Update code formatting
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aea7fa2bb8
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5 changed files with 586 additions and 98 deletions
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@ -332,12 +332,12 @@ namespace Raylib_cs
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/// Gamepad top/back trigger left (second), it could be a trailing button
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/// </summary>
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GAMEPAD_BUTTON_LEFT_TRIGGER_2,
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/// <summary>
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/// Gamepad top/back trigger right (first), it could be a trailing button
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/// </summary>
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GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
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/// <summary>
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/// Gamepad top/back trigger right (second), it could be a trailing button
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/// </summary>
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@ -137,43 +137,61 @@ namespace Raylib_cs
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}
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/// <summary>Set shader uniform value vector</summary>
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public static void SetShaderValueV<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType, int count)
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where T : unmanaged
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public static void SetShaderValueV<T>(
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Shader shader,
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int locIndex,
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T[] values,
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ShaderUniformDataType uniformType,
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int count
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) where T : unmanaged
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{
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SetShaderValueV(shader, uniformLoc, (Span<T>)values, uniformType, count);
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SetShaderValueV(shader, locIndex, (Span<T>)values, uniformType, count);
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}
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/// <summary>Set shader uniform value vector</summary>
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public static void SetShaderValueV<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType, int count)
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where T : unmanaged
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public static void SetShaderValueV<T>(
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Shader shader,
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int locIndex,
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Span<T> values,
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ShaderUniformDataType uniformType,
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int count
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) where T : unmanaged
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{
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fixed (T* valuePtr = values)
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{
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SetShaderValueV(shader, uniformLoc, valuePtr, uniformType, count);
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SetShaderValueV(shader, locIndex, valuePtr, uniformType, count);
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}
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}
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/// <summary>Set shader uniform value</summary>
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public static void SetShaderValue<T>(Shader shader, int uniformLoc, T value, ShaderUniformDataType uniformType)
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public static void SetShaderValue<T>(Shader shader, int locIndex, T value, ShaderUniformDataType uniformType)
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where T : unmanaged
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{
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SetShaderValue(shader, uniformLoc, &value, uniformType);
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SetShaderValue(shader, locIndex, &value, uniformType);
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}
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/// <summary>Set shader uniform value</summary>
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public static void SetShaderValue<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType)
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where T : unmanaged
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public static void SetShaderValue<T>(
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Shader shader,
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int locIndex,
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T[] values,
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ShaderUniformDataType uniformType
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) where T : unmanaged
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{
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SetShaderValue(shader, uniformLoc, (Span<T>)values, uniformType);
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SetShaderValue(shader, locIndex, (Span<T>)values, uniformType);
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}
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/// <summary>Set shader uniform value</summary>
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public static void SetShaderValue<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType)
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where T : unmanaged
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public static void SetShaderValue<T>(
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Shader shader,
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int locIndex,
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Span<T> values,
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ShaderUniformDataType uniformType
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) where T : unmanaged
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{
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fixed (T* valuePtr = values)
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{
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SetShaderValue(shader, uniformLoc, valuePtr, uniformType);
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SetShaderValue(shader, locIndex, valuePtr, uniformType);
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}
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}
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@ -217,8 +235,16 @@ namespace Raylib_cs
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}
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}
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/// <summary>Check the collision between two lines defined by two points each, returns collision point by reference</summary>
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public static CBool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, ref Vector2 collisionPoint)
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/// <summary>
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/// Check the collision between two lines defined by two points each, returns collision point by reference
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/// </summary>
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public static CBool CheckCollisionLines(
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Vector2 startPos1,
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Vector2 endPos1,
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Vector2 startPos2,
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Vector2 endPos2,
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ref Vector2 collisionPoint
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)
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{
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fixed (Vector2* p = &collisionPoint)
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{
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@ -322,7 +348,14 @@ namespace Raylib_cs
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}
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/// <summary>Resize canvas and fill with color</summary>
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public static void ImageResizeCanvas(ref Image image, int newWidth, int newHeight, int offsetX, int offsetY, Color color)
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public static void ImageResizeCanvas(
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ref Image image,
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int newWidth,
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int newHeight,
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int offsetX,
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int offsetY,
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Color color
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)
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{
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fixed (Image* p = &image)
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{
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@ -466,7 +499,14 @@ namespace Raylib_cs
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}
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/// <summary>Draw line within an image</summary>
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public static void ImageDrawLine(ref Image dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color)
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public static void ImageDrawLine(
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ref Image dst,
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int startPosX,
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int startPosY,
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int endPosX,
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int endPosY,
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Color color
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)
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{
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fixed (Image* p = &dst)
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{
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@ -557,7 +597,15 @@ namespace Raylib_cs
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}
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/// <summary>Draw text (custom sprite font) within an image (destination)</summary>
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public static void ImageDrawTextEx(ref Image dst, Font font, string text, Vector2 position, int fontSize, float spacing, Color color)
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public static void ImageDrawTextEx(
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ref Image dst,
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Font font,
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string text,
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Vector2 position,
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int fontSize,
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float spacing,
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Color color
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)
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{
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using var str1 = text.ToUTF8Buffer();
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fixed (Image* p = &dst)
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@ -714,14 +762,30 @@ namespace Raylib_cs
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}
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/// <summary>Draw text using font and additional parameters</summary>
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public static void DrawTextEx(Font font, string text, Vector2 position, float fontSize, float spacing, Color tint)
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public static void DrawTextEx(
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Font font,
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string text,
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Vector2 position,
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float fontSize,
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float spacing,
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Color tint
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)
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{
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using var str1 = text.ToUTF8Buffer();
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DrawTextEx(font, str1.AsPointer(), position, fontSize, spacing, tint);
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}
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/// <summary>Draw text using Font and pro parameters (rotation)</summary>
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public static void DrawTextPro(Font font, string text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint)
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public static void DrawTextPro(
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Font font,
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string text,
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Vector2 position,
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Vector2 origin,
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float rotation,
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float fontSize,
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float spacing,
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Color tint
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)
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{
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using var str1 = text.ToUTF8Buffer();
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DrawTextPro(font, str1.AsPointer(), position, origin, rotation, fontSize, spacing, tint);
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@ -898,7 +962,12 @@ namespace Raylib_cs
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return model.materials[materialIndex].maps[(int)mapIndex].texture;
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}
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public static void SetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex, ref Texture2D texture)
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public static void SetMaterialTexture(
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ref Model model,
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int materialIndex,
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MaterialMapIndex mapIndex,
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ref Texture2D texture
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)
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{
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SetMaterialTexture(&model.materials[materialIndex], mapIndex, texture);
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}
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