Added Generation Output
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80
BlendFile/DNA/bArmature.cs
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80
BlendFile/DNA/bArmature.cs
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// Automatically generated by BlenderSharp at 22/01/2025 02:21:57
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namespace BlendFile.DNA {
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public class bArmature {
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public ID id;
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public AnimData ptr_adt;
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public ListBase bonebase;
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public GHash ptr_bonehash;
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public object ptr__pad1;
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public ListBase ptr_edbo;
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public Bone ptr_act_bone;
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public EditBone ptr_act_edbone;
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public char needs_flush_to_id;
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public char[] _pad0 = new System.Char[3];
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public int flag;
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public int drawtype;
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public short deformflag;
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public short pathflag;
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public ListBase collections;
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public BoneCollection ptr_ptr_collection_array;
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public int collection_array_num;
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public int collection_root_count;
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public char[] active_collection_name = new System.Char[64];
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public int layer_used;
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public int layer;
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public int layer_protected;
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public float axes_position;
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public bArmature_Runtime runtime;
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public bArmature(
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ID id,
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AnimData ptr_adt,
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ListBase bonebase,
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GHash ptr_bonehash,
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object ptr__pad1,
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ListBase ptr_edbo,
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Bone ptr_act_bone,
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EditBone ptr_act_edbone,
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char needs_flush_to_id,
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char[] _pad0,
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int flag,
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int drawtype,
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short deformflag,
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short pathflag,
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ListBase collections,
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BoneCollection ptr_ptr_collection_array,
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int collection_array_num,
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int collection_root_count,
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char[] active_collection_name,
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int layer_used,
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int layer,
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int layer_protected,
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float axes_position,
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bArmature_Runtime runtime) {
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this.id = id;
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this.ptr_adt = ptr_adt;
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this.bonebase = bonebase;
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this.ptr_bonehash = ptr_bonehash;
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this.ptr__pad1 = ptr__pad1;
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this.ptr_edbo = ptr_edbo;
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this.ptr_act_bone = ptr_act_bone;
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this.ptr_act_edbone = ptr_act_edbone;
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this.needs_flush_to_id = needs_flush_to_id;
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this._pad0 = _pad0;
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this.flag = flag;
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this.drawtype = drawtype;
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this.deformflag = deformflag;
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this.pathflag = pathflag;
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this.collections = collections;
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this.ptr_ptr_collection_array = ptr_ptr_collection_array;
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this.collection_array_num = collection_array_num;
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this.collection_root_count = collection_root_count;
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this.active_collection_name = active_collection_name;
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this.layer_used = layer_used;
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this.layer = layer;
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this.layer_protected = layer_protected;
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this.axes_position = axes_position;
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this.runtime = runtime;
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}
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}
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}
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