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Additional work on CAutoMapper; CGameArea model setup
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@@ -99,7 +99,7 @@ private:
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CBooSurface* x3c_firstSortedSurface = nullptr;
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bool x40_24_texturesLoaded : 1;
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bool x40_25_modelVisible : 1;
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u8 x41_mask = 0;
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u8 x41_mask;
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u32 x44_areaInstanceIdx = -1;
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struct UVAnimationBuffer
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@@ -137,7 +137,8 @@ public:
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~CBooModel();
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CBooModel(TToken<CModel>& token, std::vector<CBooSurface>* surfaces, SShader& shader,
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boo::IVertexFormat* vtxFmt, boo::IGraphicsBufferS* vbo, boo::IGraphicsBufferS* ibo,
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size_t weightVecCount, size_t skinBankCount, const zeus::CAABox& aabb, int numInsts);
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size_t weightVecCount, size_t skinBankCount, const zeus::CAABox& aabb, u8 renderMask,
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int numInsts);
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static void MakeTexturesFromMats(const MaterialSet& matSet,
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std::vector<TCachedToken<CTexture>>& toksOut,
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@@ -191,6 +192,7 @@ class CModel
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//u32 x4_dataLen;
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TToken<CModel> m_selfToken; /* DO NOT LOCK! */
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zeus::CAABox m_aabb;
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u32 m_flags;
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std::vector<CBooSurface> x8_surfaces;
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std::vector<CBooModel::SShader> x18_matSets;
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std::unique_ptr<CBooModel> x28_modelInst;
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