tab/spacing cleanups
This commit is contained in:
+10
-10
@@ -54,32 +54,32 @@ public:
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virtual void PushSelf( lua_State *L );
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virtual void PushSelf( lua_State *L );
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private:
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private:
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RageModelGeometry *m_pGeometry;
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RageModelGeometry *m_pGeometry;
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vector<msMaterial> m_Materials;
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vector<msMaterial> m_Materials;
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map<RString,msAnimation> m_mapNameToAnimation;
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map<RString,msAnimation> m_mapNameToAnimation;
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const msAnimation* m_pCurAnimation;
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const msAnimation* m_pCurAnimation;
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static void SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone_t> &vpBones );
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static void SetBones( const msAnimation* pAnimation, float fFrame, vector<myBone_t> &vpBones );
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vector<myBone_t> m_vpBones;
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vector<myBone_t> m_vpBones;
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// If any vertex has a bone weight, then then render from m_pTempGeometry.
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// If any vertex has a bone weight, then then render from m_pTempGeometry.
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// Otherwise, render directly from m_pGeometry.
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// Otherwise, render directly from m_pGeometry.
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RageCompiledGeometry* m_pTempGeometry;
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RageCompiledGeometry* m_pTempGeometry;
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void UpdateTempGeometry();
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void UpdateTempGeometry();
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/* Keep a copy of the mesh data only if m_pTempGeometry is in use. The normal and
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/* Keep a copy of the mesh data only if m_pTempGeometry is in use. The normal and
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* position data will be changed; the rest is static and kept only to prevent making
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* position data will be changed; the rest is static and kept only to prevent making
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* a complete copy. */
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* a complete copy. */
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vector<msMesh> m_vTempMeshes;
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vector<msMesh> m_vTempMeshes;
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void DrawMesh( int i ) const;
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void DrawMesh( int i ) const;
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void AdvanceFrame( float fDeltaTime );
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void AdvanceFrame( float fDeltaTime );
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float m_fCurFrame;
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float m_fCurFrame;
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RString m_sDefaultAnimation;
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RString m_sDefaultAnimation;
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float m_fDefaultAnimationRate;
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float m_fDefaultAnimationRate;
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float m_fCurAnimationRate;
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float m_fCurAnimationRate;
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};
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};
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+38
-38
@@ -7,7 +7,7 @@
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struct msTriangle
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struct msTriangle
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{
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{
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uint16_t nVertexIndices[3];
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uint16_t nVertexIndices[3];
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};
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};
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@@ -16,17 +16,17 @@ struct msMesh
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msMesh();
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msMesh();
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~msMesh();
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~msMesh();
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RString sName;
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RString sName;
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char nMaterialIndex;
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char nMaterialIndex;
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vector<RageModelVertex> Vertices;
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vector<RageModelVertex> Vertices;
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// OPTIMIZATION: If all verts in a mesh are transformed by the same bone,
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// OPTIMIZATION: If all verts in a mesh are transformed by the same bone,
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// then send the transform to the graphics card for the whole mesh instead
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// then send the transform to the graphics card for the whole mesh instead
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// of transforming each vertex on the CPU;
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// of transforming each vertex on the CPU;
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char nBoneIndex; // -1 = no bone
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char nBoneIndex; // -1 = no bone
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vector<msTriangle> Triangles;
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vector<msTriangle> Triangles;
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};
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};
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class RageTexture;
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class RageTexture;
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@@ -84,52 +84,52 @@ private:
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struct msMaterial
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struct msMaterial
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{
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{
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int nFlags;
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int nFlags;
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RString sName;
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RString sName;
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RageColor Ambient;
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RageColor Ambient;
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RageColor Diffuse;
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RageColor Diffuse;
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RageColor Specular;
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RageColor Specular;
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RageColor Emissive;
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RageColor Emissive;
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float fShininess;
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float fShininess;
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float fTransparency;
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float fTransparency;
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int nName; // not used in SM. What is this for anyway?
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int nName; // not used in SM. What is this for anyway?
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AnimatedTexture diffuse;
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AnimatedTexture diffuse;
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AnimatedTexture alpha;
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AnimatedTexture alpha;
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bool NeedsNormals() const { return diffuse.NeedsNormals() || alpha.NeedsNormals() ; }
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bool NeedsNormals() const { return diffuse.NeedsNormals() || alpha.NeedsNormals() ; }
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};
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};
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struct msPositionKey
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struct msPositionKey
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{
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{
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float fTime;
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float fTime;
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RageVector3 Position;
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RageVector3 Position;
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};
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};
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struct msRotationKey
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struct msRotationKey
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{
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{
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float fTime;
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float fTime;
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RageVector3 Rotation;
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RageVector3 Rotation;
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};
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};
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struct msBone
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struct msBone
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{
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{
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int nFlags;
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int nFlags;
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RString sName;
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RString sName;
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RString sParentName;
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RString sParentName;
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RageVector3 Position;
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RageVector3 Position;
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RageVector3 Rotation;
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RageVector3 Rotation;
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vector<msPositionKey> PositionKeys;
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vector<msPositionKey> PositionKeys;
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int nNumRotationKeys;
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int nNumRotationKeys;
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int nNumAllocedRotationKeys;
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int nNumAllocedRotationKeys;
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vector<msRotationKey> RotationKeys;
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vector<msRotationKey> RotationKeys;
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};
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};
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struct msAnimation
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struct msAnimation
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{
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{
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vector<msBone> Bones;
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vector<msBone> Bones;
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int FindBoneByName( const RString &sName ) const
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int FindBoneByName( const RString &sName ) const
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{
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{
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@@ -141,18 +141,18 @@ struct msAnimation
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bool LoadMilkshapeAsciiBones( RString sAniName, RString sPath );
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bool LoadMilkshapeAsciiBones( RString sAniName, RString sPath );
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int nTotalFrames;
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int nTotalFrames;
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RageVector3 Position;
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RageVector3 Position;
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RageVector3 Rotation;
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RageVector3 Rotation;
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};
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};
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struct myBone_t
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struct myBone_t
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{
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{
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RageMatrix mRelative;
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RageMatrix mRelative;
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RageMatrix mAbsolute;
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RageMatrix mAbsolute;
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RageMatrix mRelativeFinal;
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RageMatrix mRelativeFinal;
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RageMatrix mFinal;
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RageMatrix mFinal;
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};
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};
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#endif
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#endif
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@@ -92,7 +92,7 @@ protected:
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bool m_bUsingCustomTexCoords;
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bool m_bUsingCustomTexCoords;
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bool m_bSkipNextUpdate;
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bool m_bSkipNextUpdate;
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float m_CustomTexCoords[8]; // (x,y) * 4: top left, bottom left, bottom right, top right
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float m_CustomTexCoords[8]; // (x,y) * 4: top left, bottom left, bottom right, top right
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// Remembered clipped dimensions are applied on Load().
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// Remembered clipped dimensions are applied on Load().
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// -1 means no remembered dimensions;
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// -1 means no remembered dimensions;
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