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chore(component): improve name of dirty section mask
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@ -754,7 +754,7 @@ void CCharacterComponent::LoadBaseVariation(COMPONENT_VARIATIONS sectionIndex, i
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this->m_texture[index] = TextureCacheCreateTexture(s_path);
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}
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this->m_sections |= 1 << section;
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this->m_sectionDirty |= 1 << section;
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// TODO
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@ -810,8 +810,7 @@ void CCharacterComponent::RenderPrepAll() {
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this->m_flags &= ~0x1;
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// TODO dirty mask?
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this->m_sections = 0;
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this->m_sectionDirty = 0;
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// TODO
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}
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@ -868,7 +867,7 @@ void CCharacterComponent::SetFace(int32_t faceID, bool a3, const char* a4) {
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}
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this->m_flags |= 0x4;
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this->m_sections |= (1 << SECTION_HEAD_LOWER) | (1 << SECTION_HEAD_UPPER);
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this->m_sectionDirty |= (1 << SECTION_HEAD_LOWER) | (1 << SECTION_HEAD_UPPER);
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// TODO
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@ -107,7 +107,7 @@ class CCharacterComponent {
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// Member variables
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uint32_t m_flags = 0x1 | 0x2 | 0x4;
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uint32_t m_sections = 0xFFFFFFFF;
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uint32_t m_sectionDirty = 0xFFFFFFFF;
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EGxTexFormat m_textureFormat = CCharacterComponent::s_gxFormat;
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ComponentData m_data;
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HTEXTURE m_baseTexture = nullptr;
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