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CActorContraption fixes, better CMake dependency handling
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@@ -147,7 +147,7 @@ private:
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public:
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CAnimData(CAssetId, const CCharacterInfo& character, int defaultAnim, int charIdx, bool loop,
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const TLockedToken<CCharLayoutInfo>& layout, const TToken<CSkinnedModel>& model,
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const rstl::optional<TToken<CMorphableSkinnedModel>>& iceModel,
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const std::optional<TToken<CMorphableSkinnedModel>>& iceModel,
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const std::weak_ptr<CAnimSysContext>& ctx, const std::shared_ptr<CAnimationManager>& animMgr,
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const std::shared_ptr<CTransitionManager>& transMgr, const TLockedToken<CCharacterFactory>& charFactory,
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int drawInstCount);
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@@ -196,9 +196,9 @@ public:
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void RecalcPoseBuilder(const CCharAnimTime*);
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void RenderAuxiliary(const zeus::CFrustum& frustum) const;
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void Render(CSkinnedModel& model, const CModelFlags& drawFlags,
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const rstl::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes);
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const std::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes);
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void SetupRender(CSkinnedModel& model, const CModelFlags& drawFlags,
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const rstl::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes);
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const std::optional<CVertexMorphEffect>& morphEffect, const float* 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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@@ -218,7 +218,7 @@ 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, const CModelFlags& drawFlags,
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const rstl::optional<CVertexMorphEffect>& morphEffect,
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const std::optional<CVertexMorphEffect>& morphEffect,
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const float* 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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