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Eliminate hsScalar and hsFixed
Modern CPUs support floats just fine... hsFixed was crazy.
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@ -75,15 +75,15 @@ protected:
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plKey fAck;
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hsScalar fPriority;
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float fPriority;
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uint32_t fDrawableMask;
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uint32_t fSubDrawableMask;
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hsColorRGBA fClearColor;
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hsScalar fClearDepth;
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float fClearDepth;
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hsScalar fFogStart;
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float fFogStart;
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hsMatrix44 fLocalToWorld;
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hsMatrix44 fWorldToLocal;
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@ -139,28 +139,28 @@ public:
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const plViewTransform& GetViewTransform() const { return fViewTransform; }
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hsScalar GetHither() const { return fViewTransform.GetHither(); }
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hsScalar GetYon() const { return fViewTransform.GetYon(); }
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float GetHither() const { return fViewTransform.GetHither(); }
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float GetYon() const { return fViewTransform.GetYon(); }
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hsScalar GetFovX() const { return fViewTransform.GetFovXDeg(); }
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hsScalar GetFovY() const { return fViewTransform.GetFovYDeg(); }
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float GetFovX() const { return fViewTransform.GetFovXDeg(); }
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float GetFovY() const { return fViewTransform.GetFovYDeg(); }
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hsScalar GetSizeX() const { return fViewTransform.GetOrthoWidth(); }
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hsScalar GetSizeY() const { return fViewTransform.GetOrthoHeight(); }
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float GetSizeX() const { return fViewTransform.GetOrthoWidth(); }
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float GetSizeY() const { return fViewTransform.GetOrthoHeight(); }
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uint16_t GetScreenWidth() const { return fViewTransform.GetScreenWidth(); }
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uint16_t GetScreenHeight() const { return fViewTransform.GetScreenHeight(); }
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const hsColorRGBA& GetClearColor() const { return fClearColor; }
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hsScalar GetClearDepth() const { return fClearDepth; }
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float GetClearDepth() const { return fClearDepth; }
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// FogStart
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// negative => use current settings (default)
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// 0 => no fog == fog starts at yon
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// 1 => fog starts at camera.
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// Fog start greater than 1 is legal. Fog always linear.
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hsScalar GetFogStart() const { return fFogStart; }
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float GetFogStart() const { return fFogStart; }
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hsScalar GetPriority() const { return fPriority; }
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float GetPriority() const { return fPriority; }
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void SetLocalTransform(const hsMatrix44& l2w, const hsMatrix44& w2l);
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@ -171,25 +171,25 @@ public:
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void SetPerspective(hsBool on=true) { fViewTransform.SetPerspective(on); }
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void SetOrthogonal(hsBool on=true) { fViewTransform.SetOrthogonal(on); }
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void SetHither(hsScalar f) { fViewTransform.SetHither(f); }
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void SetYon(hsScalar f) { fViewTransform.SetYon(f); }
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void SetHither(float f) { fViewTransform.SetHither(f); }
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void SetYon(float f) { fViewTransform.SetYon(f); }
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void SetFovX(hsScalar f) { fViewTransform.SetFovXDeg(f); }
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void SetFovY(hsScalar f) { fViewTransform.SetFovYDeg(f); }
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void SetFovX(float f) { fViewTransform.SetFovXDeg(f); }
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void SetFovY(float f) { fViewTransform.SetFovYDeg(f); }
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void SetSizeX(hsScalar f) { fViewTransform.SetWidth(f); }
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void SetSizeY(hsScalar f) { fViewTransform.SetHeight(f); }
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void SetSizeX(float f) { fViewTransform.SetWidth(f); }
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void SetSizeY(float f) { fViewTransform.SetHeight(f); }
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void SetClearColor(const hsColorRGBA& c) { fClearColor = c; }
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void SetClearDepth(hsScalar d) { fClearDepth = d; }
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void SetClearDepth(float d) { fClearDepth = d; }
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// FogStart
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// negative => use current settings (default)
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// 0 => no fog == fog starts at yon
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// 1 => fog starts at camera.
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// Fog start greater than 1 is legal. Fog always linear.
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void SetFogStart(hsScalar d) { fFogStart = d; }
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void SetFogStart(float d) { fFogStart = d; }
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void SetPriority(hsScalar p) { fPriority = p; }
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void SetPriority(float p) { fPriority = p; }
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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