uuuh
This commit is contained in:
parent
e2b78b44a4
commit
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@ -160,7 +160,7 @@ namespace Components
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// Check if custom handler should be bypassed
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// Check if custom handler should be bypassed
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call AssetHandler::HasThreadBypass
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call AssetHandler::HasThreadBypass
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mov [esp + 20h], eax
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mov[esp + 20h], eax
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popad
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popad
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pop eax
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pop eax
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@ -180,45 +180,45 @@ namespace Components
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add esp, 8h
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add esp, 8h
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mov [esp + 20h], eax
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mov[esp + 20h], eax
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popad
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popad
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pop eax
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pop eax
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test eax, eax
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test eax, eax
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jnz finishFound
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jnz finishFound
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checkTempAssets:
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checkTempAssets :
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mov al, AssetHandler::ShouldSearchTempAssets // check to see if enabled
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mov al, AssetHandler::ShouldSearchTempAssets // check to see if enabled
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test eax, eax
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test eax, eax
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jz finishOriginal
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jz finishOriginal
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mov ecx, [esp + 18h] // Asset type
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mov ecx, [esp + 18h] // Asset type
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mov ebx, [esp + 1Ch] // Filename
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mov ebx, [esp + 1Ch] // Filename
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push ebx
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push ebx
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push ecx
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push ecx
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call AssetHandler::FindTemporaryAsset
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call AssetHandler::FindTemporaryAsset
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add esp, 8h
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add esp, 8h
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test eax, eax
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test eax, eax
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jnz finishFound
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jnz finishFound
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finishOriginal:
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finishOriginal :
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// Asset not found using custom handlers or in temp assets or bypasses were enabled
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// Asset not found using custom handlers or in temp assets or bypasses were enabled
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// redirect to DB_FindXAssetHeader
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// redirect to DB_FindXAssetHeader
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mov ebx, ds:6D7190h // InterlockedDecrement
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mov ebx, ds : 6D7190h // InterlockedDecrement
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mov eax, 40793Bh
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mov eax, 40793Bh
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jmp eax
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jmp eax
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finishFound:
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finishFound :
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pop edi
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pop edi
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pop esi
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pop esi
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pop ebp
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pop ebp
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pop ebx
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pop ebx
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pop ecx
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pop ecx
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retn
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retn
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}
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}
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}
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}
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#pragma optimize( "", off )
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#pragma optimize( "", off )
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@ -236,9 +236,38 @@ namespace Components
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}
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}
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#endif
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#endif
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if (name == "body_urban_civ_female_a"s)
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if (type == Game::XAssetType::ASSET_TYPE_XMODEL)
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//if (name == "mp_body_tf141_lmg"s)
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//if (name == "body_urban_civ_female_a"s || name == "mp_body_opforce_arab_assault_a"s)
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{
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{
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const auto model = asset.model;
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if (!model->quats || !model->trans)
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{
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return;
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}
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// Update vertex weights
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//for (int i = 0; i < model->numLods; i++)
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//{
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// const auto lod = &model->lodInfo[i];
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// for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
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// {
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// auto vertsBlendOffset = 0u;
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// const auto surface = &lod->modelSurfs->surfs[surfIndex];
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// surface->partBits[0] = 0x00000000;
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// surface->partBits[1] = 0x00000000;
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// surface->partBits[2] = 0x00000000;
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// surface->partBits[3] = 0x00000000;
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// surface->partBits[4] = 0x00000000;
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// surface->partBits[5] = 0x00000000;
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// }
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//}
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//return;
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class QuatInt16
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class QuatInt16
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{
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{
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public:
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public:
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@ -253,94 +282,31 @@ namespace Components
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}
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}
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};
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};
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struct BoneEnsemble
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//
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{
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uint16_t name;
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Game::DObjAnimMat mat;
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Game::XBoneInfo info;
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int16_t quat[4];
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float trans[3];
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BoneEnsemble() {};
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BoneEnsemble(Game::XModel* model, int index)
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{
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name = model->boneNames[index];
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mat = model->baseMat[index];
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info = model->boneInfo[index];
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std::memcpy(quat, &model->quats[(index - 1) * 4], 4 * sizeof(uint16_t));
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std::memcpy(trans, &model->trans[(index - 1) * 3], 3 * sizeof(float));
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}
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};
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const auto equals = [](const BoneEnsemble& a, const BoneEnsemble& b)
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{
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if (a.name == b.name)
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{
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if (b.mat.transWeight != a.mat.transWeight)
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{
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return false;
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}
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for (size_t i = 0; i < 4; i++)
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{
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if (b.mat.quat[i] != a.mat.quat[i])
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{
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return false;
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}
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if (b.quat[i] != a.quat[i])
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{
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return false;
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}
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}
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for (size_t i = 0; i < 3; i++)
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{
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if (b.mat.trans[i] != a.mat.trans[i])
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{
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return false;
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}
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if (b.trans[i] != a.trans[i])
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{
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return false;
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}
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if (b.info.bounds.halfSize[i] != a.info.bounds.halfSize[i])
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{
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return false;
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}
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if (b.info.bounds.midPoint[i] != a.info.bounds.midPoint[i])
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{
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return false;
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}
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}
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if (b.info.radiusSquared != a.info.radiusSquared)
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{
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return false;
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}
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return true;
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}
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return false;
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};
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const auto model = asset.model;
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static std::vector<std::string> names{};
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static std::vector<std::string> names{};
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names.clear();
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for (auto i = 0; i < model->numBones; i++)
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for (auto i = 0; i < model->numBones; i++)
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{
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{
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const auto bone = model->boneNames[i];
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const auto bone = model->boneNames[i];
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const auto name = Game::SL_ConvertToString(bone);
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const auto name = Game::SL_ConvertToString(bone);
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names.push_back(name);
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names.push_back(
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std::format("{} => q({} {} {} {}) t({} {} {})",
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name,
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model->baseMat[i-1].quat[0],
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model->baseMat[i-1].quat[1],
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model->baseMat[i-1].quat[2],
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model->baseMat[i-1].quat[3],
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model->baseMat[i-1].trans[0],
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model->baseMat[i-1].trans[1],
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model->baseMat[i-1].trans[2]
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)
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);
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}
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}
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printf("");
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//
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const auto getIndexOfBone = [&](std::string name)
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const auto getIndexOfBone = [&](std::string name)
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{
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{
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for (uint8_t i = 0; i < model->numBones; i++)
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for (uint8_t i = 0; i < model->numBones; i++)
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@ -379,23 +345,73 @@ namespace Components
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return boneName;
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return boneName;
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};
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};
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const auto insertBone = [&](const std::string& boneName, uint8_t parentIndex)
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const auto insertBoneInPartbits = [&](int8_t atPosition, int* partBits, bool hasAnyWeight = false)
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{
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{
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constexpr auto LENGTH = 6;
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// Bit masks and bit shifting are a pain honestly
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std::vector<bool> flags{};
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int check[LENGTH]{};
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std::memcpy(check, partBits, LENGTH * sizeof(int));
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for (auto i = 0; i < LENGTH; i++)
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{
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for (signed int bitPosition = 32 - 1; bitPosition >= 0; bitPosition--)
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{
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flags.emplace_back((partBits[i] >> bitPosition) & 0x1);
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}
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}
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// copy parent flag
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const auto partBitIndex = atPosition / 32;
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const auto bitPosition = atPosition % 32; // The vector is already reversed so this should be correct
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flags.insert(flags.begin() + (partBitIndex * 32 + bitPosition), hasAnyWeight);
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flags.pop_back();
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// clear it
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for (auto i = 0; i < LENGTH; i++)
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{
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partBits[i] = 0;
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}
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// Write it
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for (auto i = 0; i < LENGTH; i++)
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{
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partBits[i] = 0;
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for (int bitPosition = 0; bitPosition < 32; bitPosition++)
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{
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const auto value = flags[i * 32 + 31 - bitPosition];
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partBits[i] |= (value << bitPosition);
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}
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}
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flags.clear();
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};
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const auto insertBone = [&](const std::string& boneName, const std::string& parentName)
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{
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assert(getIndexOfBone(boneName) == UCHAR_MAX);
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// Start with backing up parent links that we will have to restore
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// We'll restore them at the end
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std::map<std::string, std::string> parentsToRestore{};
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for (int i = model->numRootBones; i < model->numBones; i++)
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{
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parentsToRestore[Game::SL_ConvertToString(model->boneNames[i])] = getParentOfBone(i);
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}
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uint8_t newBoneCount = model->numBones + 1;
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uint8_t newBoneCount = model->numBones + 1;
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uint8_t newBoneCountMinusRoot = newBoneCount - model->numRootBones;
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uint8_t newBoneCountMinusRoot = newBoneCount - model->numRootBones;
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int atPosition = model->numBones;
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const auto parentIndex = getIndexOfBone(parentName);
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// Find best position to insert it
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assert(parentIndex != UCHAR_MAX);
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for (int index = model->numRootBones; index < model->numBones; index++)
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{
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int atPosition = parentIndex + 1;
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int parent = getParentIndexOfBone(index);
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if (parent >= parentIndex)
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{
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atPosition = index;
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break;
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}
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}
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const auto newBoneIndex = atPosition;
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const auto newBoneIndex = atPosition;
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const auto newBoneIndexMinusRoot = atPosition - model->numRootBones;
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const auto newBoneIndexMinusRoot = atPosition - model->numRootBones;
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@ -441,24 +457,18 @@ namespace Components
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Game::DObjAnimMat mat{};
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Game::DObjAnimMat mat{};
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// It's ABSOLUTE!
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mat = model->baseMat[parentIndex];
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mat = model->baseMat[parentIndex];
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boneInfo = model->boneInfo[parentIndex];
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boneInfo = model->boneInfo[parentIndex];
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// It's RELATIVE !
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uint16_t quat[4]{};
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uint16_t quat[4]{};
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std::memcpy(quat, &model->quats[(parentIndex - model->numRootBones) * sizeof(uint16_t)], ARRAYSIZE(quat) * sizeof(uint16_t));
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quat[3] = 32767; // 0 0 0 32767
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float trans[3]{};
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float trans[3]{};
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std::memcpy(trans, &model->trans[(parentIndex - model->numRootBones) * sizeof(float)], ARRAYSIZE(trans) * sizeof(float));
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//mat.quat[3] = 1.0f;
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mat.transWeight = 1.9999f; // Should be 1.9999 like everybody?
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//mat.trans[0] = -3.4;
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//mat.trans[1] = -6;
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//mat.trans[2] = 37;
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//mat.transWeight = 2.0f;
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uint8_t part = 5; // Unused ?
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newMats[newBoneIndex] = mat;
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newMats[newBoneIndex] = mat;
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newBoneInfo[newBoneIndex] = boneInfo;
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newBoneInfo[newBoneIndex] = boneInfo;
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@ -492,7 +502,8 @@ namespace Components
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for (int i = 0; i < model->numLods; i++)
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for (int i = 0; i < model->numLods; i++)
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{
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{
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const auto lod = &model->lodInfo[i];
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const auto lod = &model->lodInfo[i];
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size_t weightOffset = 0u;
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insertBoneInPartbits(atPosition, lod->partBits, false);
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insertBoneInPartbits(atPosition, lod->modelSurfs->partBits, false);
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for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
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for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
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{
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{
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@ -500,6 +511,15 @@ namespace Components
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const auto surface = &lod->modelSurfs->surfs[surfIndex];
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const auto surface = &lod->modelSurfs->surfs[surfIndex];
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//surface->partBits[0] = 0b00000000000000000000000000000000;
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//surface->partBits[1] = 0b01010101010101010101010101010101;
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//surface->partBits[2] = 0b00110011001100110011001100110011;
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//surface->partBits[3] = 0b00011100011100011100011100011100;
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//surface->partBits[4] = 0b00001111000011110000111100001111;
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//surface->partBits[5] = 0b00000111110000011111000001111100;
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insertBoneInPartbits(atPosition, surface->partBits, false);
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{
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{
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const auto fixVertexBlendIndex = [&](unsigned int offset) {
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const auto fixVertexBlendIndex = [&](unsigned int offset) {
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int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
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int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
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@ -507,14 +527,14 @@ namespace Components
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{
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{
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if (index < 0 || index >= model->numBones - 1)
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if (index < 0 || index >= model->numBones - 1)
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{
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{
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assert(false);
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//assert(false);
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}
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}
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index++;
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index++;
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surface->vertInfo.vertsBlend[offset] = index * sizeof(Game::DObjSkelMat);
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surface->vertInfo.vertsBlend[offset] = index * sizeof(Game::DObjSkelMat);
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}
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}
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};
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};
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// Fix bone offsets
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// Fix bone offsets
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if (surface->vertList)
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if (surface->vertList)
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@ -525,7 +545,7 @@ namespace Components
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auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
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auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
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if (index < 0 || index >= model->numBones - 1)
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if (index < 0 || index >= model->numBones - 1)
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{
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{
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assert(false);
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//assert(false);
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}
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}
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if (index >= atPosition)
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if (index >= atPosition)
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@ -560,7 +580,6 @@ namespace Components
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fixVertexBlendIndex(vertsBlendOffset + 1);
|
fixVertexBlendIndex(vertsBlendOffset + 1);
|
||||||
fixVertexBlendIndex(vertsBlendOffset + 3);
|
fixVertexBlendIndex(vertsBlendOffset + 3);
|
||||||
|
|
||||||
|
|
||||||
vertsBlendOffset += 5;
|
vertsBlendOffset += 5;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -581,136 +600,255 @@ namespace Components
|
|||||||
// TODO free memory of original lists
|
// TODO free memory of original lists
|
||||||
printf("");
|
printf("");
|
||||||
|
|
||||||
|
setParentIndexOfBone(atPosition, parentIndex);
|
||||||
|
|
||||||
|
// Restore parents
|
||||||
|
for (const auto& kv : parentsToRestore)
|
||||||
|
{
|
||||||
|
// Fix parents
|
||||||
|
const auto key = kv.first;
|
||||||
|
const auto beforeVal = kv.second;
|
||||||
|
|
||||||
|
const auto parentIndex = getIndexOfBone(beforeVal);
|
||||||
|
const auto index = getIndexOfBone(key);
|
||||||
|
setParentIndexOfBone(index, parentIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// check
|
||||||
|
for (const auto& kv : parentsToRestore)
|
||||||
|
{
|
||||||
|
const auto key = kv.first;
|
||||||
|
const auto beforeVal = kv.second;
|
||||||
|
|
||||||
|
const auto index = getIndexOfBone(key);
|
||||||
|
const auto afterVal = getParentOfBone(index);
|
||||||
|
|
||||||
|
if (beforeVal != afterVal)
|
||||||
|
{
|
||||||
|
printf("");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
//
|
||||||
|
|
||||||
return atPosition; // Bone index of added bone
|
return atPosition; // Bone index of added bone
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
const auto transferWeights = [&](const uint8_t origin, const uint8_t destination)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
|
||||||
|
const auto originalWeights = model->baseMat[origin].transWeight;
|
||||||
|
model->baseMat[origin].transWeight = model->baseMat[destination].transWeight;
|
||||||
|
model->baseMat[destination].transWeight = originalWeights;
|
||||||
|
|
||||||
|
for (int i = 0; i < model->numLods; i++)
|
||||||
|
{
|
||||||
|
const auto lod = &model->lodInfo[i];
|
||||||
|
|
||||||
|
for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
|
||||||
|
{
|
||||||
|
auto vertsBlendOffset = 0u;
|
||||||
|
|
||||||
|
const auto surface = &lod->modelSurfs->surfs[surfIndex];
|
||||||
|
{
|
||||||
|
const auto transferVertexBlendIndex = [&](unsigned int offset) {
|
||||||
|
int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
|
||||||
|
if (index == origin)
|
||||||
|
{
|
||||||
|
if (index < 0 || index >= model->numBones - 1)
|
||||||
|
{
|
||||||
|
assert(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
index = destination;
|
||||||
|
|
||||||
|
surface->vertInfo.vertsBlend[offset] = index * sizeof(Game::DObjSkelMat);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// Fix bone offsets
|
||||||
|
if (surface->vertList)
|
||||||
|
{
|
||||||
|
for (auto vertListIndex = 0u; vertListIndex < surface->vertListCount; vertListIndex++)
|
||||||
|
{
|
||||||
|
const auto vertList = &surface->vertList[vertListIndex];
|
||||||
|
auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
|
||||||
|
if (index < 0 || index >= model->numBones - 1)
|
||||||
|
{
|
||||||
|
assert(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (index == origin)
|
||||||
|
{
|
||||||
|
index = destination;
|
||||||
|
vertList->boneOffset = index * sizeof(Game::DObjSkelMat);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 1 bone weight
|
||||||
|
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
|
||||||
|
{
|
||||||
|
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||||
|
|
||||||
|
vertsBlendOffset += 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2 bone weights
|
||||||
|
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
|
||||||
|
{
|
||||||
|
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||||
|
transferVertexBlendIndex(vertsBlendOffset + 1);
|
||||||
|
|
||||||
|
vertsBlendOffset += 3;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3 bone weights
|
||||||
|
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
|
||||||
|
{
|
||||||
|
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||||
|
transferVertexBlendIndex(vertsBlendOffset + 1);
|
||||||
|
transferVertexBlendIndex(vertsBlendOffset + 3);
|
||||||
|
|
||||||
|
|
||||||
|
vertsBlendOffset += 5;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4 bone weights
|
||||||
|
for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
|
||||||
|
{
|
||||||
|
transferVertexBlendIndex(vertsBlendOffset + 0);
|
||||||
|
transferVertexBlendIndex(vertsBlendOffset + 1);
|
||||||
|
transferVertexBlendIndex(vertsBlendOffset + 3);
|
||||||
|
transferVertexBlendIndex(vertsBlendOffset + 5);
|
||||||
|
|
||||||
|
vertsBlendOffset += 7;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
auto indexOfSpine = getIndexOfBone("j_spinelower");
|
auto indexOfSpine = getIndexOfBone("j_spinelower");
|
||||||
if (indexOfSpine < UCHAR_MAX)
|
if (indexOfSpine < UCHAR_MAX)
|
||||||
{
|
{
|
||||||
const auto nameOfParent = getParentOfBone(indexOfSpine);
|
const auto nameOfParent = getParentOfBone(indexOfSpine);
|
||||||
const auto stabilizer = getIndexOfBone("torso_stabilizer");
|
|
||||||
const auto otherIndex = stabilizer - model->numRootBones;
|
|
||||||
|
|
||||||
|
if (getIndexOfBone("torso_stabilizer") == UCHAR_MAX)
|
||||||
{
|
{
|
||||||
|
// No stabilizer - let's do surgery
|
||||||
|
// We're trying to get there:
|
||||||
|
// tag_origin
|
||||||
|
// j_main_root
|
||||||
|
// pelvis
|
||||||
|
// j_hip_le
|
||||||
|
// j_hip_ri
|
||||||
|
// tag_stowed_hip_rear
|
||||||
|
// torso_stabilizer
|
||||||
|
// j_spinelower
|
||||||
|
// back_low
|
||||||
|
// j_spineupper
|
||||||
|
// back_mid
|
||||||
|
// j_spine4
|
||||||
|
|
||||||
|
|
||||||
const auto root = getIndexOfBone("j_mainroot");
|
const auto root = getIndexOfBone("j_mainroot");
|
||||||
if (root < UCHAR_MAX) {
|
if (root < UCHAR_MAX) {
|
||||||
|
|
||||||
//
|
#if true
|
||||||
std::map<std::string, std::string> parentsBefore{};
|
|
||||||
std::map<std::string, BoneEnsemble> bonesBefore{};
|
|
||||||
for (int i = model->numRootBones; i < model->numBones; i++)
|
|
||||||
{
|
|
||||||
parentsBefore[Game::SL_ConvertToString(model->boneNames[i])] = getParentOfBone(i);
|
|
||||||
bonesBefore[Game::SL_ConvertToString(model->boneNames[i])] = BoneEnsemble(model, i);
|
|
||||||
}
|
|
||||||
//
|
|
||||||
|
|
||||||
#if 0
|
|
||||||
// Add pelvis
|
// Add pelvis
|
||||||
auto indexOfPelvis = getIndexOfBone("pelvis");
|
const uint8_t indexOfPelvis = insertBone("pelvis", "j_mainroot");
|
||||||
if (indexOfPelvis == UCHAR_MAX)
|
transferWeights(root, indexOfPelvis);
|
||||||
{
|
|
||||||
indexOfPelvis = insertBone("pelvis", root);
|
|
||||||
|
|
||||||
parentsBefore["pelvis"] = "j_mainroot";
|
setParentIndexOfBone(getIndexOfBone("j_hip_le"), indexOfPelvis);
|
||||||
setParentIndexOfBone(indexOfPelvis, getIndexOfBone("j_mainroot"));
|
setParentIndexOfBone(getIndexOfBone("j_hip_ri"), indexOfPelvis);
|
||||||
|
setParentIndexOfBone(getIndexOfBone("tag_stowed_hip_rear"), indexOfPelvis);
|
||||||
|
|
||||||
assert(root == getIndexOfBone("j_mainroot"));
|
const uint8_t torsoStabilizer = insertBone("torso_stabilizer", "pelvis");
|
||||||
|
setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
|
||||||
|
|
||||||
parentsBefore["j_hip_le"] = "pelvis";
|
const uint8_t backLow = insertBone("back_low", "j_spinelower");
|
||||||
setParentIndexOfBone(getIndexOfBone("j_hip_le"), getIndexOfBone("pelvis"));
|
transferWeights(getIndexOfBone("j_spinelower"), backLow);
|
||||||
|
setParentIndexOfBone(getIndexOfBone("j_spineupper"), backLow);
|
||||||
|
|
||||||
parentsBefore["j_hip_ri"] = "pelvis";
|
const uint8_t backMid = insertBone("back_mid", "j_spineupper");
|
||||||
setParentIndexOfBone(getIndexOfBone("j_hip_ri"), getIndexOfBone("pelvis"));
|
transferWeights(getIndexOfBone("j_spineupper"), backMid);
|
||||||
|
setParentIndexOfBone(getIndexOfBone("j_spine4"), backMid);
|
||||||
|
|
||||||
parentsBefore["tag_stowed_hip_rear"] = "pelvis";
|
|
||||||
setParentIndexOfBone(getIndexOfBone("tag_stowed_hip_rear"), getIndexOfBone("pelvis"));
|
|
||||||
|
|
||||||
}
|
assert(root == getIndexOfBone("j_mainroot"));
|
||||||
|
|
||||||
uint8_t torsoStabilizer = insertBone("torso_stabilizer", indexOfPelvis);
|
|
||||||
assert(indexOfPelvis == getIndexOfBone("pelvis"));
|
assert(indexOfPelvis == getIndexOfBone("pelvis"));
|
||||||
|
assert(backLow == getIndexOfBone("back_low"));
|
||||||
|
assert(backMid == getIndexOfBone("back_mid"));
|
||||||
|
|
||||||
|
// Fix up torso stabilizer
|
||||||
|
model->baseMat[torsoStabilizer].quat[0] = 0.F;
|
||||||
|
model->baseMat[torsoStabilizer].quat[1] = 0.F;
|
||||||
|
model->baseMat[torsoStabilizer].quat[2] = 0.F;
|
||||||
|
model->baseMat[torsoStabilizer].quat[3] = 1.F;
|
||||||
|
|
||||||
|
const auto spineLowerM1 = getIndexOfBone("j_spinelower")-1;
|
||||||
|
|
||||||
|
//model->trans[(torsoStabilizer-model->numRootBones) * 3 + 0] = 2.0f;
|
||||||
|
//model->trans[(torsoStabilizer-model->numRootBones) * 3 + 1] = -5.0f;
|
||||||
|
//model->trans[(torsoStabilizer-model->numRootBones) * 3 + 2] = 2.0F;
|
||||||
|
|
||||||
|
model->trans[spineLowerM1 * 3 + 0] = 0.069828756;
|
||||||
|
model->trans[spineLowerM1 * 3 + 1] = -0.0f;
|
||||||
|
model->trans[spineLowerM1 * 3 + 2] = 5.2035017F;
|
||||||
|
|
||||||
|
//// Euler -180.000 88.572 -90.000
|
||||||
|
model->quats[(torsoStabilizer-model->numRootBones) * 4 + 0] = 16179; // 0.4952
|
||||||
|
model->quats[(torsoStabilizer-model->numRootBones) * 4 + 1] = 16586; // 0.5077
|
||||||
|
model->quats[(torsoStabilizer-model->numRootBones) * 4 + 2] = 16586; // 0.5077
|
||||||
|
model->quats[(torsoStabilizer-model->numRootBones) * 4 + 3] = 16178; // 0.4952
|
||||||
|
|
||||||
#else
|
#else
|
||||||
const auto parentIndex = 30;
|
const uint8_t torsoStabilizer = insertBone("torso_stabilizer", "j_mainroot");
|
||||||
uint8_t torsoStabilizer = insertBone("torso_stabilizer", parentIndex);
|
transferWeights(getIndexOfBone("j_mainroot"), getIndexOfBone("torso_stabilizer"));
|
||||||
//setParentIndexOfBone(torsoStabilizer, parentIndex);
|
setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if DEBUG
|
#if DEBUG
|
||||||
const auto newRoot = getIndexOfBone("j_mainroot");
|
const auto newRoot = getIndexOfBone("j_mainroot");
|
||||||
assert(root == newRoot);
|
assert(root == newRoot);
|
||||||
#endif
|
#endif
|
||||||
//parentsBefore["j_spinelower"] = "torso_stabilizer";
|
|
||||||
//setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
|
|
||||||
|
|
||||||
//parentsBefore["torso_stabilizer"] = "pelvis";
|
printf("");
|
||||||
//setParentIndexOfBone(torsoStabilizer, indexOfPelvis);
|
|
||||||
|
|
||||||
//
|
|
||||||
std::map<std::string, std::string> parentsAfter{};
|
|
||||||
std::map<std::string, BoneEnsemble> bonesAfter{};
|
|
||||||
for (int i = model->numRootBones; i < model->numBones; i++)
|
|
||||||
{
|
|
||||||
parentsAfter[Game::SL_ConvertToString(model->boneNames[i])] = getParentOfBone(i);
|
|
||||||
bonesAfter[Game::SL_ConvertToString(model->boneNames[i])] = BoneEnsemble(model, i);
|
|
||||||
}
|
|
||||||
//
|
|
||||||
|
|
||||||
for (const auto& kv : parentsBefore)
|
|
||||||
{
|
|
||||||
// Fix parents
|
|
||||||
const auto key = kv.first;
|
|
||||||
const auto beforeVal = kv.second;
|
|
||||||
const auto afterVal = parentsAfter[kv.first];
|
|
||||||
if (beforeVal != afterVal)
|
|
||||||
{
|
|
||||||
const auto parentIndex = getIndexOfBone(beforeVal);
|
|
||||||
const auto index = getIndexOfBone(key);
|
|
||||||
setParentIndexOfBone(index, parentIndex);
|
|
||||||
parentsAfter[Game::SL_ConvertToString(model->boneNames[index])] = getParentOfBone(index);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// check
|
|
||||||
for (const auto& kv : parentsBefore)
|
|
||||||
{
|
|
||||||
const auto key = kv.first;
|
|
||||||
const auto beforeVal = kv.second;
|
|
||||||
|
|
||||||
const auto afterVal = parentsAfter[key];
|
|
||||||
|
|
||||||
if (beforeVal != afterVal)
|
|
||||||
{
|
|
||||||
printf("");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//
|
|
||||||
|
|
||||||
//
|
|
||||||
for (const auto& kv : bonesBefore)
|
|
||||||
{
|
|
||||||
const auto key = kv.first;
|
|
||||||
const auto beforeVal = kv.second;
|
|
||||||
const auto afterVal = bonesAfter[kv.first];
|
|
||||||
if (equals(beforeVal, afterVal))
|
|
||||||
{
|
|
||||||
// good
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
printf("");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//
|
|
||||||
printf("");
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
printf("");
|
printf("");
|
||||||
}
|
}
|
||||||
|
|
||||||
printf("");
|
printf("");
|
||||||
|
|
||||||
|
//
|
||||||
|
names.clear();
|
||||||
|
for (auto i = 1; i < model->numBones; i++)
|
||||||
|
{
|
||||||
|
const auto bone = model->boneNames[i];
|
||||||
|
const auto name = Game::SL_ConvertToString(bone);
|
||||||
|
const auto m1 = i-1;
|
||||||
|
const auto fmt = std::format("{} => q({} {} {} {}) t({} {} {})",
|
||||||
|
name,
|
||||||
|
model->quats[m1 * 4 + 0],
|
||||||
|
model->quats[m1* 4 + 1],
|
||||||
|
model->quats[m1 * 4 + 2],
|
||||||
|
model->quats[m1 * 4 + 3],
|
||||||
|
model->trans[m1 * 3 + 0],
|
||||||
|
model->trans[m1* 3 +1],
|
||||||
|
model->trans[m1 * 3 +2]
|
||||||
|
);
|
||||||
|
names.push_back(
|
||||||
|
fmt
|
||||||
|
);
|
||||||
|
printf("");
|
||||||
|
}
|
||||||
|
|
||||||
|
printf("");
|
||||||
|
//
|
||||||
}
|
}
|
||||||
|
|
||||||
if (type == Game::ASSET_TYPE_MATERIAL && (name == "gfx_distortion_knife_trail" || name == "gfx_distortion_heat_far" || name == "gfx_distortion_ring_light" || name == "gfx_distortion_heat") && asset.material->info.sortKey >= 43)
|
if (type == Game::ASSET_TYPE_MATERIAL && (name == "gfx_distortion_knife_trail" || name == "gfx_distortion_heat_far" || name == "gfx_distortion_ring_light" || name == "gfx_distortion_heat") && asset.material->info.sortKey >= 43)
|
||||||
@ -770,7 +908,7 @@ namespace Components
|
|||||||
}
|
}
|
||||||
#pragma optimize( "", on )
|
#pragma optimize( "", on )
|
||||||
|
|
||||||
bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader *asset)
|
bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader* asset)
|
||||||
{
|
{
|
||||||
const char* name = Game::DB_GetXAssetNameHandlers[type](asset);
|
const char* name = Game::DB_GetXAssetNameHandlers[type](asset);
|
||||||
if (!name) return false;
|
if (!name) return false;
|
||||||
@ -811,12 +949,12 @@ namespace Components
|
|||||||
push eax
|
push eax
|
||||||
pushad
|
pushad
|
||||||
|
|
||||||
push [esp + 2Ch]
|
push[esp + 2Ch]
|
||||||
push [esp + 2Ch]
|
push[esp + 2Ch]
|
||||||
call AssetHandler::IsAssetEligible
|
call AssetHandler::IsAssetEligible
|
||||||
add esp, 8h
|
add esp, 8h
|
||||||
|
|
||||||
mov [esp + 20h], eax
|
mov[esp + 20h], eax
|
||||||
popad
|
popad
|
||||||
pop eax
|
pop eax
|
||||||
|
|
||||||
@ -828,9 +966,9 @@ namespace Components
|
|||||||
mov ecx, 5BB657h
|
mov ecx, 5BB657h
|
||||||
jmp ecx
|
jmp ecx
|
||||||
|
|
||||||
doNotLoad:
|
doNotLoad :
|
||||||
mov eax, [esp + 8h]
|
mov eax, [esp + 8h]
|
||||||
retn
|
retn
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -843,9 +981,9 @@ namespace Components
|
|||||||
{
|
{
|
||||||
AssetHandler::RestrictSignal.connect(callback);
|
AssetHandler::RestrictSignal.connect(callback);
|
||||||
|
|
||||||
return [callback](){
|
return [callback]() {
|
||||||
AssetHandler::RestrictSignal.disconnect(callback);
|
AssetHandler::RestrictSignal.disconnect(callback);
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
void AssetHandler::ClearRelocations()
|
void AssetHandler::ClearRelocations()
|
||||||
@ -1051,25 +1189,25 @@ namespace Components
|
|||||||
|
|
||||||
// Log missing empty assets
|
// Log missing empty assets
|
||||||
Scheduler::Loop([]
|
Scheduler::Loop([]
|
||||||
{
|
|
||||||
if (FastFiles::Ready() && !AssetHandler::EmptyAssets.empty())
|
|
||||||
{
|
{
|
||||||
for (auto& asset : AssetHandler::EmptyAssets)
|
if (FastFiles::Ready() && !AssetHandler::EmptyAssets.empty())
|
||||||
{
|
{
|
||||||
Logger::Warning(Game::CON_CHANNEL_FILES, "Could not load {} \"{}\".\n", Game::DB_GetXAssetTypeName(asset.first), asset.second);
|
for (auto& asset : AssetHandler::EmptyAssets)
|
||||||
}
|
{
|
||||||
|
Logger::Warning(Game::CON_CHANNEL_FILES, "Could not load {} \"{}\".\n", Game::DB_GetXAssetTypeName(asset.first), asset.second);
|
||||||
|
}
|
||||||
|
|
||||||
AssetHandler::EmptyAssets.clear();
|
AssetHandler::EmptyAssets.clear();
|
||||||
}
|
}
|
||||||
}, Scheduler::Pipeline::MAIN);
|
}, Scheduler::Pipeline::MAIN);
|
||||||
|
|
||||||
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool*)
|
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool*)
|
||||||
{
|
|
||||||
if (Dvar::Var("r_noVoid").get<bool>() && type == Game::ASSET_TYPE_XMODEL && name == "void")
|
|
||||||
{
|
{
|
||||||
asset.model->numLods = 0;
|
if (Dvar::Var("r_noVoid").get<bool>() && type == Game::ASSET_TYPE_XMODEL && name == "void")
|
||||||
}
|
{
|
||||||
});
|
asset.model->numLods = 0;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
Game::ReallocateAssetPool(Game::ASSET_TYPE_GAMEWORLD_SP, 1);
|
Game::ReallocateAssetPool(Game::ASSET_TYPE_GAMEWORLD_SP, 1);
|
||||||
Game::ReallocateAssetPool(Game::ASSET_TYPE_IMAGE, ZoneBuilder::IsEnabled() ? 14336 * 2 : 7168);
|
Game::ReallocateAssetPool(Game::ASSET_TYPE_IMAGE, ZoneBuilder::IsEnabled() ? 14336 * 2 : 7168);
|
||||||
|
@ -298,8 +298,27 @@ namespace Components
|
|||||||
return Game::Dvar_RegisterBool(dvarName, value_, flags, description);
|
return Game::Dvar_RegisterBool(dvarName, value_, flags, description);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DObjCalcAnim(Game::DObj *a1, int *partBits, Game::XAnimCalcAnimInfo *a3)
|
||||||
|
{
|
||||||
|
printf("");
|
||||||
|
|
||||||
|
if (a1->models[0]->name == "body_urban_civ_female_a"s)
|
||||||
|
{
|
||||||
|
printf("");
|
||||||
|
}
|
||||||
|
|
||||||
|
Utils::Hook::Call<void(Game::DObj*, int*, Game::XAnimCalcAnimInfo*)>(0x49E230)(a1, partBits, a3);
|
||||||
|
|
||||||
|
printf("");
|
||||||
|
}
|
||||||
|
|
||||||
QuickPatch::QuickPatch()
|
QuickPatch::QuickPatch()
|
||||||
{
|
{
|
||||||
|
// Do not call DObjCalcAnim
|
||||||
|
Utils::Hook(0x6508C4, DObjCalcAnim, HOOK_CALL).install()->quick();
|
||||||
|
Utils::Hook(0x06508F6, DObjCalcAnim, HOOK_CALL).install()->quick();
|
||||||
|
|
||||||
|
|
||||||
// Filtering any mapents that is intended for Spec:Ops gamemode (CODO) and prevent them from spawning
|
// Filtering any mapents that is intended for Spec:Ops gamemode (CODO) and prevent them from spawning
|
||||||
Utils::Hook(0x5FBD6E, QuickPatch::IsDynClassname_Stub, HOOK_CALL).install()->quick();
|
Utils::Hook(0x5FBD6E, QuickPatch::IsDynClassname_Stub, HOOK_CALL).install()->quick();
|
||||||
|
|
||||||
|
@ -713,6 +713,32 @@ namespace Components
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DebugTest()
|
||||||
|
{
|
||||||
|
//auto clientNum = Game::CG_GetClientNum();
|
||||||
|
//auto* clientEntity = &Game::g_entities[clientNum];
|
||||||
|
|
||||||
|
//// Ingame only & player only
|
||||||
|
//if (!Game::CL_IsCgameInitialized() || clientEntity->client == nullptr)
|
||||||
|
//{
|
||||||
|
// return;
|
||||||
|
//}
|
||||||
|
|
||||||
|
|
||||||
|
//static std::string str = "";
|
||||||
|
|
||||||
|
//str += std::format("\n{} => {} {} {} {} {} {}", "s.partBits", clientEntity->s.partBits[0], clientEntity->s.partBits[1], clientEntity->s.partBits[2], clientEntity->s.partBits[3], clientEntity->s.partBits[4], clientEntity->s.partBits[5]);
|
||||||
|
//
|
||||||
|
|
||||||
|
//const auto clientNumber = clientEntity->r.ownerNum.number;
|
||||||
|
//Game::scene->sceneDObj[clientNumber].obj->hidePartBits;
|
||||||
|
|
||||||
|
//str += std::format("\n{} => {} {} {} {} {} {}", "DOBJ hidePartBits", clientEntity->s.partBits[0], clientEntity->s.partBits[1], clientEntity->s.partBits[2], clientEntity->s.partBits[3], clientEntity->s.partBits[4], clientEntity->s.partBits[5]);
|
||||||
|
|
||||||
|
//Game::R_AddCmdDrawText();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
Renderer::Renderer()
|
Renderer::Renderer()
|
||||||
{
|
{
|
||||||
if (Dedicated::IsEnabled()) return;
|
if (Dedicated::IsEnabled()) return;
|
||||||
@ -731,6 +757,7 @@ namespace Components
|
|||||||
ListSamplers();
|
ListSamplers();
|
||||||
DrawPrimaryLights();
|
DrawPrimaryLights();
|
||||||
DebugDrawClipmap();
|
DebugDrawClipmap();
|
||||||
|
DebugTest();
|
||||||
}
|
}
|
||||||
}, Scheduler::Pipeline::RENDERER);
|
}, Scheduler::Pipeline::RENDERER);
|
||||||
|
|
||||||
|
@ -8368,9 +8368,23 @@ namespace Game
|
|||||||
{
|
{
|
||||||
DSkelPartBits partBits;
|
DSkelPartBits partBits;
|
||||||
int timeStamp;
|
int timeStamp;
|
||||||
/*DObjAnimMat*/void* mat;
|
DObjAnimMat* mat;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct bitarray
|
||||||
|
{
|
||||||
|
int array[6];
|
||||||
|
};
|
||||||
|
|
||||||
|
/* 1923 */
|
||||||
|
struct XAnimCalcAnimInfo
|
||||||
|
{
|
||||||
|
DObjAnimMat rotTransArray[1152];
|
||||||
|
bitarray animPartBits;
|
||||||
|
bitarray ignorePartBits;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
struct DObj
|
struct DObj
|
||||||
{
|
{
|
||||||
/*XAnimTree_s*/ void* tree;
|
/*XAnimTree_s*/ void* tree;
|
||||||
|
Loading…
Reference in New Issue
Block a user