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Reimplement CSkinRules/CSkinnedModel; skinning kinda works!
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@@ -195,9 +195,9 @@ public:
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void RecalcPoseBuilder(const CCharAnimTime* time);
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void RenderAuxiliary(const zeus::CFrustum& frustum) const;
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void Render(CSkinnedModel& model, const CModelFlags& drawFlags, const std::optional<CVertexMorphEffect>& morphEffect,
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const float* morphMagnitudes);
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TVectorRef morphMagnitudes);
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void SetupRender(CSkinnedModel& model, const std::optional<CVertexMorphEffect>& morphEffect,
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const float* morphMagnitudes);
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TVectorRef morphMagnitudes);
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static void DrawSkinnedModel(CSkinnedModel& model, const CModelFlags& flags);
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void PreRender();
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void BuildPose();
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@@ -219,7 +219,7 @@ public:
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const TLockedToken<CSkinnedModel>& GetModelData() const { return xd8_modelData; }
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static void PoseSkinnedModel(CSkinnedModel& model, const CPoseAsTransforms& pose,
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const std::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes);
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const std::optional<CVertexMorphEffect>& morphEffect, TVectorRef morphMagnitudes);
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void AdvanceParticles(const zeus::CTransform& xf, float dt, const zeus::CVector3f&, CStateManager& stateMgr);
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float GetAverageVelocity(int animIn) const;
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void ResetPOILists();
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