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https://github.com/AxioDL/PrimeWorldEditor.git
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General: Remove unnecessary inline specifiers and add overrides
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@@ -65,9 +65,9 @@ class CGameArea : public CResource
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std::vector< std::vector<CAssetID> > mExtraLayerDeps;
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public:
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CGameArea(CResourceEntry *pEntry = 0);
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CGameArea(CResourceEntry *pEntry = nullptr);
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~CGameArea();
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CDependencyTree* BuildDependencyTree() const;
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CDependencyTree* BuildDependencyTree() const override;
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void AddWorldModel(CModel *pModel);
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void MergeTerrain();
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@@ -85,26 +85,26 @@ public:
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void DeleteInstance(CScriptObject *pInstance);
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void ClearExtraDependencies();
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// Inline Accessors
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inline uint32 WorldIndex() const { return mWorldIndex; }
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inline CTransform4f Transform() const { return mTransform; }
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inline CMaterialSet* Materials() const { return mpMaterialSet; }
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inline uint32 NumWorldModels() const { return mWorldModels.size(); }
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inline uint32 NumStaticModels() const { return mStaticWorldModels.size(); }
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inline CModel* TerrainModel(uint32 iMdl) const { return mWorldModels[iMdl]; }
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inline CStaticModel* StaticModel(uint32 iMdl) const { return mStaticWorldModels[iMdl]; }
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inline CCollisionMeshGroup* Collision() const { return mpCollision.get(); }
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inline uint32 NumScriptLayers() const { return mScriptLayers.size(); }
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inline CScriptLayer* ScriptLayer(uint32 Index) const { return mScriptLayers[Index]; }
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inline uint32 NumLightLayers() const { return mLightLayers.size(); }
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inline uint32 NumLights(uint32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
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inline CLight* Light(uint32 LayerIndex, uint32 LightIndex) { return &mLightLayers[LayerIndex][LightIndex]; }
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inline CAssetID PathID() const { return mPathID; }
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inline CPoiToWorld* PoiToWorldMap() const { return mpPoiToWorldMap; }
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inline CAssetID PortalAreaID() const { return mPortalAreaID; }
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inline CAABox AABox() const { return mAABox; }
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// Accessors
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uint32 WorldIndex() const { return mWorldIndex; }
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CTransform4f Transform() const { return mTransform; }
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CMaterialSet* Materials() const { return mpMaterialSet; }
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uint32 NumWorldModels() const { return mWorldModels.size(); }
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uint32 NumStaticModels() const { return mStaticWorldModels.size(); }
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CModel* TerrainModel(uint32 iMdl) const { return mWorldModels[iMdl]; }
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CStaticModel* StaticModel(uint32 iMdl) const { return mStaticWorldModels[iMdl]; }
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CCollisionMeshGroup* Collision() const { return mpCollision.get(); }
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uint32 NumScriptLayers() const { return mScriptLayers.size(); }
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CScriptLayer* ScriptLayer(uint32 Index) const { return mScriptLayers[Index]; }
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uint32 NumLightLayers() const { return mLightLayers.size(); }
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uint32 NumLights(uint32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
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CLight* Light(uint32 LayerIndex, uint32 LightIndex) { return &mLightLayers[LayerIndex][LightIndex]; }
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CAssetID PathID() const { return mPathID; }
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CPoiToWorld* PoiToWorldMap() const { return mpPoiToWorldMap; }
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CAssetID PortalAreaID() const { return mPortalAreaID; }
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CAABox AABox() const { return mAABox; }
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inline void SetWorldIndex(uint32 NewWorldIndex) { mWorldIndex = NewWorldIndex; }
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void SetWorldIndex(uint32 NewWorldIndex) { mWorldIndex = NewWorldIndex; }
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};
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#endif // CGAMEAREA_H
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