Add animation related classes
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@@ -331,7 +331,7 @@ namespace AssetStudio
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//Stream = new EndianStream(File.OpenRead(sourceFile.filePath), sourceFile.endianType);
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//Stream.endian = sourceFile.endianType;
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var version = MeshPD.sourceFile.version;
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reader = MeshPD.Reader;
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reader = MeshPD.InitReader();
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bool m_Use16BitIndices = true; //3.5.0 and newer always uses 16bit indices
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uint m_MeshCompression = 0;
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@@ -343,7 +343,7 @@ namespace AssetStudio
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PPtr m_PrefabInternal = MeshPD.sourceFile.ReadPPtr();
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}
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m_Name = reader.ReadAlignedString(reader.ReadInt32());
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m_Name = reader.ReadAlignedString();
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if (readSwitch)
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{
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@@ -409,7 +409,7 @@ namespace AssetStudio
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}
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for (int s = 0; s < m_Shapes_size; s++) //untested
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{
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string shape_name = reader.ReadAlignedString(reader.ReadInt32());
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string shape_name = reader.ReadAlignedString();
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reader.Position += 36; //uint firstVertex, vertexCount; Vector3f aabbMinDelta, aabbMaxDelta; bool hasNormals, hasTangents
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}
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@@ -433,7 +433,7 @@ namespace AssetStudio
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int channels_size = reader.ReadInt32();
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for (int c = 0; c < channels_size; c++)
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{
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string channel_name = reader.ReadAlignedString(reader.ReadInt32());
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string channel_name = reader.ReadAlignedString();
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reader.Position += 12; //uint nameHash; int frameIndex, frameCount
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}
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