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engines/sword25/gfx/renderobjectmanager.cpp
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engines/sword25/gfx/renderobjectmanager.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "sword25/gfx/renderobjectmanager.h"
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#include "sword25/kernel/kernel.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/gfx/graphicengine.h"
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#include "sword25/gfx/animationtemplateregistry.h"
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#include "common/rect.h"
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#include "sword25/gfx/renderobject.h"
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#include "sword25/gfx/timedrenderobject.h"
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#include "sword25/gfx/rootrenderobject.h"
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#include "common/system.h"
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namespace Sword25 {
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void RenderObjectQueue::add(RenderObject *renderObject) {
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push_back(RenderObjectQueueItem(renderObject, renderObject->getBbox(), renderObject->getVersion()));
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}
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bool RenderObjectQueue::exists(const RenderObjectQueueItem &renderObjectQueueItem) {
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for (RenderObjectQueue::iterator it = begin(); it != end(); ++it)
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if ((*it)._renderObject == renderObjectQueueItem._renderObject &&
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(*it)._version == renderObjectQueueItem._version &&
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(*it)._bbox == renderObjectQueueItem._bbox)
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return true;
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return false;
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}
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RenderObjectManager::RenderObjectManager(int width, int height, int framebufferCount) :
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_frameStarted(false) {
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// Wurzel des BS_RenderObject-Baumes erzeugen.
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_rootPtr = (new RootRenderObject(this, width, height))->getHandle();
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_uta = new MicroTileArray(width, height);
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_currQueue = new RenderObjectQueue();
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_prevQueue = new RenderObjectQueue();
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}
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RenderObjectManager::~RenderObjectManager() {
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// Die Wurzel des Baumes löschen, damit werden alle BS_RenderObjects mitgelöscht.
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_rootPtr.erase();
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delete _uta;
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delete _currQueue;
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delete _prevQueue;
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}
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void RenderObjectManager::startFrame() {
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_frameStarted = true;
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// Verstrichene Zeit bestimmen
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int timeElapsed = Kernel::getInstance()->getGfx()->getLastFrameDurationMicro();
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// Alle BS_TimedRenderObject Objekte über den Framestart und die verstrichene Zeit in Kenntnis setzen
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RenderObjectList::iterator iter = _timedRenderObjects.begin();
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for (; iter != _timedRenderObjects.end(); ++iter)
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(*iter)->frameNotification(timeElapsed);
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}
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bool RenderObjectManager::render() {
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// Den Objekt-Status des Wurzelobjektes aktualisieren. Dadurch werden rekursiv alle Baumelemente aktualisiert.
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// Beim aktualisieren des Objekt-Status werden auch die Update-Rects gefunden, so dass feststeht, was neu gezeichnet
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// werden muss.
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if (!_rootPtr.isValid() || !_rootPtr->updateObjectState())
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return false;
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_frameStarted = false;
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// Die Render-Methode der Wurzel aufrufen. Dadurch wird das rekursive Rendern der Baumelemente angestoßen.
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_currQueue->clear();
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_rootPtr->preRender(_currQueue);
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_uta->clear();
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// Add rectangles of objects which don't exist in this frame any more
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for (RenderObjectQueue::iterator it = _prevQueue->begin(); it != _prevQueue->end(); ++it) {
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if (!_currQueue->exists(*it))
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_uta->addRect((*it)._bbox);
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}
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// Add rectangles of objects which are different from the previous frame
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for (RenderObjectQueue::iterator it = _currQueue->begin(); it != _currQueue->end(); ++it) {
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if (!_prevQueue->exists(*it))
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_uta->addRect((*it)._bbox);
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}
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RectangleList *updateRects = _uta->getRectangles();
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Common::Array<int> updateRectsMinZ;
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updateRectsMinZ.reserve(updateRects->size());
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// Calculate the minimum drawing Z value of each update rectangle
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// Solid bitmaps with a Z order less than the value calculated here would be overdrawn again and
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// so don't need to be drawn in the first place which speeds things up a bit.
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for (RectangleList::iterator rectIt = updateRects->begin(); rectIt != updateRects->end(); ++rectIt) {
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int minZ = 0;
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for (RenderObjectQueue::iterator it = _currQueue->reverse_begin(); it != _currQueue->end(); --it) {
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if ((*it)._renderObject->isVisible() && (*it)._renderObject->isSolid() &&
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(*it)._renderObject->getBbox().contains(*rectIt)) {
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minZ = (*it)._renderObject->getAbsoluteZ();
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break;
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}
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}
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updateRectsMinZ.push_back(minZ);
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}
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if (_rootPtr->render(updateRects, updateRectsMinZ)) {
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// Copy updated rectangles to the video screen
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Graphics::ManagedSurface *backSurface = Kernel::getInstance()->getGfx()->getSurface();
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for (RectangleList::iterator rectIt = updateRects->begin(); rectIt != updateRects->end(); ++rectIt) {
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const int x = (*rectIt).left;
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const int y = (*rectIt).top;
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const int width = (*rectIt).width();
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const int height = (*rectIt).height();
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g_system->copyRectToScreen(backSurface->getBasePtr(x, y), backSurface->pitch, x, y, width, height);
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}
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}
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delete updateRects;
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SWAP(_currQueue, _prevQueue);
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return true;
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}
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void RenderObjectManager::attatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> renderObjectPtr) {
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_timedRenderObjects.push_back(renderObjectPtr);
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}
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void RenderObjectManager::detatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> renderObjectPtr) {
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for (uint i = 0; i < _timedRenderObjects.size(); i++)
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if (_timedRenderObjects[i] == renderObjectPtr) {
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_timedRenderObjects.remove_at(i);
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break;
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}
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}
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bool RenderObjectManager::persist(OutputPersistenceBlock &writer) {
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bool result = true;
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// Alle Kinder des Wurzelknotens speichern. Dadurch werden alle BS_RenderObjects gespeichert rekursiv gespeichert.
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result &= _rootPtr->persistChildren(writer);
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writer.write(_frameStarted);
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// Referenzen auf die TimedRenderObjects persistieren.
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writer.write((uint32)_timedRenderObjects.size());
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RenderObjectList::const_iterator iter = _timedRenderObjects.begin();
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while (iter != _timedRenderObjects.end()) {
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writer.write((*iter)->getHandle());
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++iter;
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}
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// Alle BS_AnimationTemplates persistieren.
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result &= AnimationTemplateRegistry::instance().persist(writer);
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return result;
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}
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bool RenderObjectManager::unpersist(InputPersistenceBlock &reader) {
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bool result = true;
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// Alle Kinder des Wurzelknotens löschen. Damit werden alle BS_RenderObjects gelöscht.
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_rootPtr->deleteAllChildren();
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// Alle BS_RenderObjects wieder hestellen.
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if (!_rootPtr->unpersistChildren(reader))
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return false;
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reader.read(_frameStarted);
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// Momentan gespeicherte Referenzen auf TimedRenderObjects löschen.
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_timedRenderObjects.resize(0);
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// Referenzen auf die TimedRenderObjects wieder herstellen.
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uint32 timedObjectCount;
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reader.read(timedObjectCount);
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for (uint32 i = 0; i < timedObjectCount; ++i) {
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uint32 handle;
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reader.read(handle);
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_timedRenderObjects.push_back(handle);
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}
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// Alle BS_AnimationTemplates wieder herstellen.
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result &= AnimationTemplateRegistry::instance().unpersist(reader);
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return result;
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}
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} // End of namespace Sword25
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