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https://github.com/AxioDL/PrimeWorldEditor.git
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Refactor so PWE compiles with the newly externalized LibCommon
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@@ -7,7 +7,7 @@
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class CModelNode : public CSceneNode
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{
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TResPtr<CModel> mpModel;
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u32 mActiveMatSet;
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uint32 mActiveMatSet;
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bool mWorldModel;
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bool mForceAlphaOn;
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CColor mTintColor;
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@@ -15,7 +15,7 @@ class CModelNode : public CSceneNode
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CColor mScanOverlayColor;
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public:
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explicit CModelNode(CScene *pScene, u32 NodeID, CSceneNode *pParent = 0, CModel *pModel = 0);
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explicit CModelNode(CScene *pScene, uint32 NodeID, CSceneNode *pParent = 0, CModel *pModel = 0);
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virtual ENodeType NodeType();
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virtual void PostLoad();
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@@ -23,13 +23,13 @@ public:
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virtual void Draw(FRenderOptions Options, int ComponentIndex, ERenderCommand Command, const SViewInfo& rkViewInfo);
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virtual void DrawSelection();
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virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester, const SViewInfo& rkViewInfo);
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virtual SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& rkViewInfo);
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virtual SRayIntersection RayNodeIntersectTest(const CRay &Ray, uint32 AssetID, const SViewInfo& rkViewInfo);
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virtual CColor TintColor(const SViewInfo& rkViewInfo) const;
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// Setters
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void SetModel(CModel *pModel);
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inline void SetMatSet(u32 MatSet) { mActiveMatSet = MatSet; }
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inline void SetMatSet(uint32 MatSet) { mActiveMatSet = MatSet; }
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inline void SetWorldModel(bool World) { mWorldModel = World; }
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inline void ForceAlphaEnabled(bool Enable) { mForceAlphaOn = Enable; }
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inline void SetTintColor(const CColor& rkTintColor) { mTintColor = rkTintColor; }
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@@ -37,9 +37,9 @@ public:
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inline void SetScanOverlayEnabled(bool Enable) { mEnableScanOverlay = Enable; }
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inline void SetScanOverlayColor(const CColor& rkColor) { mScanOverlayColor = rkColor; }
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inline CModel* Model() const { return mpModel; }
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inline u32 MatSet() const { return mActiveMatSet; }
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inline uint32 MatSet() const { return mActiveMatSet; }
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inline bool IsWorldModel() const { return mWorldModel; }
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inline u32 FindMeshID() const { return mpModel->GetSurface(0)->MeshID; }
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inline uint32 FindMeshID() const { return mpModel->GetSurface(0)->MeshID; }
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};
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#endif // CMODELNODE_H
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