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https://github.com/TorqueGameEngines/Torque3D.git
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Readded some missed brackets
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@ -764,20 +764,21 @@ U32 TSStatic::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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if ( stream->writeFlag( mask & SkinMask ) )
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con->packNetStringHandleU( stream, mSkinNameHandle );
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if ( stream->writeFlag( mask & AdvancedStaticOptionsMask ) )
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if (stream->writeFlag(mask & AdvancedStaticOptionsMask))
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{
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stream->writeString( mShapeName );
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stream->write( (U32)mDecalType );
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stream->writeString(mShapeName);
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stream->write((U32)mDecalType);
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stream->writeFlag( mAllowPlayerStep );
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stream->writeFlag( mMeshCulling );
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stream->writeFlag( mUseOriginSort );
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stream->writeFlag(mAllowPlayerStep);
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stream->writeFlag(mMeshCulling);
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stream->writeFlag(mUseOriginSort);
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stream->write( mRenderNormalScalar );
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stream->write(mRenderNormalScalar);
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stream->write( mForceDetail );
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stream->write(mForceDetail);
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stream->writeFlag( mPlayAmbient );
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stream->writeFlag(mPlayAmbient);
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}
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if ( stream->writeFlag(mUseAlphaFade) )
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{
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@ -846,19 +847,20 @@ void TSStatic::unpackUpdate(NetConnection *con, BitStream *stream)
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}
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}
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if ( stream->readFlag() ) // AdvancedStaticOptionsMask
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if (stream->readFlag()) // AdvancedStaticOptionsMask
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{
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mShapeName = stream->readSTString();
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stream->read( (U32*)&mDecalType );
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stream->read((U32*)&mDecalType);
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mAllowPlayerStep = stream->readFlag();
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mMeshCulling = stream->readFlag();
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mMeshCulling = stream->readFlag();
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mUseOriginSort = stream->readFlag();
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stream->read( &mRenderNormalScalar );
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stream->read(&mRenderNormalScalar);
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stream->read( &mForceDetail );
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stream->read(&mForceDetail);
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}
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mUseAlphaFade = stream->readFlag();
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if (mUseAlphaFade)
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