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Reorder impl member order to match trait member order
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parent
997a572647
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@ -1234,11 +1234,11 @@ impl<'a, T: ItemDesc + ?Sized> ItemDesc for &'a T {
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fn item_definition_id(&self) -> ItemDefinitionId<'_> { (*self).item_definition_id() }
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fn components(&self) -> &[Item] { (*self).components() }
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fn tags(&self) -> Vec<ItemTag> { (*self).tags() }
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fn is_modular(&self) -> bool { (*self).is_modular() }
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fn components(&self) -> &[Item] { (*self).components() }
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}
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/// Returns all item asset specifiers
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@ -29,6 +29,17 @@ impl anim::Skeleton for VolumeKey {
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#[cfg(feature = "hot-anim")]
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const COMPUTE_FN: &'static [u8] = b"I AM NOT USED\0";
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// Override compute_matrices so that hotloading is not done for this (since it
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// will fail as this isn't part of the hotloaded anim crate)
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fn compute_matrices(
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&self,
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base_mat: anim::vek::Mat4<f32>,
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buf: &mut [anim::FigureBoneData; anim::MAX_BONE_COUNT],
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body: Self::Body,
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) -> anim::Offsets {
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self.compute_matrices_inner(base_mat, buf, body)
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}
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fn compute_matrices_inner(
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&self,
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base_mat: anim::vek::Mat4<f32>,
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@ -53,17 +64,6 @@ impl anim::Skeleton for VolumeKey {
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secondary_trail_mat: None,
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}
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}
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// Override compute_matrices so that hotloading is not done for this (since it
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// will fail as this isn't part of the hotloaded anim crate)
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fn compute_matrices(
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&self,
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base_mat: anim::vek::Mat4<f32>,
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buf: &mut [anim::FigureBoneData; anim::MAX_BONE_COUNT],
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body: Self::Body,
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) -> anim::Offsets {
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self.compute_matrices_inner(base_mat, buf, body)
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}
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}
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impl BodySpec for VolumeKey {
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