Cleanup firestorm specific includes in llviewermenu.cpp, clarify a semantic issue (|| within &&) in llvoavatar.cpp
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ceb9373259
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4c02e74031
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@ -81,10 +81,8 @@
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#include "llinventorybridge.h"
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#include "llinventorydefines.h"
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#include "llinventoryfunctions.h"
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#include "lllogininstance.h" // <FS:AW opensim destinations and avatar picker>
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#include "llpanellogin.h"
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#include "llpanelblockedlist.h"
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#include "piemenu.h" // ## Zi: Pie Menu
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#include "llmenuoptionpathfindingrebakenavmesh.h"
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#include "llmoveview.h"
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#include "llparcel.h"
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@ -124,25 +122,22 @@
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#include "llwindow.h"
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#include "llpathfindingmanager.h"
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#include "boost/unordered_map.hpp"
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// Firestorm includes
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// [RLVa:KB] - Checked: 2011-05-22 (RLVa-1.3.1a)
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#include "rlvhandler.h"
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#include "rlvlocks.h"
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// [/RLVa:KB]
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//-TT Client LSL Bridge
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#include "fslslbridge.h"
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//-TT
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#include "fscommon.h"
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// ## Zi: Texture Refresh
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#include "llavatarpropertiesprocessor.h"
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#include "lltexturecache.h"
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// ## Zi: Texture Refresh
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#include "particleeditor.h"
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#include "fscontactsfloater.h" // <FS:Zi> Display group list in contacts floater
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#include "fscontactsfloater.h" // <FS:Zi> Display group list in contacts floater
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#include "fswsassetblacklist.h"
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#include "llavatarpropertiesprocessor.h" // ## Zi: Texture Refresh
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#include "lltexturecache.h" // ## Zi: Texture Refresh
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#include "lllogininstance.h" // <FS:AW opensim destinations and avatar picker>
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#include "llvovolume.h"
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#include "particleeditor.h"
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#include "piemenu.h" // ## Zi: Pie Menu
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using namespace LLVOAvatarDefines;
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@ -4703,8 +4703,8 @@ U32 LLVOAvatar::renderTransparent(BOOL first_pass)
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// Can't test for baked hair being defined, since that won't always be the case (not all viewers send baked hair)
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// TODO: 1.25 will be able to switch this logic back to calling isTextureVisible();
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if ( getImage(TEX_HAIR_BAKED, 0)
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&& getImage(TEX_HAIR_BAKED, 0)->getID() != IMG_INVISIBLE || LLDrawPoolAlpha::sShowDebugAlpha)
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if ((getImage(TEX_HAIR_BAKED, 0)
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&& getImage(TEX_HAIR_BAKED, 0)->getID() != IMG_INVISIBLE) || LLDrawPoolAlpha::sShowDebugAlpha)
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{
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num_indices += mMeshLOD[MESH_ID_HAIR]->render(mAdjustedPixelArea, first_pass, mIsDummy);
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first_pass = FALSE;
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