Maybe this will help it build on windows
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@@ -223,9 +223,10 @@ public:
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}
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BOOL parseXml(LLXmlTreeNode* node);
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BOOL mIsJoint;
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private:
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std::string mName;
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BOOL mIsJoint;
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LLVector3 mPos;
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LLVector3 mRot;
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LLVector3 mScale;
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@@ -752,13 +753,13 @@ LLVOAvatar::LLVOAvatar(const LLUUID& id,
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mNeedsSkin(FALSE),
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mUpdatePeriod(1),
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mFullyLoadedInitialized(FALSE),
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mHasBakedHair( FALSE ),
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mHasBakedHair( FALSE )
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// <edit>
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mNametagSaysIdle(false),
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mIdleForever(true),
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mIdleMinutes(0),
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mFocusObject(LLUUID::null),
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mFocusVector(LLVector3d::zero)
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// mNametagSaysIdle(false),
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// mIdleForever(true),
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// mIdleMinutes(0),
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// mFocusObject(LLUUID::null),
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// mFocusVector(LLVector3d::zero)
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// </edit>
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{
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LLMemType mt(LLMemType::MTYPE_AVATAR);
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@@ -3071,8 +3072,6 @@ void LLVOAvatar::idleUpdateNameTag(const LLVector3& root_pos_last)
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mNameText->setUseBubble(TRUE);
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sNumVisibleChatBubbles++;
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new_name = TRUE;
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}
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}
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// <edit>
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@@ -684,7 +684,8 @@ protected:
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S32 getLocalDiscardLevel(LLVOAvatarDefines::ETextureIndex index);
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public:
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static void updateFreezeCounter(S32 counter = 0 );
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// <edit>
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// <edit>
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public:
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//bool mNametagSaysIdle;
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//bool mIdleForever;
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@@ -694,6 +695,23 @@ public:
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LLVector3d mFocusVector;
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//void resetIdleTime();
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// </edit>
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private:
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static S32 sFreezeCounter;
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//-----------------------------------------------------------------------------------------------
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// Avatar skeleton setup.
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//-----------------------------------------------------------------------------------------------
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private:
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BOOL loadAvatar();
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BOOL setupBone(const LLVOAvatarBoneInfo* info, LLViewerJoint* parent, S32 ¤t_volume_num, S32 ¤t_joint_num);
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BOOL buildSkeleton(const LLVOAvatarSkeletonInfo *info);
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//-----------------------------------------------------------------------------------------------
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// Per-avatar information about texture data.
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// To-do: Move this to private implementation class
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//-----------------------------------------------------------------------------------------------
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struct BakedTextureData
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{
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LLUUID mLastTextureIndex;
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