Some renames, cleanup partman, loader.
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@@ -146,7 +146,7 @@ void pb::mode_change(int mode)
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if (MainTable)
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{
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if (MainTable->Demo)
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MainTable->Demo->UnknownBaseFlag2 = 1;
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MainTable->Demo->ActiveFlag = 1;
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}
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}
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else
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@@ -157,7 +157,7 @@ void pb::mode_change(int mode)
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if (MainTable)
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{
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if (MainTable->Demo)
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MainTable->Demo->UnknownBaseFlag2 = 0;
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MainTable->Demo->ActiveFlag = 0;
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}
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}
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break;
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@@ -260,7 +260,7 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
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for (int i = 0; i < MainTable->BallList->Count(); i++)
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{
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auto ball = static_cast<TBall*>(MainTable->BallList->Get(i));
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if (ball->UnknownBaseFlag2 != 0)
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if (ball->ActiveFlag != 0)
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{
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auto collComp = ball->CollisionComp;
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if (collComp)
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@@ -270,7 +270,7 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
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}
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else
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{
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if (MainTable->UnknownBaseFlag2)
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if (MainTable->ActiveFlag)
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{
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vec2.X = 0.0;
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vec2.Y = 0.0;
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@@ -303,7 +303,7 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
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for (int i = 0; i < MainTable->BallList->Count(); i++)
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{
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auto ball = static_cast<TBall*>(MainTable->BallList->Get(i));
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if (ball->UnknownBaseFlag2)
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if (ball->ActiveFlag)
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ball->Repaint();
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}
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}
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@@ -449,7 +449,7 @@ void pb::keydown(int key)
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for (auto index = 0; ;)
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{
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ball = static_cast<TBall*>(MainTable->BallList->Get(index));
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if (!ball->UnknownBaseFlag2)
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if (!ball->ActiveFlag)
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break;
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++index;
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if (index >= MainTable->BallList->Count())
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@@ -460,7 +460,7 @@ void pb::keydown(int key)
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}
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}
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ball->Position.X = 1.0;
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ball->UnknownBaseFlag2 = 1;
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ball->ActiveFlag = 1;
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ball->Position.Z = ball->Offset;
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ball->Position.Y = 1.0;
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ball->Acceleration.Z = 0.0;
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@@ -601,7 +601,7 @@ float pb::collide(float timeNow, float timeDelta, TBall* ball)
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ray_type ray{};
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vector_type positionMod{};
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if (ball->UnknownBaseFlag2 && !ball->CollisionComp)
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if (ball->ActiveFlag && !ball->CollisionComp)
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{
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if (ball_speed_limit < ball->Speed)
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ball->Speed = ball_speed_limit;
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