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# Minor optimisations and features.
Made CMatrix3D::Translate assume something sensible about the structure of the matrix, so it doesn't have to do a matrix multiplication. Added quaternion nlerp (but haven't used it anywhere). Changed animation interpolation so it loops smoothly in the actor viewer but (hopefully) doesn't interpolate dying units into a half-upright pose. This was SVN commit r4932.
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@@ -81,6 +81,9 @@ void CUnitAnimation::Update(float time)
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if (m_Looping && model->NeedsNewAnim(time))
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{
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m_Unit.SetRandomAnimation(m_State, !m_Looping, DesyncSpeed(m_Speed));
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// TODO: this really ought to transition smoothly into the new animation,
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// instead of just cutting off the end of the previous one and jumping
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// straight into the new.
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}
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if (m_TimeToNextSync >= 0.0 && m_TimeToNextSync-time < 0.0)
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