Version 3.1.0: voice lines linked across all languages from the game data
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@@ -22,6 +22,16 @@ All offsets in the summary (names, exports, ...) refer to the **uncompressed** p
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package = the summary without the chunk table, followed by the chunks' data at their UncompressedOffset
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(the first chunk starts right after the summary, at NameOffset).
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## Name, import and export tables (uncompressed package, at NameOffset / ImportOffset / ExportOffset)
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- Name: FString (positive length: ANSI incl. NUL; negative: UTF-16) + u64 flags.
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- Import (28 bytes): ClassPackage (name index, number), ClassName (index, number), i32 OuterIndex,
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ObjectName (index, number).
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- Export: i32 ClassIndex, SuperIndex, OuterIndex, ObjectName (index, number), ArchetypeIndex, **one extra u32
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(licensee 101)**, u64 ObjectFlags, i32 SerialSize, SerialOffset, u32 ExportFlags, i32 count + count x i32
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(net objects), 16-byte guid, u32 package flags: 72 bytes when the net-object list is empty. Checked on every
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export of the game. A name with number n is shown as `NAME_<n-1>` (e.g. the speech event `..._04`): such full
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names exist only in the export table. `Package.tables()` returns names, imports and exports.
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## Compressed chunks
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Each chunk (at CompressedOffset): `u32 tag, u32 block size (0x20000), u32 compressed sum, u32 uncompressed
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sum`, then one `{u32 compressed size, u32 uncompressed size}` per block, then the blocks. Every block is an
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