItemSlot;
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struct NormalItemSlotWindow;
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@ -44,7 +43,7 @@ private:
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NormalItemSlot* m_slots[36];
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ShortcutGrid m_grid;
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NormalItemSlot* m_itemSlots[9];
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ShortcutPainting* m_painting;
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void* unknown_painting;
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};
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#if defined(_WIN32) && !defined(_WIN64)
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