This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
195 lines
8.5 KiB
C#
195 lines
8.5 KiB
C#
using System;
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using System.Collections.Generic;
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namespace AcDream.App.UI.Layout;
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/// <summary>
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/// Snapshot of all character data the Character window report uses.
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/// Passed to <see cref="CharacterController.Bind"/> as a provider delegate
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/// so the window can be rebound to live data in GameWindow or a static
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/// fixture in the UI Studio.
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///
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/// <para>Field names and retail property ids confirmed from
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/// <c>gmCharacterInfoUI::UpdatePlayerBirthAgeDeaths</c> (0x004b8cb0),
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/// <c>UpdateEnduranceInfo</c> (0x004b8eb0),
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/// <c>UpdateInnateAttributeInfo</c> (0x004b87e0),
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/// <c>UpdateFakeSkills</c> (0x004b8930),
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/// <c>UpdateAugmentations</c> (0x004b9000), and
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/// <c>UpdateLoad</c> (0x004b8a20).</para>
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/// </summary>
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public sealed class CharacterSheet
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{
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// ── Identity ──────────────────────────────────────────────────────────────
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/// <summary>Character name (first line of the report).</summary>
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public string Name { get; init; } = string.Empty;
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/// <summary>Character level.</summary>
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public int Level { get; init; }
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/// <summary>Gender display string, e.g. "Female". Null = omit.</summary>
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public string? Gender { get; init; }
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/// <summary>Race string, e.g. "Aluvian". Null = omit.</summary>
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public string? Race { get; init; }
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/// <summary>Heritage group display string, e.g. "Aluvian". Null = omit.</summary>
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public string? Heritage { get; init; }
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/// <summary>Title string, e.g. "the Adventurer". Null = omit.</summary>
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public string? Title { get; init; }
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// ── Experience / PK (gmStatManagementUI::UpdateExperience 0x004f0a70,
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// UpdatePKStatus 0x004f00a0) — the Attributes-tab header strip ──────────
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/// <summary>Total accrued experience (retail PropertyInt64 1). Header value
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/// element 0x10000235 (m_pTotalXPText).</summary>
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public long TotalXp { get; init; }
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/// <summary>Experience remaining to the next level. Header value element
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/// 0x10000238 (m_pXPToLevelText).</summary>
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public long XpToNextLevel { get; init; }
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/// <summary>XP-to-next-level meter fill, 0..1 (retail (cur−base)/(cap−base)).
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/// Drives the header meter 0x10000236 (m_pXPToLevelMeter).</summary>
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public float XpFraction { get; init; }
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/// <summary>PK status display string, e.g. "Non-Player Killer". Header element
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/// 0x10000233 (m_pPKStatusText). Null = omit.</summary>
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public string? PkStatus { get; init; }
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// ── Birth / age / deaths (UpdatePlayerBirthAgeDeaths 0x004b8cb0) ─────────
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/// <summary>Formatted birth date string (retail InqInt(0x62) → strftime).
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/// Null = omit the birth line.</summary>
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public string? BirthDate { get; init; }
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/// <summary>Formatted play-time duration (retail InqInt(0x7d) → QueryDuration).
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/// Null = omit the age line.</summary>
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public string? PlayTime { get; init; }
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/// <summary>Total deaths (retail InqInt(0x2b) = NumDeaths).</summary>
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public int Deaths { get; init; }
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/// <summary>Raw retail PropertyInt 0x62. Null means the quality was absent.</summary>
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public int? BirthTimestamp { get; init; }
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/// <summary>Raw retail PropertyInt 0x7D seconds. Null means the quality was absent.</summary>
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public int? TotalPlayTimeSeconds { get; init; }
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// ── Vitals (UpdateEnduranceInfo 0x004b8eb0) ─────────────────────────────
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public int HealthCurrent { get; init; }
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public int HealthMax { get; init; }
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public int StaminaCurrent { get; init; }
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public int StaminaMax { get; init; }
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public int ManaCurrent { get; init; }
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public int ManaMax { get; init; }
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// ── Innate attributes (UpdateInnateAttributeInfo 0x004b87e0) ────────────
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// InqAttribute order: 1,2,4,3,5,6 = Strength, Endurance, Quickness, Coordination, Focus, Self.
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public int Strength { get; init; }
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public int Endurance { get; init; }
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public int Quickness { get; init; }
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public int Coordination { get; init; }
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public int Focus { get; init; }
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public int Self { get; init; }
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// ── Skills (UpdateFakeSkills 0x004b8930) ────────────────────────────────
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// Character Information uses 0xB5/0xC0 for Chess/Fishing; skill credits use 0x18.
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// InqInt(0x18) = available skill credits — footer 0x10000245 in the Attributes tab.
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public int UnspentSkillCredits { get; init; }
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public int SpecializedSkillCredits { get; init; }
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/// <summary>Retail Character Information PropertyInt 0xB5.</summary>
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public int ChessRank { get; init; }
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/// <summary>Retail Character Information PropertyInt 0xC0.</summary>
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public int FishingSkill { get; init; }
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/// <summary>
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/// Available (unspent) skill credits shown in the Attributes tab footer State-A.
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/// Retail InqInt(0x18) — gmStatManagementUI::DisplayDefaultFooter (0x0049cde0).
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/// Element 0x10000243 (footer line-1 value in the studio's 3-line layout).
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/// </summary>
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public int SkillCredits { get; init; }
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/// <summary>
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/// Unassigned (banked) experience points.
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/// Retail InqInt64(2) — shown in footer line-2 in State-A display.
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/// Element 0x10000245 (footer line-2 value).
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/// </summary>
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public long UnassignedXp { get; init; }
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// ── Attribute raise costs (ExperienceToAttributeLevel, gmAttributeUI::PostInit) ──
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// Retail formula for x1: ExperienceToAttributeLevel(value + 1) − xpSpent.
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// Retail formula for x10: ExperienceToAttributeLevel(value + min(10, remaining)) − xpSpent.
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// Cost 0 means the attribute is at max or not trainable. Ordered to match AttrRows:
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// Strength, Endurance, Coordination, Quickness, Focus, Self, Health, Stamina, Mana.
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// Source: gmAttributeUI::GetCostToRaise/GetCostToRaise10 (0x0049cb80/0x0049cc70).
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/// <summary>
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/// XP cost to raise each of the 9 attributes/vitals by 1, in retail display order:
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/// [0]=Strength, [1]=Endurance, [2]=Coordination, [3]=Quickness, [4]=Focus, [5]=Self,
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/// [6]=Health, [7]=Stamina, [8]=Mana.
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/// Cost 0 means the attribute is at max (raise button ghosted).
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/// </summary>
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public long[] AttributeRaiseCosts { get; init; } = Array.Empty<long>();
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/// <summary>
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/// XP cost to raise each of the 9 attributes/vitals by up to 10 retail steps,
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/// in the same display order as <see cref="AttributeRaiseCosts"/>.
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/// </summary>
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public long[] AttributeRaise10Costs { get; init; } = Array.Empty<long>();
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/// <summary>
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/// Skills shown on the Character window Skills tab. Retail gmSkillUI groups these by
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/// advancement class, then sorts each group alphabetically by skill name.
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/// </summary>
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public IReadOnlyList<CharacterSkill> Skills { get; init; } = Array.Empty<CharacterSkill>();
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// ── Augmentations (UpdateAugmentations 0x004b9000) ─────────────────────
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// Retail InqInt(0x162) = AugmentationStat; string-switch 1..0xb.
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/// <summary>Augmentation name from the switch in UpdateAugmentations (0x004b9000),
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/// e.g. "Swords", "Two Handed Weapons". Null = "None".</summary>
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public string? AugmentationName { get; init; }
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/// <summary>
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/// Raw PropertyInt snapshot used by retail's data-driven mastery,
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/// luminance, and augmentation report. The controller reads only the
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/// quality ids cited by <c>gmCharacterInfoUI::UpdateAugmentations</c>.
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/// </summary>
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public IReadOnlyDictionary<uint, int> CharacterInfoProperties { get; init; }
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= new Dictionary<uint, int>();
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// ── Burden / load (UpdateLoad 0x004b8a20) ───────────────────────────────
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// Retail InqLoad + EncumbranceCapacity(Strength, AugEncumbrance).
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public int BurdenCurrent { get; init; }
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public int BurdenMax { get; init; }
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public int EncumbranceAugmentations { get; init; }
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}
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public enum CharacterSkillAdvancementClass
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{
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Inactive = 0,
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Untrained = 1,
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Trained = 2,
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Specialized = 3,
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}
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public sealed record CharacterSkill(
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uint Id,
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string Name,
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uint IconDid,
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CharacterSkillAdvancementClass AdvancementClass,
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int BaseLevel,
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int CurrentLevel,
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bool UsableUntrained,
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int TrainedCost,
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int SpecializedCost,
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long RaiseCost,
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long Raise10Cost = 0L);
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