Refactor polysec.suppressed to polysec.partial and polysec.part.
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@@ -9,10 +9,17 @@ namespace Cryville.Crtr.Components {
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protected Vector3? prevpt;
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protected Vector3? prevpt;
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protected Quaternion? prevrot;
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protected Quaternion? prevrot;
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protected int vertCount = 0;
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protected int vertCount = 0;
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bool suppressed;
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Part part = Part.whole;
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enum Part {
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whole = 0,
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idle = 1,
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start = 2,
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end = 3,
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}
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public SectionalGameObject() {
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public SectionalGameObject() {
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SubmitProperty("suppressed", new PropOp.Boolean(v => suppressed = v), 2);
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SubmitProperty("partial", new PropOp.Boolean(v => part = Part.idle));
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SubmitProperty("part", new PropOp.Enum<Part>(v => part = v));
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}
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}
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protected override void OnDestroy() {
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protected override void OnDestroy() {
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@@ -28,7 +35,7 @@ namespace Cryville.Crtr.Components {
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}
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}
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public void AppendPoint(Vector3 p, Quaternion r) {
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public void AppendPoint(Vector3 p, Quaternion r) {
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if (prevpt == p && prevrot == r || suppressed) return;
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if (prevpt == p && prevrot == r || ((int)part & 1) == 1) return;
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AppendPointInternal(p, r);
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AppendPointInternal(p, r);
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// if (!headGenerated) Logger.Log("main", 0, "Skin/Polysec", "{0}", r);
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// if (!headGenerated) Logger.Log("main", 0, "Skin/Polysec", "{0}", r);
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prevpt = p;
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prevpt = p;
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