mirror of
https://github.com/Relintai/entity_spell_system.git
synced 2025-02-22 17:18:12 +01:00
Small cleanups.
This commit is contained in:
parent
56a333bef5
commit
952bbb113d
@ -1,24 +1,10 @@
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#include "item_visual_entry.h"
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#include "item_visual_entry.h"
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int ItemVisualEntry::get_id() {
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ItemEnums::EntityTextureLayers ItemVisualEntry::get_override_layer() {
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return _id;
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return _override_layer;
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}
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}
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void ItemVisualEntry::set_id(int id) {
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void ItemVisualEntry::set_override_layer(ItemEnums::EntityTextureLayers layer) {
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_id = id;
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_override_layer = layer;
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}
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EntityEnums::CharacterSkeletonPoints ItemVisualEntry::get_target_bone() {
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return _target_bone;
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}
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void ItemVisualEntry::set_target_bone(EntityEnums::CharacterSkeletonPoints bone) {
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_target_bone = bone;
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}
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ItemEnums::EntityTextureLayers ItemVisualEntry::get_layer() {
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return _layer;
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}
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void ItemVisualEntry::set_layer(ItemEnums::EntityTextureLayers layer) {
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_layer = layer;
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}
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}
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Ref<MeshDataResource> ItemVisualEntry::get_mesh() {
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Ref<MeshDataResource> ItemVisualEntry::get_mesh() {
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@ -50,10 +36,8 @@ void ItemVisualEntry::set_effect(Ref<PackedScene> effect) {
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}
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}
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ItemVisualEntry::ItemVisualEntry() {
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ItemVisualEntry::ItemVisualEntry() {
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_id = 0;
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_target_bone = EntityEnums::SKELETON_POINT_HEAD;
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_override_layer = ItemEnums::ENTITY_TEXTURE_LAYER_NONE;
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_layer = ItemEnums::ENTITY_TEXTURE_LAYER_NONE;
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_color = Color(1, 1, 1, 1);
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_color = Color(1, 1, 1, 1);
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}
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}
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@ -65,17 +49,9 @@ ItemVisualEntry::~ItemVisualEntry() {
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}
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}
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void ItemVisualEntry::_bind_methods() {
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void ItemVisualEntry::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_id"), &ItemVisualEntry::get_id);
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ClassDB::bind_method(D_METHOD("get_override_layer"), &ItemVisualEntry::get_override_layer);
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ClassDB::bind_method(D_METHOD("set_id", "value"), &ItemVisualEntry::set_id);
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ClassDB::bind_method(D_METHOD("set_override_layer", "value"), &ItemVisualEntry::set_override_layer);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "id"), "set_id", "get_id");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "override_layer", PROPERTY_HINT_ENUM, ItemEnums::BINDING_STRING_ENTITY_TEXTURE_LAYERS), "set_override_layer", "get_override_layer");
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ClassDB::bind_method(D_METHOD("get_target_bone"), &ItemVisualEntry::get_target_bone);
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ClassDB::bind_method(D_METHOD("set_target_bone", "bone"), &ItemVisualEntry::set_target_bone);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "target_bone", PROPERTY_HINT_ENUM, EntityEnums::BINDING_STRING_CHARCATER_SKELETON_POINTS), "set_target_bone", "get_target_bone");
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ClassDB::bind_method(D_METHOD("get_layer"), &ItemVisualEntry::get_layer);
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ClassDB::bind_method(D_METHOD("set_layer", "value"), &ItemVisualEntry::set_layer);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "layer", PROPERTY_HINT_ENUM, ItemEnums::BINDING_STRING_ENTITY_TEXTURE_LAYERS), "set_layer", "get_layer");
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ClassDB::bind_method(D_METHOD("get_mesh"), &ItemVisualEntry::get_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh"), &ItemVisualEntry::get_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "value"), &ItemVisualEntry::set_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "value"), &ItemVisualEntry::set_mesh);
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@ -87,7 +63,7 @@ void ItemVisualEntry::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_color"), &ItemVisualEntry::get_color);
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ClassDB::bind_method(D_METHOD("get_color"), &ItemVisualEntry::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "value"), &ItemVisualEntry::set_color);
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ClassDB::bind_method(D_METHOD("set_color", "value"), &ItemVisualEntry::set_color);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "color"), "set_color", "get_color");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
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ClassDB::bind_method(D_METHOD("get_effect"), &ItemVisualEntry::get_effect);
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ClassDB::bind_method(D_METHOD("get_effect"), &ItemVisualEntry::get_effect);
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ClassDB::bind_method(D_METHOD("set_effect", "value"), &ItemVisualEntry::set_effect);
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ClassDB::bind_method(D_METHOD("set_effect", "value"), &ItemVisualEntry::set_effect);
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@ -17,14 +17,8 @@ class ItemVisualEntry : public Resource {
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GDCLASS(ItemVisualEntry, Resource);
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GDCLASS(ItemVisualEntry, Resource);
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public:
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public:
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int get_id();
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ItemEnums::EntityTextureLayers get_override_layer();
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void set_id(int id);
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void set_override_layer(ItemEnums::EntityTextureLayers layer);
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EntityEnums::CharacterSkeletonPoints get_target_bone();
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void set_target_bone(EntityEnums::CharacterSkeletonPoints bone);
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ItemEnums::EntityTextureLayers get_layer();
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void set_layer(ItemEnums::EntityTextureLayers layer);
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Ref<MeshDataResource> get_mesh();
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Ref<MeshDataResource> get_mesh();
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void set_mesh(Ref<MeshDataResource> mesh);
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void set_mesh(Ref<MeshDataResource> mesh);
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@ -45,10 +39,7 @@ protected:
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static void _bind_methods();
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static void _bind_methods();
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private:
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private:
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int _id;
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ItemEnums::EntityTextureLayers _override_layer;
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EntityEnums::CharacterSkeletonPoints _target_bone;
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ItemEnums::EntityTextureLayers _layer;
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Ref<MeshDataResource> _mesh;
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Ref<MeshDataResource> _mesh;
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Ref<Texture> _texture;
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Ref<Texture> _texture;
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@ -93,7 +93,7 @@ void CharacterSkeleton3D::add_item_visual(Ref<ItemVisual> vis) {
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Ref<ItemVisualEntry> e = vis->get_visual(i);
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Ref<ItemVisualEntry> e = vis->get_visual(i);
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if (e.is_valid())
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if (e.is_valid())
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add_item_visual_entry(vis, e);
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add_item_visual_entry(vis, e, i);
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}
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}
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_item_visuals.push_back(vis);
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_item_visuals.push_back(vis);
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@ -110,7 +110,7 @@ void CharacterSkeleton3D::remove_item_visual(Ref<ItemVisual> vis) {
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Ref<ItemVisualEntry> e = vis->get_visual(i);
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Ref<ItemVisualEntry> e = vis->get_visual(i);
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if (e.is_valid())
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if (e.is_valid())
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remove_item_visual_entry(vis, e);
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remove_item_visual_entry(vis, e, i);
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}
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}
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_item_visuals.remove(index);
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_item_visuals.remove(index);
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@ -139,11 +139,11 @@ void CharacterSkeleton3D::clear_item_visuals() {
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set_process(true);
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set_process(true);
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}
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}
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void CharacterSkeleton3D::add_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive) {
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void CharacterSkeleton3D::add_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive, int target_bone) {
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ERR_FAIL_COND(!vis.is_valid());
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ERR_FAIL_COND(!vis.is_valid());
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ERR_FAIL_COND(!ive.is_valid());
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ERR_FAIL_COND(!ive.is_valid());
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int target_bone_idx = static_cast<int>(ive->get_target_bone());
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int target_bone_idx = target_bone;
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Vector<Ref<SkeletonModelEntry> > &entries = _entries[target_bone_idx];
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Vector<Ref<SkeletonModelEntry> > &entries = _entries[target_bone_idx];
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@ -167,11 +167,11 @@ void CharacterSkeleton3D::add_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVis
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_model_dirty = true;
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_model_dirty = true;
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set_process(true);
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set_process(true);
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}
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}
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void CharacterSkeleton3D::remove_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive) {
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void CharacterSkeleton3D::remove_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive, int target_bone) {
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ERR_FAIL_COND(!vis.is_valid());
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ERR_FAIL_COND(!vis.is_valid());
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ERR_FAIL_COND(!ive.is_valid());
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ERR_FAIL_COND(!ive.is_valid());
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int target_bone_idx = static_cast<int>(ive->get_target_bone());
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int target_bone_idx = target_bone;
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Vector<Ref<SkeletonModelEntry> > &entries = _entries[target_bone_idx];
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Vector<Ref<SkeletonModelEntry> > &entries = _entries[target_bone_idx];
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@ -53,8 +53,8 @@ public:
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int get_item_visual_count();
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int get_item_visual_count();
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void clear_item_visuals();
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void clear_item_visuals();
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void add_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive);
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void add_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive, int target_bone);
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void remove_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive);
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void remove_item_visual_entry(Ref<ItemVisual> vis, Ref<ItemVisualEntry> ive, int target_bone);
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Ref<SkeletonModelEntry> get_model_entry(const int bone_index, const int index);
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Ref<SkeletonModelEntry> get_model_entry(const int bone_index, const int index);
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int get_model_entry_count(const int bone_index);
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int get_model_entry_count(const int bone_index);
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