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			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			259 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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  OpenMW - The completely unofficial reimplementation of Morrowind
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  Copyright (C) 2008-2010  Nicolay Korslund
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  Email: < korslund@gmail.com >
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  WWW: http://openmw.sourceforge.net/
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  This file (property.h) is part of the OpenMW package.
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  OpenMW is distributed as free software: you can redistribute it
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  and/or modify it under the terms of the GNU General Public License
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  version 3, as published by the Free Software Foundation.
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  This program is distributed in the hope that it will be useful, but
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  WITHOUT ANY WARRANTY; without even the implied warranty of
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  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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  General Public License for more details.
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  You should have received a copy of the GNU General Public License
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  version 3 along with this program. If not, see
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  http://www.gnu.org/licenses/ .
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 */
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#ifndef OPENMW_COMPONENTS_NIF_PROPERTY_HPP
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#define OPENMW_COMPONENTS_NIF_PROPERTY_HPP
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#include "base.hpp"
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namespace Nif
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{
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class Property : public Named
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{
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public:
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    // The meaning of these depends on the actual property type.
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    unsigned int flags;
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    void read(NIFStream *nif);
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};
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class NiTexturingProperty : public Property
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{
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public:
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    // A sub-texture
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    struct Texture
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    {
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        /* Clamp mode
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        0 - clampS clampT
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        1 - clampS wrapT
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        2 - wrapS clampT
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        3 - wrapS wrapT
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        */
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        /* Filter:
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        0 - nearest
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        1 - bilinear
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        2 - trilinear
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        3, 4, 5 - who knows
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        */
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        bool inUse;
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        NiSourceTexturePtr texture;
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        int clamp, uvSet, filter;
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        short unknown2;
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        void read(NIFStream *nif);
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        void post(NIFFile *nif);
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    };
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    /* Apply mode:
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        0 - replace
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        1 - decal
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        2 - modulate
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        3 - hilight  // These two are for PS2 only?
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        4 - hilight2
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    */
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    int apply;
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    /*
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     * The textures in this list are as follows:
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     *
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     * 0 - Base texture
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     * 1 - Dark texture
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     * 2 - Detail texture
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     * 3 - Gloss texture (never used?)
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     * 4 - Glow texture
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     * 5 - Bump map texture
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     * 6 - Decal texture
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     */
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    enum TextureType
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    {
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        BaseTexture = 0,
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        DarkTexture = 1,
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        DetailTexture = 2,
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        GlossTexture = 3,
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        GlowTexture = 4,
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        BumpTexture = 5,
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        DecalTexture = 6,
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        NumTextures = 7 // Sentry value
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    };
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    Texture textures[7];
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    void read(NIFStream *nif);
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    void post(NIFFile *nif);
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};
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class NiFogProperty : public Property
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{
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public:
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    float mFogDepth;
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    osg::Vec3f mColour;
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    void read(NIFStream *nif);
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};
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// These contain no other data than the 'flags' field in Property
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class NiShadeProperty : public Property { };
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class NiDitherProperty : public Property { };
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class NiZBufferProperty : public Property { };
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class NiSpecularProperty : public Property { };
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class NiWireframeProperty : public Property { };
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// The rest are all struct-based
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template <typename T>
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struct StructPropT : Property
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{
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    T data;
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    void read(NIFStream *nif)
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    {
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        Property::read(nif);
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        data.read(nif);
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    }
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};
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struct S_MaterialProperty
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{
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    // The vector components are R,G,B
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    osg::Vec3f ambient, diffuse, specular, emissive;
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    float glossiness, alpha;
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    void read(NIFStream *nif);
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};
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struct S_VertexColorProperty
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{
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    /* Vertex mode:
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        0 - source ignore
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        1 - source emmisive
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        2 - source amb diff
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        Lighting mode
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        0 - lighting emmisive
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        1 - lighting emmisive ambient/diffuse
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    */
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    int vertmode, lightmode;
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    void read(NIFStream *nif);
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};
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struct S_AlphaProperty
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{
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    /*
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        In NiAlphaProperty, the flags have the following meaning:
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        Bit 0 : alpha blending enable
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        Bits 1-4 : source blend mode
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        Bits 5-8 : destination blend mode
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        Bit 9 : alpha test enable
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        Bit 10-12 : alpha test mode
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        Bit 13 : no sorter flag ( disables triangle sorting )
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        blend modes (glBlendFunc):
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        0000 GL_ONE
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        0001 GL_ZERO
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        0010 GL_SRC_COLOR
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        0011 GL_ONE_MINUS_SRC_COLOR
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        0100 GL_DST_COLOR
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        0101 GL_ONE_MINUS_DST_COLOR
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        0110 GL_SRC_ALPHA
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        0111 GL_ONE_MINUS_SRC_ALPHA
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        1000 GL_DST_ALPHA
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        1001 GL_ONE_MINUS_DST_ALPHA
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        1010 GL_SRC_ALPHA_SATURATE
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        test modes (glAlphaFunc):
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        000 GL_ALWAYS
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        001 GL_LESS
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        010 GL_EQUAL
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        011 GL_LEQUAL
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        100 GL_GREATER
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        101 GL_NOTEQUAL
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        110 GL_GEQUAL
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        111 GL_NEVER
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        Taken from:
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        http://niftools.sourceforge.net/doc/nif/NiAlphaProperty.html
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    */
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    // Tested against when certain flags are set (see above.)
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    unsigned char threshold;
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    void read(NIFStream *nif);
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};
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/*
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    Docs taken from:
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    http://niftools.sourceforge.net/doc/nif/NiStencilProperty.html
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 */
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struct S_StencilProperty
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{
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    // Is stencil test enabled?
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    unsigned char enabled;
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    /*
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        0   TEST_NEVER
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        1   TEST_LESS
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        2   TEST_EQUAL
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        3   TEST_LESS_EQUAL
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        4   TEST_GREATER
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        5   TEST_NOT_EQUAL
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        6   TEST_GREATER_EQUAL
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        7   TEST_NEVER (though nifskope comment says TEST_ALWAYS, but ingame it is TEST_NEVER)
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     */
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    int compareFunc;
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    unsigned stencilRef;
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    unsigned stencilMask;
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    /*
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        Stencil test fail action, depth test fail action and depth test pass action:
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        0   ACTION_KEEP
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        1   ACTION_ZERO
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        2   ACTION_REPLACE
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        3   ACTION_INCREMENT
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        4   ACTION_DECREMENT
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        5   ACTION_INVERT
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     */
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    int failAction;
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    int zFailAction;
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    int zPassAction;
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    /*
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        Face draw mode:
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        0   DRAW_CCW_OR_BOTH
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        1   DRAW_CCW        [default]
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        2   DRAW_CW
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        3   DRAW_BOTH
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     */
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    int drawMode;
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    void read(NIFStream *nif);
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};
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class NiAlphaProperty : public StructPropT<S_AlphaProperty> { };
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class NiMaterialProperty : public StructPropT<S_MaterialProperty> { };
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class NiVertexColorProperty : public StructPropT<S_VertexColorProperty> { };
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class NiStencilProperty : public StructPropT<S_StencilProperty> { };
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} // Namespace
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#endif
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