Implement playable Mac client and rendering validation
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@@ -104,6 +104,11 @@ bool parse_msa(const std::string& text, Msa& out, std::string* err) {
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e.start_time = ev.num("StartingTime");
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e.effect_file = ev.str("EffectFileName");
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e.sound_file = ev.str("SoundFileName");
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e.attaching_bone = ev.str("AttachingBoneName");
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e.attaching = ev.inum("AttachingEnable") != 0;
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e.following = ev.inum("FollowingEnable") != 0;
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e.independent = ev.inum("IndependentFlag") != 0;
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e.fishing_effect = ev.inum("FishingEffectFlag") != 0;
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vec3(ev.find("EffectPosition"), e.position);
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out.events.push_back(std::move(e));
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}
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@@ -130,6 +135,11 @@ bool parse_msa_file(const std::string& path, Msa& out, std::string* err) {
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e.start_time = ev.num("StartingTime");
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e.effect_file = ev.str("EffectFileName");
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e.sound_file = ev.str("SoundFileName");
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e.attaching_bone = ev.str("AttachingBoneName");
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e.attaching = ev.inum("AttachingEnable") != 0;
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e.following = ev.inum("FollowingEnable") != 0;
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e.independent = ev.inum("IndependentFlag") != 0;
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e.fishing_effect = ev.inum("FishingEffectFlag") != 0;
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vec3(ev.find("EffectPosition"), e.position);
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out.events.push_back(std::move(e));
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}
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