[ZoneBuilder] Add support for iw3 techsets, decl, vs, and ps
This commit is contained in:
parent
c845572be5
commit
07278ebbfa
@ -1,7 +1,56 @@
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#include "STDInclude.hpp"
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#define IW4X_TECHSET_VERSION "0"
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namespace Assets
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{
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void IMaterialPixelShader::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
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if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
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}
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void IMaterialPixelShader::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
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{
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header->pixelShader = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).pixelShader;
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}
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void IMaterialPixelShader::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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Components::FileSystem::File psFile(Utils::String::VA("ps/%s.iw4xPS", name.data()));
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if (!psFile.exists()) return;
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Utils::Stream::Reader reader(builder->getAllocator(), psFile.getBuffer());
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char* magic = reader.readArray<char>(8);
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if (std::memcmp(magic, "IW4xPIXL", 8))
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{
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Components::Logger::Error(0, "Reading pixel shader '%s' failed, header is invalid!", name.data());
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}
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std::string version;
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version.push_back(reader.read<char>());
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if (version != IW4X_TECHSET_VERSION)
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{
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Components::Logger::Error("Reading pixel shader '%s' failed, expected version is %d, but it was %d!", name.data(), atoi(IW4X_TECHSET_VERSION), atoi(version.data()));
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}
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Game::MaterialPixelShader* asset = reader.readObject<Game::MaterialPixelShader>();
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if (asset->name)
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{
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asset->name = reader.readCString();
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}
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if (asset->prog.loadDef.program)
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{
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asset->prog.loadDef.program = reader.readArray<unsigned int>(asset->prog.loadDef.programSize);
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}
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header->pixelShader = asset;
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}
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void IMaterialPixelShader::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::MaterialPixelShader, 16);
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@ -8,5 +8,9 @@ namespace Assets
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PIXELSHADER; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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};
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}
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@ -1,9 +1,144 @@
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#include "STDInclude.hpp"
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#define IW4X_TECHSET_VERSION "0"
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namespace Assets
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{
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void IMaterialTechniqueSet::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
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if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
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}
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void IMaterialTechniqueSet::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
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{
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header->techniqueSet = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).techniqueSet;
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}
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void IMaterialTechniqueSet::loadBinaryTechnique(Game::MaterialTechnique** tech, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::MaterialPass, 20);
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Components::FileSystem::File techFile(Utils::String::VA("techniques/%s.iw4xTech", name.data()));
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if (!techFile.exists()) {
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*tech = nullptr;
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Components::Logger::Print("Warning: Missing technique '%s'\n", name.data());
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return;
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}
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Utils::Stream::Reader reader(builder->getAllocator(), techFile.getBuffer());
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char* magic = reader.readArray<char>(8);
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if (std::memcmp(magic, "IW4xTECH", 8))
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{
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Components::Logger::Error(0, "Reading technique '%s' failed, header is invalid!", name.data());
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}
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std::string version;
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version.push_back(reader.read<char>());
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if (version != IW4X_TECHSET_VERSION)
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{
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Components::Logger::Error("Reading technique '%s' failed, expected version is %d, but it was %d!", name.data(), atoi(IW4X_TECHSET_VERSION), atoi(version.data()));
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}
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unsigned short flags = reader.read<unsigned short>();
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unsigned short passCount = reader.read<unsigned short>();
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Game::MaterialTechnique* asset = (Game::MaterialTechnique*)builder->getAllocator()->allocateArray<unsigned char>(sizeof(Game::MaterialTechnique) + (sizeof(Game::MaterialPass) * (passCount - 1)));
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asset->name = builder->getAllocator()->duplicateString(name);
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asset->flags = flags;
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asset->passCount = passCount;
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Game::MaterialPass* passes = reader.readArray<Game::MaterialPass>(passCount);
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std::memcpy(asset->passArray, passes, sizeof(Game::MaterialPass) * passCount);
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for (unsigned short i = 0; i < asset->passCount; i++)
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{
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Game::MaterialPass* pass = &asset->passArray[i];
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if (pass->vertexDecl)
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{
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const char* declName = reader.readCString();
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pass->vertexDecl = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_VERTEXDECL, declName, builder).vertexDecl;
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}
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if (pass->vertexShader)
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{
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const char* vsName = reader.readCString();
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pass->vertexShader = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, vsName, builder).vertexShader;
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}
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if (pass->pixelShader)
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{
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const char* psName = reader.readCString();
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pass->pixelShader = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_PIXELSHADER, psName, builder).pixelShader;
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}
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pass->args = reader.readArray<Game::MaterialShaderArgument>(pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount);
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for (int j = 0; j < pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount; j++)
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{
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if (pass->args[j].type == 1 || pass->args[j].type == 7)
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{
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pass->args[j].u.literalConst = reader.readArray<float>(4);
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}
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if (pass->args[j].type == 3 || pass->args[j].type == 5)
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{
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pass->args[j].u.codeConst.index = *reader.readObject<unsigned short>();
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pass->args[j].u.codeConst.firstRow = *reader.readObject<unsigned char>();
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pass->args[j].u.codeConst.rowCount = *reader.readObject<unsigned char>();
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}
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}
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}
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*tech = asset;
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}
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void IMaterialTechniqueSet::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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Components::FileSystem::File tsFile(Utils::String::VA("techsets/%s.iw4xTS", name.data()));
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if (!tsFile.exists()) return;
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Utils::Stream::Reader reader(builder->getAllocator(), tsFile.getBuffer());
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char* magic = reader.readArray<char>(8);
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if (std::memcmp(magic, "IW4xTSET", 8))
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{
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Components::Logger::Error(0, "Reading techset '%s' failed, header is invalid!", name.data());
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}
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std::string version;
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version.push_back(reader.read<char>());
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if (version != IW4X_TECHSET_VERSION)
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{
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Components::Logger::Error("Reading techset '%s' failed, expected version is %d, but it was %d!", name.data(), atoi(IW4X_TECHSET_VERSION), atoi(version.data()));
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}
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Game::MaterialTechniqueSet* asset = reader.readObject<Game::MaterialTechniqueSet>();
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if (asset->name)
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{
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asset->name = reader.readCString();
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}
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for (int i = 0; i < 48; i++)
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{
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if (asset->techniques[i])
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{
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const char* techName = reader.readCString();
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this->loadBinaryTechnique(&asset->techniques[i], techName, builder);
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}
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}
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header->techniqueSet = asset;
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}
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void IMaterialTechniqueSet::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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{
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Game::MaterialTechniqueSet* asset = header.techniqueSet;
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for (int i = 0; i < ARRAYSIZE(Game::MaterialTechniqueSet::techniques); ++i)
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@ -9,5 +9,11 @@ namespace Assets
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadBinaryTechnique(Game::MaterialTechnique** tech, const std::string& name, Components::ZoneBuilder::Zone* builder);
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};
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}
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@ -1,7 +1,50 @@
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#include "STDInclude.hpp"
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#define IW4X_TECHSET_VERSION "0"
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namespace Assets
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{
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void IMaterialVertexDeclaration::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
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if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
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}
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void IMaterialVertexDeclaration::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
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{
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header->vertexDecl = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).vertexDecl;
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}
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void IMaterialVertexDeclaration::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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Components::FileSystem::File declFile(Utils::String::VA("decl/%s.iw4xDECL", name.data()));
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if (!declFile.exists()) return;
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Utils::Stream::Reader reader(builder->getAllocator(), declFile.getBuffer());
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char* magic = reader.readArray<char>(8);
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if (std::memcmp(magic, "IW4xDECL", 8))
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{
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Components::Logger::Error(0, "Reading vertex declaration '%s' failed, header is invalid!", name.data());
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}
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std::string version;
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version.push_back(reader.read<char>());
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if (version != IW4X_TECHSET_VERSION)
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{
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Components::Logger::Error("Reading vertex declaration '%s' failed, expected version is %d, but it was %d!", name.data(), atoi(IW4X_TECHSET_VERSION), atoi(version.data()));
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}
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Game::MaterialVertexDeclaration* asset = reader.readObject<Game::MaterialVertexDeclaration>();
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if (asset->name)
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{
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asset->name = reader.readCString();
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}
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header->vertexDecl = asset;
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}
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void IMaterialVertexDeclaration::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::MaterialVertexDeclaration, 100);
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@ -8,5 +8,9 @@ namespace Assets
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_VERTEXDECL; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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};
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}
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@ -1,7 +1,55 @@
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#include "STDInclude.hpp"
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#define IW4X_TECHSET_VERSION "0"
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namespace Assets
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{
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void IMaterialVertexShader::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
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if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
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}
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void IMaterialVertexShader::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
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{
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header->vertexShader = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).vertexShader;
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}
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void IMaterialVertexShader::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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Components::FileSystem::File vsFile(Utils::String::VA("vs/%s.iw4xVS", name.data()));
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if (!vsFile.exists()) return;
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Utils::Stream::Reader reader(builder->getAllocator(), vsFile.getBuffer());
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char* magic = reader.readArray<char>(8);
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if (std::memcmp(magic, "IW4xVERT", 8))
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{
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Components::Logger::Error(0, "Reading vertex shader '%s' failed, header is invalid!", name.data());
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}
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std::string version;
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version.push_back(reader.read<char>());
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if (version != IW4X_TECHSET_VERSION)
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{
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Components::Logger::Error("Reading vertex shader '%s' failed, expected version is %d, but it was %d!", name.data(), atoi(IW4X_TECHSET_VERSION), atoi(version.data()));
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}
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Game::MaterialVertexShader* asset = reader.readObject<Game::MaterialVertexShader>();
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if (asset->name)
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{
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asset->name = reader.readCString();
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}
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if (asset->prog.loadDef.program)
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{
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asset->prog.loadDef.program = reader.readArray<unsigned int>(asset->prog.loadDef.programSize);
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}
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header->vertexShader = asset;
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}
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void IMaterialVertexShader::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::MaterialVertexShader, 16);
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@ -8,5 +8,9 @@ namespace Assets
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_VERTEXSHADER; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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};
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}
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@ -17,7 +17,7 @@ namespace Assets
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}
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}
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void IXModel::loadXSurface(Game::XSurface* surf, Utils::Stream::Reader* reader)
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void IXModel::loadXSurface(Game::XSurface* surf, Utils::Stream::Reader* reader, Components::ZoneBuilder::Zone* builder)
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{
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if (surf->vertInfo.vertsBlend)
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{
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@ -48,13 +48,23 @@ namespace Assets
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}
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// Access index block
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if (surf->triIndices)
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{
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surf->triIndices = reader->readArray<unsigned short>(surf->triCount * 3);
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}
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if (surf->triIndices)
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{
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void* oldPtr = surf->triIndices;
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surf->triIndices = reader->readArray<unsigned short>(surf->triCount * 3);
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if (builder->getAllocator()->isPointerMapped(oldPtr))
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{
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surf->triIndices = builder->getAllocator()->getPointer<unsigned short>(oldPtr);
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}
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else
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{
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builder->getAllocator()->mapPointer(oldPtr, surf->triIndices);
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}
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}
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}
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void IXModel::loadXModelSurfs(Game::XModelSurfs* asset, Utils::Stream::Reader* reader)
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void IXModel::loadXModelSurfs(Game::XModelSurfs* asset, Utils::Stream::Reader* reader, Components::ZoneBuilder::Zone* builder)
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{
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if (asset->name)
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{
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@ -67,7 +77,7 @@ namespace Assets
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for (int i = 0; i < asset->numsurfs; ++i)
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{
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this->loadXSurface(&asset->surfs[i], reader);
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this->loadXSurface(&asset->surfs[i], reader, builder);
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}
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}
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}
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@ -165,7 +175,7 @@ namespace Assets
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if (asset->lodInfo[i].modelSurfs)
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{
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asset->lodInfo[i].modelSurfs = reader.readObject<Game::XModelSurfs>();
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this->loadXModelSurfs(asset->lodInfo[i].modelSurfs, &reader);
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this->loadXModelSurfs(asset->lodInfo[i].modelSurfs, &reader, builder);
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Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_XMODEL_SURFS, { asset->lodInfo[i].modelSurfs });
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asset->lodInfo[i].surfs = asset->lodInfo[i].modelSurfs->surfs;
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@ -293,7 +303,7 @@ namespace Assets
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}
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Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, { asset->physCollmap });
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//asset->physCollmap = nullptr;
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// asset->physCollmap = nullptr;
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}
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}
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@ -12,8 +12,9 @@ namespace Assets
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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private:
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void loadXModelSurfs(Game::XModelSurfs* asset, Utils::Stream::Reader* reader);
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void loadXSurface(Game::XSurface* surf, Utils::Stream::Reader* reader);
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std::map<void*, void*> triIndicies;
|
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void loadXModelSurfs(Game::XModelSurfs* asset, Utils::Stream::Reader* reader, Components::ZoneBuilder::Zone* builder);
|
||||
void loadXSurface(Game::XSurface* surf, Utils::Stream::Reader* reader, Components::ZoneBuilder::Zone* builder);
|
||||
void loadXSurfaceCollisionTree(Game::XSurfaceCollisionTree* entry, Utils::Stream::Reader* reader);
|
||||
};
|
||||
}
|
||||
|
@ -81,12 +81,16 @@ namespace Assets
|
||||
|
||||
// Access index block
|
||||
buffer->pushBlock(Game::XFILE_BLOCK_INDEX);
|
||||
if (surf->triIndices)
|
||||
{
|
||||
buffer->align(Utils::Stream::ALIGN_16);
|
||||
buffer->saveArray(surf->triIndices, surf->triCount * 3);
|
||||
Utils::Stream::ClearPointer(&destSurf->triIndices);
|
||||
}
|
||||
if (builder->hasPointer(surf->triIndices))
|
||||
{
|
||||
destSurf->triIndices = builder->getPointer(surf->triIndices);
|
||||
}
|
||||
else
|
||||
{
|
||||
buffer->align(Utils::Stream::ALIGN_16);
|
||||
buffer->saveArray(surf->triIndices, surf->triCount * 3);
|
||||
Utils::Stream::ClearPointer(&destSurf->triIndices);
|
||||
}
|
||||
buffer->popBlock();
|
||||
}
|
||||
|
||||
|
@ -745,18 +745,21 @@ namespace Components
|
||||
if (!Game::CL_IsCgameInitialized() || !Dvar::Var("r_drawAabbTrees").get<bool>()) return;
|
||||
|
||||
float cyan[4] = { 0.0f, 0.5f, 0.5f, 1.0f };
|
||||
float red[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
|
||||
|
||||
//Game::clipMap_t* clipMap = *reinterpret_cast<Game::clipMap_t**>(0x7998E0);
|
||||
Game::GfxWorld* gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
|
||||
if (!gameWorld) return;
|
||||
Game::clipMap_t* clipMap = *reinterpret_cast<Game::clipMap_t**>(0x7998E0);
|
||||
//Game::GfxWorld* gameWorld = *reinterpret_cast<Game::GfxWorld**>(0x66DEE94);
|
||||
if (!clipMap) return;
|
||||
|
||||
for (int i = 0; i < gameWorld->dpvsPlanes.cellCount; ++i)
|
||||
{
|
||||
for (int j = 0; j < gameWorld->aabbTreeCounts[i].aabbTreeCount; ++j)
|
||||
{
|
||||
Game::R_AddDebugBounds(cyan, &gameWorld->aabbTrees[i].aabbTree[j].bounds);
|
||||
}
|
||||
}
|
||||
for (unsigned short i = 0; i < clipMap->smodelNodeCount; ++i)
|
||||
{
|
||||
Game::R_AddDebugBounds(cyan, &clipMap->smodelNodes[i].bounds);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < clipMap->numStaticModels; i += 2)
|
||||
{
|
||||
Game::R_AddDebugBounds(red, &clipMap->staticModelList[i].absBounds);
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
|
@ -223,8 +223,7 @@ namespace Components
|
||||
|
||||
Game::XAssetHeader assetHeader = AssetHandler::FindAssetForZone(type, name, this, isSubAsset);
|
||||
if (!assetHeader.data)
|
||||
{
|
||||
Logger::Error("Error: Missing asset '%s' of type '%s'\n", name.data(), Game::DB_GetXAssetTypeName(type));
|
||||
{ Logger::Error("Error: Missing asset '%s' of type '%s'\n", name.data(), Game::DB_GetXAssetTypeName(type));
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -708,7 +707,7 @@ namespace Components
|
||||
{
|
||||
Game::XAssetEntry* entry = Game::DB_FindXAssetEntry(type, name.data());
|
||||
|
||||
if (entry->zoneIndex == zoneIndex)
|
||||
if (entry && entry->zoneIndex == zoneIndex)
|
||||
{
|
||||
// Allocate an empty asset (filled with zeros)
|
||||
header.data = builder->getAllocator()->allocate(Game::DB_GetXAssetSizeHandlers[type]());
|
||||
|
Loading…
Reference in New Issue
Block a user