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Implemented a lights editor in model viewer
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@@ -86,7 +86,7 @@ namespace CodeWalker.GameFiles
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public ulong DrawableClothPointer { get; set; }
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public ulong Unknown_100h; // 0x0000000000000000
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public ulong Unknown_108h; // 0x0000000000000000
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public ResourceSimpleList64_s<LightAttributes_s> LightAttributes { get; set; }
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public ResourceSimpleList64<LightAttributes> LightAttributes { get; set; }
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public ulong VehicleGlassWindowsPointer { get; set; }
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public ulong Unknown_128h; // 0x0000000000000000
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@@ -155,7 +155,7 @@ namespace CodeWalker.GameFiles
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this.DrawableClothPointer = reader.ReadUInt64();
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this.Unknown_100h = reader.ReadUInt64();
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this.Unknown_108h = reader.ReadUInt64();
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this.LightAttributes = reader.ReadBlock<ResourceSimpleList64_s<LightAttributes_s>>();
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this.LightAttributes = reader.ReadBlock<ResourceSimpleList64<LightAttributes>>();
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this.VehicleGlassWindowsPointer = reader.ReadUInt64();
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this.Unknown_128h = reader.ReadUInt64();
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@@ -510,8 +510,8 @@ namespace CodeWalker.GameFiles
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GlassWindows = new ResourcePointerArray64<FragGlassWindow>();
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GlassWindows.data_items = gwinds;
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}
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LightAttributes = new ResourceSimpleList64_s<LightAttributes_s>();
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LightAttributes.data_items = XmlMeta.ReadItemArray<LightAttributes_s>(node, "Lights");
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LightAttributes = new ResourceSimpleList64<LightAttributes>();
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LightAttributes.data_items = XmlMeta.ReadItemArray<LightAttributes>(node, "Lights");
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Cloths = new ResourcePointerList64<EnvironmentCloth>();
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var cnode = node.SelectSingleNode("Cloths");
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if (cnode != null)
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