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== Technical info == Structs taken from [https://www.github.com/angryzor/universal-csl universal-csl]<syntaxhighlight lang="c++"> struct ComponentData { unsigned long long unk1; const char* type; unsigned long long size; void* data; // reflection }; </syntaxhighlight><syntaxhighlight lang="c++">struct ObjectTransformData { Position position; Position rotation; }; struct ObjectId { // Forces unsigned int id{}; // Frontiers and onward uint64_t objectId{}; uint64_t groupId{}; }; struct ObjectData { enum class Flag : unsigned int { DEALLOCATE, DEALLOCATE_SPAWNER_DATA, }; Bitset<Flag> flags; const char* gameObjectClass; VariableString name; // const char* in Forces ObjectId id; ObjectId parentID; ObjectTransformData transform; ObjectTransformData localTransform; Array<ComponentData*> componentData; void* spawnerData; // reflection };</syntaxhighlight><syntaxhighlight lang="c++"> struct ObjectWorldData { unsigned int unk1; unsigned int unk2; unsigned char flags; Array<ObjectData*> objects; }; </syntaxhighlight>
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