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Merge branch 'master' into windows
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@@ -236,13 +236,6 @@ public:
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IMaterial *m_pMaterial;
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};
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// Particle simulation list, used to determine what particles to simulate and how.
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struct ParticleSimListEntry_t
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{
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CNewParticleEffect* m_pNewParticleEffect;
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bool m_bBoundingBoxOnly;
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};
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//-----------------------------------------------------------------------------
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// interface IParticleEffect:
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@@ -722,9 +715,8 @@ private:
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const CViewSetup& view, const VMatrix &worldToPixels, float flFocalDist );
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bool RetireParticleCollections( CParticleSystemDefinition* pDef, int nCount, RetireInfo_t *pInfo, float flScreenArea, float flMaxTotalArea );
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void BuildParticleSimList( CUtlVector< ParticleSimListEntry_t > &list );
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bool EarlyRetireParticleSystems( int nCount, ParticleSimListEntry_t *ppEffects );
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void BuildParticleSimList( CUtlVector< CNewParticleEffect* > &list );
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bool EarlyRetireParticleSystems( int nCount, CNewParticleEffect **ppEffects );
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static int RetireSort( const void *p1, const void *p2 );
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private:
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