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Remove more dead code (#108)
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@ -180,26 +180,6 @@ namespace scene
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SCENE_MANAGER; }
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//! Returns the default scene node factory which can create all built in scene nodes
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virtual ISceneNodeFactory* getDefaultSceneNodeFactory() _IRR_OVERRIDE_;
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//! Adds a scene node factory to the scene manager.
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/** Use this to extend the scene manager with new scene node types which it should be
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able to create automatically, for example when loading data from xml files. */
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virtual void registerSceneNodeFactory(ISceneNodeFactory* factoryToAdd) _IRR_OVERRIDE_;
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//! Returns amount of registered scene node factories.
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virtual u32 getRegisteredSceneNodeFactoryCount() const _IRR_OVERRIDE_;
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//! Returns a scene node factory by index
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virtual ISceneNodeFactory* getSceneNodeFactory(u32 index) _IRR_OVERRIDE_;
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//! Returns a typename from a scene node type or null if not found
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virtual const c8* getSceneNodeTypeName(ESCENE_NODE_TYPE type) _IRR_OVERRIDE_;
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//! Adds a scene node to the scene by name
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virtual ISceneNode* addSceneNode(const char* sceneNodeTypeName, ISceneNode* parent=0) _IRR_OVERRIDE_;
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//! Returns a mesh writer implementation if available
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virtual IMeshWriter* createMeshWriter(EMESH_WRITER_TYPE type) _IRR_OVERRIDE_;
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@ -324,7 +304,6 @@ namespace scene
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core::array<IMeshLoader*> MeshLoaderList;
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core::array<ISceneNode*> DeletionList;
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core::array<ISceneNodeFactory*> SceneNodeFactoryList;
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//! current active camera
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ICameraSceneNode* ActiveCamera;
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