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perf(scenery): runs of model instances read straight from the text by a reader made for them, shared between threads; anything the reader doesn't cover left to the parser; model and skin located once for a run of instances; lookup of nodes by uuid filled on load only for a scenery opened for editing
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@@ -86,6 +86,10 @@ private:
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TMemCell * deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TEventLauncher * deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TAnimModel * deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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// loads a run of model instances straight from the text. returns: true if any were loaded, false if the definition at hand is left to the parser
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bool deserialize_models( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data &Nodedata, std::size_t Line, std::streamoff Sourcebegin );
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// makes model instance defined by a scenery file a part of the simulation
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void insert_model( TAnimModel *Instance, cParser const &Input, std::size_t Line, scene::source_span const &Span );
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TDynamicObject * deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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sound_source * deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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void init_time();
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