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[property:LocoStructOffset(0x20),LocoStructVariableLoad,LocoArrayLength(IndustryObject.BuildingHeightCount)]List<uint8_t>BuildingHeights,// This is the height of a building image
[property:LocoStructOffset(0xE9)]uint8_tFarmTileNumImageAngles,// How many viewing angles the farm tiles have
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[property:LocoStructOffset(0xEA)]uint8_tFarmGrowthStageWithNoProduction,// At this stage of growth (except 0), a field tile produces nothing
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[property:LocoStructOffset(0xEB)]uint8_tFarmIdealSize,// Max production is reached at farmIdealSize * 25 tiles
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[property:LocoStructOffset(0xEC)]uint8_tFarmNumStagesOfGrowth,// How many growth stages there are sprites for
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[property:LocoStructOffset(0xED),LocoStructVariableLoad,LocoArrayLength(IndustryObject.MaxWallTypeCount)]List<S5Header>WallTypes,// There can be up to 4 different wall types for an industry
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[property:LocoStructOffset(0xF1),LocoStructVariableLoad,Browsable(false)]object_id_BuildingWall,// Selection of wall types isn't completely random from the 4 it is biased into 2 groups of 2 (wall and entrance)
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[property:LocoStructOffset(0xF2),LocoStructVariableLoad,Browsable(false)]object_id_BuildingWallEntrance,// An alternative wall type that looks like a gate placed at random places in building perimeter
@@ -177,7 +177,7 @@ public ReadOnlySpan<byte> Load(ReadOnlySpan<byte> remainingData)
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}
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var_16=(NumBuildingParts*4u)+var_12;
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var_1A=var_E9*21u;
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var_1A=FarmTileNumImageAngles*21u;
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returnremainingData;
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}
@@ -302,7 +302,7 @@ public bool Validate()
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returnfalse;
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}
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switch(var_E9)
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switch(FarmTileNumImageAngles)
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{
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case1:
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case2:
@@ -312,12 +312,12 @@ public bool Validate()
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returnfalse;
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}
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if(var_EAis not 0xFF and >7)
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if(FarmGrowthStageWithNoProductionis not 0xFF and >7)
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