# Gate-7 slice: ModelAnim -- the game's own animated-model class, where
# dExtFrameCtrl_c::Advance owns frame progression (speed, loop/clamp mode bits)
# instead of a harness counter. Sits on the gate-4/5 stack.

src/_ZN9ModelAnimC1Ev.cpp
src/_ZN9ModelAnimC2Ev.cpp
src/engine/model/ModelAnim.cpp
src/_ZN15dExtFrameCtrl_cC1Ev.cpp
# src/_ZN15dExtFrameCtrl_cC2Ev.cpp is the C2 sibling of the C1 above and has the
# identical body. Itanium keeps them as two symbols; MSVC has one, so
# building both is a duplicate definition. The host builds C1 and
# hal/ctor_bridge.cpp defines the C2 name.
src/engine/animation/dExtFrameCtrl_c.cpp
src/_ZN15dExtFrameCtrl_cD1Ev.cpp

# ModelAnim comes across whole now that its constructor is real C++: the TU
# is the vtable's key function for MSVC too, so every virtual has to be
# defined. Virtual18 and the destructor were the two the gate never
# exercised and so never sliced.
src/_ZN9ModelAnimD1Ev.cpp
