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CActorContraption fixes, better CMake dependency handling
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@@ -101,7 +101,7 @@ struct SShader {
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std::unordered_map<CAssetId, TCachedToken<CTexture>> x0_textures;
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std::unordered_map<int, CModelShaders::ShaderPipelines> m_shaders;
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MaterialSet m_matSet;
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rstl::optional<GeometryUniformLayout> m_geomLayout;
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std::optional<GeometryUniformLayout> m_geomLayout;
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int m_matSetIdx;
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SShader(int idx) : m_matSetIdx(idx) {
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x0_textures.clear();
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@@ -128,7 +128,7 @@ public:
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private:
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CBooModel* m_next = nullptr;
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CBooModel* m_prev = nullptr;
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int m_uniUpdateCount = 0;
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size_t m_uniUpdateCount = 0;
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TToken<CModel> m_modelTok;
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CModel* m_model;
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std::vector<CBooSurface>* x0_surfaces;
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@@ -143,7 +143,7 @@ private:
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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;
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u32 x44_areaInstanceIdx = -1;
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u32 x44_areaInstanceIdx = UINT32_MAX;
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struct UVAnimationBuffer {
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static void ProcessAnimation(u8*& bufOut, const MaterialSet::Material::PASS& anim);
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