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GEEKING
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#pragma once
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#include "Util/TextureId.h"
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#include "Util/MeshId.h"
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#include "CharacterAppearance.h"
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namespace RBX {
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class Humanoid;
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extern const char *const sCharacterMesh;
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class CharacterMesh
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: public DescribedCreatable<CharacterMesh, CharacterAppearance, sCharacterMesh>
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{
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public:
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enum BodyPart
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{
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HEAD = 0,
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TORSO = 1,
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LEFTARM = 2,
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RIGHTARM = 3,
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LEFTLEG = 4,
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RIGHTLEG = 5
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};
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CharacterMesh();
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BodyPart getBodyPart() const { return bodyPart; }
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void setBodyPart(BodyPart value);
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int baseTextureAssetId;
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int overlayTextureAssetId;
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int meshAssetId;
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static Reflection::BoundProp<int> prop_baseTextureAssetId;
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static Reflection::BoundProp<int> prop_overlayTextureAssetId;
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static Reflection::BoundProp<int> prop_meshAssetId;
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TextureId getBaseTextureId() const;
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TextureId getOverlayTextureId() const;
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MeshId getMeshId() const;
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protected:
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virtual void applyByMyself(Humanoid* humanoid);
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/*override*/ void onPropertyChanged(const Reflection::PropertyDescriptor& descriptor);
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private:
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BodyPart bodyPart;
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};
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} // namespace
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