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void gameData_load();
int gameData_getEquipmentClassIdSlot(int classId);
int gameData_getStarterItemTemplateClassId(int templateId);
typedef struct
{
int contextId;
char name[64];
int version;
int baseRegionId;
}gameData_mapInfo_t;
extern int mapInfoCount;
extern gameData_mapInfo_t *mapInfoArray;
#define ITEMTYPE_WEAPON 1
#define ITEMTYPE_ARMOR 2
typedef struct
{
unsigned int classId;
unsigned int templateId;
char type;
unsigned int currentHitPoints;
unsigned int maxHitPoints;
char* modifiedBy;
bool hasSellableFlag;
bool hasCharacterUniqueFlag;
bool hasAccountUniqueFlag;
bool hasBoEFlag;
char qualityId;
char boundToCharacter;
char notTradable;
char notPlaceableInLockbox;
char inventoryCategory;
unsigned int clipSize;
unsigned int currentAmmo;
float aimRate;
unsigned int reloadTime;
char altActionId;
char altActionArg;
char aeType;
unsigned int aeRadius;
unsigned int recoilAmount;
char reuseOverride;
unsigned int coolRate;
float heatPerShot;
char toolType;
bool isJammed;
char ammoPerShot;
unsigned int minDamage;
unsigned int maxDamage;
unsigned int ammoClassId;
char damageType;
int windupTime;
unsigned int recoveryTime;
unsigned int refireTime;
unsigned int range;
unsigned int altMaxDamage;
char altDamageType;
unsigned int altRange;
unsigned int altAERadius;
char altAEType;
char attackType;
}itemTemplate_t;
itemTemplate_t *gameData_getItemTemplateById(unsigned int templateId);
itemTemplate_t *gameData_getItemTemplateByName(char *name);
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