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Reimplement CSkinRules/CSkinnedModel; skinning kinda works!
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@@ -100,13 +100,15 @@ public:
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void VerifyCurrentShader(u32 matIdx);
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void Touch(u32 matIdx);
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void Draw(CModelFlags flags);
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void Draw(TVectorRef positions, TVectorRef normals, const CModelFlags& flags);
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void Draw(TConstVectorRef positions, TConstVectorRef normals, const CModelFlags& flags);
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void DrawSortedParts(CModelFlags flags);
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void DrawUnsortedParts(CModelFlags flags);
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bool IsLoaded(u32 matIdx);
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TVectorRef GetPositions() const;
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TVectorRef GetNormals() const;
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TVectorRef GetPositions();
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TConstVectorRef GetPositions() const;
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TVectorRef GetNormals();
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TConstVectorRef GetNormals() const;
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u32 GetNumMaterialSets() const { return x18_matSets.size(); }
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bool IsOpaque() const { return x28_modelInst->x3c_firstSortedSurf == nullptr; }
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const zeus::CAABox& GetAABB() const { return x28_modelInst->x20_worldAABB; }
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