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windows(amd64): fix EHANDLE size( fixes saverestore )
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@ -30,7 +30,7 @@ public:
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CBaseHandle();
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CBaseHandle( const CBaseHandle &other );
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CBaseHandle( unsigned long value );
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CBaseHandle( uintp value );
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CBaseHandle( int iEntry, int iSerialNumber );
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void Init( int iEntry, int iSerialNumber );
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@ -63,7 +63,7 @@ public:
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protected:
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// The low NUM_SERIAL_BITS hold the index. If this value is less than MAX_EDICTS, then the entity is networkable.
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// The high NUM_SERIAL_NUM_BITS bits are the serial number.
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unsigned long m_Index;
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uintp m_Index;
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};
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@ -80,7 +80,7 @@ inline CBaseHandle::CBaseHandle( const CBaseHandle &other )
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m_Index = other.m_Index;
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}
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inline CBaseHandle::CBaseHandle( unsigned long value )
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inline CBaseHandle::CBaseHandle( uintp value )
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{
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m_Index = value;
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}
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@ -150,7 +150,7 @@ inline bool CBaseHandle::operator <( const CBaseHandle &other ) const
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inline bool CBaseHandle::operator <( const IHandleEntity *pEntity ) const
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{
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unsigned long otherIndex = (pEntity) ? pEntity->GetRefEHandle().m_Index : INVALID_EHANDLE_INDEX;
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uintp otherIndex = (pEntity) ? pEntity->GetRefEHandle().m_Index : INVALID_EHANDLE_INDEX;
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return m_Index < otherIndex;
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}
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@ -102,7 +102,7 @@ struct levellist_t
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struct EHandlePlaceholder_t // Engine does some of the game writing (alas, probably shouldn't), but can't see ehandle.h
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{
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unsigned long i;
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uintp i;
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};
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//-------------------------------------
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