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@ -44,12 +44,6 @@ struct ObjectList {
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std::vector<Ogre::Entity*> mEntities;
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std::vector<Ogre::ParticleSystem*> mParticles;
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// We could actually have Ogre::Camera objects, but that means more
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// maintenance when switching cameras. The information in the NiCamera node
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// is pretty much useless too anyway. So instead, this is just a list of
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// bones in the mSkelBase which are NiCamera nodes.
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std::vector<Ogre::Bone*> mCameras;
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std::map<int,TextKeyMap> mTextKeys;
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std::vector<Ogre::Controller<Ogre::Real> > mControllers;
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