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Commit
db46328
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1 Parent(s): f86513c

Mirror sync 1:1 from local (part 2)

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.gitattributes CHANGED
@@ -507,3 +507,4 @@ data-tripoint/files/modloader/xsaa/data/script/main.scm filter=lfs diff=lfs merg
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  data-tripoint/files/modloader/xsaa/data/script/script.img filter=lfs diff=lfs merge=lfs -text
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  data-tripoint/files/modloader/xsaa/models/generic/vehicle.txd filter=lfs diff=lfs merge=lfs -text
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  data-tripoint/files/modloader/xsaa/models/txd/loadscs.txd filter=lfs diff=lfs merge=lfs -text
 
 
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  data-tripoint/files/modloader/xsaa/data/script/script.img filter=lfs diff=lfs merge=lfs -text
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  data-tripoint/files/modloader/xsaa/models/generic/vehicle.txd filter=lfs diff=lfs merge=lfs -text
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  data-tripoint/files/modloader/xsaa/models/txd/loadscs.txd filter=lfs diff=lfs merge=lfs -text
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+ data-tripoint/files/modloader/_ESSENTIALS/ITripoint/Open[[:space:]]Limit[[:space:]]Adjuster/III.VC.SA.LimitAdjuster.asi filter=lfs diff=lfs merge=lfs -text
data-tripoint/files/modloader/_ESSENTIALS/ITripoint/Open Limit Adjuster/III.VC.SA.LimitAdjuster.asi ADDED
@@ -0,0 +1,3 @@
 
 
 
 
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+ version https://git-lfs.github.com/spec/v1
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+ oid sha256:d93a64e8637902e04b1d18df11a1433625cb733733f975b83c8f60c4a8e6261e
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+ size 402944
data-tripoint/files/modloader/_ESSENTIALS/ITripoint/Open Limit Adjuster/III.VC.SA.LimitAdjuster.ini ADDED
@@ -0,0 +1,249 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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+ ; See explanation of limits at the end of the file
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+
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+ [SALIMITS]
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+ PtrNodeSingle = unlimited
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+ PtrNodeDouble = unlimited
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+ EntryInfoNode = unlimited
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+ ExtraObjectsDir = 512
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+ Peds = 140
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+ PedIntelligence = 140
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+ Vehicles = 110
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+ Buildings = 100000
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+ Objects = 10000
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+ Dummys = 50000
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+ ColModel = unlimited
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+ Task = unlimited
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+ Event = unlimited
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+ PointRoute = unlimited
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+ PatrolRoute = unlimited
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+ NodeRoute = unlimited
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+ TaskAllocator = unlimited
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+ PedAttractors = unlimited
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+ VehicleStructs = unlimited
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+ MatrixList = unlimited
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+ OutsideWorldWaterBlocks = 500
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+ AlphaEntityList = unlimited
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+ VisibleEntityPtrs = unlimited
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+ VisibleLodPtrs = unlimited
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+ StreamingObjectInstancesList = 30000
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+ AtomicModels = unlimited
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+ DamageAtomicModels = unlimited
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+ TimeModels = unlimited
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+ ClumpModels = unlimited
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+ VehicleModels = unlimited
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+ PedModels = unlimited
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+ WeaponModels = unlimited
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+ EntitiesPerIpl = unlimited
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+ EntityIpl = unlimited
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+ StaticShadows = 2048
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+ Coronas = 20000
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+ ScriptSearchLights = 1024
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+ MemoryAvailable = 2048
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+
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+ [VCLIMITS]
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+ TxdStore = 1385
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+ ExtraObjectsDir = 256
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+ PtrNode = 300000
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+ EntryInfoNode = 3200
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+ Peds = 140
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+ Vehicles = 110
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+ Buildings = 300000
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+ Treadables = 1
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+ Objects = 10000
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+ Dummys = 30000
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+ AudioScriptObj = 192
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+ ColModel = 15000
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+ AlphaEntityList = 2000
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+ VisibleEntityPtrs = unlimited
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+ AtomicModels = 10000
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+ TimeModels = 10000
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+ ClumpModels = unlimited
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+ VehicleModels = unlimited
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+ PedModels = unlimited
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+ WeaponModels = unlimited
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+ 2dEffects = unlimited
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+ OutsideWorldWaterBlocks = 40
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+ StaticShadows = 2048
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+ Coronas = 5000
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+ CollisionSize = 1024
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+ MemoryAvailable = 30%
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+
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+ [GTA3LIMITS]
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+ StreamingInfo = 6350
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+ TxdStore = 850
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+ ExtraObjectsDir = 256
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+ PtrNode = 90000
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+ EntryInfoNode = 30000
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+ Peds = 140
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+ Vehicles = 110
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+ Buildings = 100000
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+ Treadables = 1214
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+ Objects = 10000
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+ Dummys = 30000
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+ AudioScriptObj = 256
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+ AlphaEntityList = 2000
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+ VisibleEntityPtrs = unlimited
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+ TimeModels = 10000
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+ OutsideWorldWaterBlocks = 40
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+ StaticShadows = 2048
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+ Coronas = 5000
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+ MemoryAvailable = 30%
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+
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+ [OPTIONS]
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+ DebugTextKey = 0x74 ; F5 -- Use an VKEY (see http://msdn.microsoft.com/pt-br/library/windows/desktop/dd375731(v=vs.85).aspx)
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+
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+ ; ### StreamingInfo
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+ ; Size of the streaming info array.
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+ ; Must be big enough to hold all streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming)
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+ ; For III the size should be numModels + TxdStore size (numModels is currently fixed at 5500).
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+ ;
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+ ; ### ExtraObjectsDir
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+ ; Size of the extra objects directory.
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+ ; Number of streamed DFFs the game can store that have no IDE definition.
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+ ;
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+ ; ### TxdStore
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+ ; Size of the Txd Pool.
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+ ; Number of Txds the game can use, StreamingInfo must be increased too.
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+ ;
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+ ; ### Buildings
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+ ; Buildings on the building pool
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+ ; Building is anything placed by a IPL that is not a object (see Dummys or Objects to see what is a object)
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+ ;
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+ ; ### Peds
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+ ; Peds on the peds pool
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+ ; Note this does not increase the amount of peds roaming, but increases the maximum number of peds can be created
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+ ;
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+ ; ### Vehicles
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+ ; Vehicles on the vehicles pool
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+ ; Note this does not increase the amount of vehicles roaming, but increases the maximum number of vehicles can be created
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+ ;
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+ ; ### Objects
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+ ; Dynamic objects (i.e. registed in objects.dat) near/visible to the player
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+ ; See also: Dummys
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+ ;
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+ ; ### Dummys
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+ ; Dynamic objects (i.e. registed in objects.dat) spawned at once in the entire world
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+ ; Whenever the player is near this dynamic object an actual Object representation of it is created (see also Objects)
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+ ;
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+ ; This is used to save memory, this stores basic information about the dyn object (position, model, etc) and only spawns
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+ ; the actual dynamic stuff (which uses more memory) when necessary, that's, when near it.
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+ ;
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+ ; ### PedIntelligence
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+ ; Ped AI instances
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+ ; **MUST** be the same value as Peds
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+ ;
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+ ; ### ColModel [CanBeUnlimited]
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+ ; Collision models loaded at once
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+ ; Notice this is not the same as one .col file, .col files might be collision archives which contain many ColModels.
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+ ;
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+ ; ### PtrNodeSingle [CanBeUnlimited]
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+ ; Nodes for the pool of singly linked lists
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+ ; Directly related to the amount of entities spawned in the world and values stored in quad trees.
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+ ;
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+ ; ### PtrNodeDouble [CanBeUnlimited]
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+ ; Nodes for the pool of double linked lists
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+ ; Directly related to the amount of entities spawned in the world
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+ ;
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+ ; ### PtrNode
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+ ; Mix of PtrNodeSingle and PtrNodeDouble (see PtrNodeSingle and PtrNodeDouble)
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+ ;
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+ ; ### EntryInfoNode [CanBeUnlimited]
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+ ; Directly related to the amount of collidable entities spawned in the world
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+ ;
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+ ; ### Task [CanBeUnlimited]
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+ ; Running pedestrian tasks around the world
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+ ;
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+ ; ### Event [CanBeUnlimited]
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+ ; Events notification around the world (vehicles collided, etc)
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+ ;
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+ ; ### PointRoute [CanBeUnlimited]
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+ ; Related to AI routes (see scm command 05D7)
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+ ;
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+ ; ### PatrolRoute [CanBeUnlimited]
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+ ; Related to AI patrol routes (see scm command 0755)
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+ ;
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+ ; ### NodeRoute [CanBeUnlimited]
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+ ; Related to dynamic AI routes to go somewhere (for example, the command 05F5)
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+ ;
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+ ; ### TaskAllocator [CanBeUnlimited]
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+ ; Allocator of tasks to organized group of peds
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+ ;
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+ ; ### PedAttractors [CanBeUnlimited]
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+ ; Peds attracted to specific objects (e.g. ped using a cassino machine)
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+ ;
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+ ; ### VehicleStructs [CanBeUnlimited]
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+ ; Loaded vehicles models information.
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+ ;
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+ ; ### Treadables
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+ ; Animated buildings?
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+ ;
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+ ; ### AudioScriptObj
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+ ; Script sounds (see scm command 018D)
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+ ;
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+ ;
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+ ; ### MatrixList [CanBeUnlimited]
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+ ; Pool of transformation matrices, directly related to the amount of physical objects in the world
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+ ;
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+ ; ### AlphaEntityList [CanBeUnlimited]
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+ ; List of entities (non-vehicle) to be rendered that contains alpha components (textures, object is going from invisible to visible state...)
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+ ;
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+ ; ### VisibleEntityPtrs [CanBeUnlimited]
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+ ; List of visible non-lod entities
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+ ;
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+ ; ### VisibleLodPtrs [CanBeUnlimited]
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+ ; List of visible lod entities
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+ ;
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+ ; ### OutsideWorldWaterBlocks
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+ ; Amount of blocks outside the world boundaries to be rendered
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+ ; Fixes water flickering outside world bondaries
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+ ;
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+ ; ### StreamingObjectInstancesList
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+ ; List of streamed in entities RwObjects (dff models)
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+ ; Fixes buildings flickering when seeing too many of them
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+ ;
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+ ; ### AtomicModels [CanBeUnlimited]
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+ ; Maximum amount of object definitions that aren't breakable (http://www.gtamodding.com/index.php?title=OBJS)
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+ ;
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+ ; ### DamageAtomicModels [CanBeUnlimited]
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+ ; Maximum amount of object definitions that are breakable (http://www.gtamodding.com/index.php?title=OBJS)
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+ ;
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+ ; ### TimeModels [CanBeUnlimited]
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+ ; Maximum amount of timed object definitions (http://www.gtamodding.com/index.php?title=TOBJ)
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+ ;
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+ ; ### ClumpModels [CanBeUnlimited]
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+ ; Maximum amount of hierarchical object definitions (http://www.gtamodding.com/wiki/HIER and http://www.gtamodding.com/wiki/ANIM)
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+ ;
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+ ; ### VehicleModels [CanBeUnlimited]
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+ ; Maximum amount of vehicle definitions (http://www.gtamodding.com/wiki/CARS_(IDE_Section))
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+ ;
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+ ; ### PedModels [CanBeUnlimited]
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+ ; Maximum amount of ped definitions (http://www.gtamodding.com/wiki/PEDS)
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+ ;
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+ ; ### WeaponModels [CanBeUnlimited]
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+ ; Maximum amount of weapon definitions (http://www.gtamodding.com/wiki/WEAP)
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+ ;
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+ ; ### EntitiesPerIpl [CanBeUnlimited]
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+ ; Maximum amount of instantiated entities (in INST section) from a single IPL file.
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+ ;
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+ ; ### EntityIpl [CanBeUnlimited]
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+ ; Maximum number of IPL files that creates entities.
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+ ;
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+ ; ### StaticShadows
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+ ; Maximum amount of static shadows
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+ ;
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+ ; ### Coronas
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+ ; Maximum amount of coronas
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+ ;
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+ ; ### ScriptSearchLights
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+ ; Maximum amount of searchlights that can be created with opcode 06B1
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+ ;
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+ ; ### MemoryAvailable
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+ ; Streaming memory available for streamed resources (http://www.gtamodding.com/wiki/Resource_Streaming) in **MEGABYTES**.
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+ ; The value can be in percent if you append a '%' at the end of the number, in this situation it'll use this percentage of memory
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+ ; from the amount of physical memory available in your system.
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+ ;
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+ ; ### CollisionSize
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+ ; Maximum size of a single collision model (.col file, 1M = 1024kb)
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+ ;
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+ ;
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+ ;