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https://github.com/aelurum/AssetStudio.git
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clean up code
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@ -110,7 +110,7 @@ namespace Unity_Studio
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}
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else
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{
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EndianStream estream;
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EndianBinaryReader estream;
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if (UnityStudio.assetsfileandstream.TryGetValue(Path.GetFileName(m_Source), out estream))
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{
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estream.Position = m_Offset;
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@ -102,7 +102,7 @@ namespace Unity_Studio
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{
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public class Mesh
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{
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private EndianStream a_Stream;
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private EndianBinaryReader a_Stream;
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public string m_Name;
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public List<SubMesh> m_SubMeshes = new List<SubMesh>();
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public List<uint> m_Indices = new List<uint>(); //use a list because I don't always know the facecount for triangle strips
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@ -66,7 +66,7 @@ namespace Unity_Studio
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}
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}
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private static byte[] ReadSerializedShader(List<ClassMember> members, EndianStream a_Stream)
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private static byte[] ReadSerializedShader(List<ClassMember> members, EndianBinaryReader a_Stream)
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{
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var offsets = new List<uint>();
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var compressedLengths = new List<uint>();
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@ -180,7 +180,7 @@ namespace Unity_Studio
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}
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else
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{
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EndianStream estream;
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EndianBinaryReader estream;
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if (UnityStudio.assetsfileandstream.TryGetValue(Path.GetFileName(path), out estream))
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{
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estream.Position = offset;
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