Apply for each loops.
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+12
-12
@@ -727,42 +727,42 @@ void Model::Update( float fDelta )
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int Model::GetNumStates() const
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{
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int iMaxStates = 0;
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FOREACH_CONST( msMaterial, m_Materials, m )
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iMaxStates = max( iMaxStates, m->diffuse.GetNumStates() );
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for (msMaterial const &m : m_Materials)
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iMaxStates = max( iMaxStates, m.diffuse.GetNumStates() );
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return iMaxStates;
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}
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void Model::SetState( int iNewState )
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{
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FOREACH( msMaterial, m_Materials, m )
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for (msMaterial &m : m_Materials)
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{
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m->diffuse.SetState( iNewState );
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m->alpha.SetState( iNewState );
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m.diffuse.SetState( iNewState );
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m.alpha.SetState( iNewState );
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}
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}
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float Model::GetAnimationLengthSeconds() const
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{
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float fSeconds = 0;
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FOREACH_CONST( msMaterial, m_Materials, m )
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fSeconds = max( fSeconds, m->diffuse.GetAnimationLengthSeconds() );
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for (msMaterial const &m : m_Materials)
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fSeconds = max( fSeconds, m.diffuse.GetAnimationLengthSeconds() );
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return fSeconds;
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}
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void Model::SetSecondsIntoAnimation( float fSeconds )
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{
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FOREACH( msMaterial, m_Materials, m )
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for (msMaterial &m : m_Materials)
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{
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m->diffuse.SetSecondsIntoAnimation( fSeconds );
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m->alpha.SetSecondsIntoAnimation( fSeconds );
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m.diffuse.SetSecondsIntoAnimation( fSeconds );
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m.alpha.SetSecondsIntoAnimation( fSeconds );
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}
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}
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bool Model::MaterialsNeedNormals() const
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{
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FOREACH_CONST( msMaterial, m_Materials, m )
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for (msMaterial const &m : m_Materials)
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{
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if( m->NeedsNormals() )
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if( m.NeedsNormals() )
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return true;
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}
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return false;
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