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Irrlicht cleanups (mostly getting rid of core::array
)
Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
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@@ -277,15 +277,15 @@ private:
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ISceneCollisionManager *CollisionManager;
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//! render pass lists
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core::array<ISceneNode *> CameraList;
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core::array<ISceneNode *> SkyBoxList;
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core::array<DefaultNodeEntry> SolidNodeList;
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core::array<TransparentNodeEntry> TransparentNodeList;
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core::array<TransparentNodeEntry> TransparentEffectNodeList;
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core::array<ISceneNode *> GuiNodeList;
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std::vector<ISceneNode *> CameraList;
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std::vector<ISceneNode *> SkyBoxList;
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std::vector<DefaultNodeEntry> SolidNodeList;
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std::vector<TransparentNodeEntry> TransparentNodeList;
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std::vector<TransparentNodeEntry> TransparentEffectNodeList;
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std::vector<ISceneNode *> GuiNodeList;
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core::array<IMeshLoader *> MeshLoaderList;
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core::array<ISceneNode *> DeletionList;
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std::vector<IMeshLoader *> MeshLoaderList;
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std::vector<ISceneNode *> DeletionList;
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//! current active camera
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ICameraSceneNode *ActiveCamera;
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