cleanup/comment
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+8
-10
@@ -50,9 +50,7 @@ public:
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bool MaterialsNeedNormals() const;
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//
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// Lua
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//
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virtual void PushSelf( lua_State *L );
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private:
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@@ -63,26 +61,26 @@ private:
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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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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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// Otherwise, render directly from m_pGeometry.
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RageCompiledGeometry* m_pTempGeometry;
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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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* 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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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 AdvanceFrame( float fDeltaTime );
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float m_fCurFrame;
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RString m_sDefaultAnimation;
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float m_fDefaultAnimationRate;
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float m_fCurAnimationRate;
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bool m_bLoop;
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float m_fCurFrame;
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RString m_sDefaultAnimation;
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float m_fDefaultAnimationRate;
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float m_fCurAnimationRate;
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bool m_bLoop;
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};
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#endif
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