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Reimplement CSkinRules/CSkinnedModel; skinning kinda works!
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@@ -201,9 +201,13 @@ void CModel::EnableTextureTimeout() { sIsTextureTimeoutEnabled = true; }
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void CModel::DisableTextureTimeout() { sIsTextureTimeoutEnabled = false; }
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TVectorRef CModel::GetPositions() const { return x28_modelInst->GetPositions(); }
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TVectorRef CModel::GetPositions() { return x28_modelInst->GetPositions(); }
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TVectorRef CModel::GetNormals() const { return x28_modelInst->GetNormals(); }
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TConstVectorRef CModel::GetPositions() const { return x28_modelInst->GetPositions(); }
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TVectorRef CModel::GetNormals() { return x28_modelInst->GetNormals(); }
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TConstVectorRef CModel::GetNormals() const { return x28_modelInst->GetNormals(); }
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void CModel::VerifyCurrentShader(u32 matIdx) {
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if (matIdx > x18_matSets.size()) {
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@@ -264,7 +268,7 @@ void CModel::Draw(CModelFlags flags) {
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x28_modelInst->Draw(flags);
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}
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void CModel::Draw(TVectorRef positions, TVectorRef normals, const CModelFlags& flags) {
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void CModel::Draw(TConstVectorRef positions, TConstVectorRef normals, const CModelFlags& flags) {
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if (flags.x2_flags & CModelFlagBits::DrawNormal) {
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x28_modelInst->DrawNormal(positions, normals, ESurfaceSelection::All);
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}
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