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Turret Mounting
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@ -632,13 +632,6 @@ void TurretShape::processTick(const Move* move)
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if (!isGhost())
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updateAnimation(TickSec);
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if (isMounted()) {
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MatrixF mat;
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mMount.object->getMountTransform( mMount.node, mMount.xfm, &mat );
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ShapeBase::setTransform(mat);
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ShapeBase::setRenderTransform(mat);
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}
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updateMove(move);
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}
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@ -679,19 +672,11 @@ void TurretShape::advanceTime(F32 dt)
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}
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}
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// If there is a recoil or image-based thread then
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// we also need to update the nodes.
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if (mRecoilThread || mImageStateThread)
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updateNodes = true;
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Parent::advanceTime(dt);
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updateAnimation(dt);
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if (updateNodes)
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{
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_updateNodes(mRot);
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}
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_setRotation(mRot);
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}
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void TurretShape::setTransform( const MatrixF& mat )
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