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https://github.com/AxioDL/PrimeWorldEditor.git
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Cleanup & refactoring
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@@ -12,7 +12,7 @@ CCharacterNode::CCharacterNode(CScene *pScene, uint32 NodeID, CAnimSet *pChar /*
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ENodeType CCharacterNode::NodeType()
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{
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return eCharacterNode;
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return ENodeType::Character;
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}
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void CCharacterNode::PostLoad()
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@@ -34,13 +34,13 @@ void CCharacterNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkView
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CModel *pModel = mpCharacter->Character(mActiveCharSet)->pModel;
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CSkeleton *pSkel = mpCharacter->Character(mActiveCharSet)->pSkeleton;
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if (pModel && rkViewInfo.ShowFlags.HasFlag(eShowObjectGeometry))
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if (pModel && rkViewInfo.ShowFlags.HasFlag(EShowFlag::ObjectGeometry))
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AddModelToRenderer(pRenderer, pModel, 0);
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if (pSkel)
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{
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if (rkViewInfo.ShowFlags.HasFlag(eShowSkeletons))
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pRenderer->AddMesh(this, 0, AABox(), false, eDrawMesh, eForeground);
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if (rkViewInfo.ShowFlags.HasFlag(EShowFlag::Skeletons))
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pRenderer->AddMesh(this, 0, AABox(), false, ERenderCommand::DrawMesh, EDepthGroup::Foreground);
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}
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}
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@@ -81,7 +81,7 @@ void CCharacterNode::Draw(FRenderOptions Options, int ComponentIndex, ERenderCom
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SRayIntersection CCharacterNode::RayNodeIntersectTest(const CRay& rkRay, uint32 /*AssetID*/, const SViewInfo& rkViewInfo)
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{
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// Check for bone under ray. Doesn't check for model intersections atm
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if (mpCharacter && rkViewInfo.ShowFlags.HasFlag(eShowSkeletons))
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if (mpCharacter && rkViewInfo.ShowFlags.HasFlag(EShowFlag::Skeletons))
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{
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CSkeleton *pSkel = mpCharacter->Character(mActiveCharSet)->pSkeleton;
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