This commit is contained in:
Louvenarde 2024-01-25 01:52:56 +01:00
parent e2b78b44a4
commit 1bd6f0c4ad
4 changed files with 449 additions and 251 deletions

View File

@ -160,7 +160,7 @@ namespace Components
// Check if custom handler should be bypassed
call AssetHandler::HasThreadBypass
mov [esp + 20h], eax
mov[esp + 20h], eax
popad
pop eax
@ -180,14 +180,14 @@ namespace Components
add esp, 8h
mov [esp + 20h], eax
mov[esp + 20h], eax
popad
pop eax
test eax, eax
jnz finishFound
checkTempAssets:
checkTempAssets :
mov al, AssetHandler::ShouldSearchTempAssets // check to see if enabled
test eax, eax
jz finishOriginal
@ -205,14 +205,14 @@ namespace Components
test eax, eax
jnz finishFound
finishOriginal:
finishOriginal :
// Asset not found using custom handlers or in temp assets or bypasses were enabled
// redirect to DB_FindXAssetHeader
mov ebx, ds:6D7190h // InterlockedDecrement
mov ebx, ds : 6D7190h // InterlockedDecrement
mov eax, 40793Bh
jmp eax
finishFound:
finishFound :
pop edi
pop esi
pop ebp
@ -236,9 +236,38 @@ namespace Components
}
#endif
if (name == "body_urban_civ_female_a"s)
//if (name == "mp_body_tf141_lmg"s)
if (type == Game::XAssetType::ASSET_TYPE_XMODEL)
//if (name == "body_urban_civ_female_a"s || name == "mp_body_opforce_arab_assault_a"s)
{
const auto model = asset.model;
if (!model->quats || !model->trans)
{
return;
}
// Update vertex weights
//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];
// surface->partBits[0] = 0x00000000;
// surface->partBits[1] = 0x00000000;
// surface->partBits[2] = 0x00000000;
// surface->partBits[3] = 0x00000000;
// surface->partBits[4] = 0x00000000;
// surface->partBits[5] = 0x00000000;
// }
//}
//return;
class QuatInt16
{
public:
@ -253,94 +282,31 @@ namespace Components
}
};
struct BoneEnsemble
{
uint16_t name;
Game::DObjAnimMat mat;
Game::XBoneInfo info;
int16_t quat[4];
float trans[3];
BoneEnsemble() {};
BoneEnsemble(Game::XModel* model, int index)
{
name = model->boneNames[index];
mat = model->baseMat[index];
info = model->boneInfo[index];
std::memcpy(quat, &model->quats[(index - 1) * 4], 4 * sizeof(uint16_t));
std::memcpy(trans, &model->trans[(index - 1) * 3], 3 * sizeof(float));
}
};
const auto equals = [](const BoneEnsemble& a, const BoneEnsemble& b)
{
if (a.name == b.name)
{
if (b.mat.transWeight != a.mat.transWeight)
{
return false;
}
for (size_t i = 0; i < 4; i++)
{
if (b.mat.quat[i] != a.mat.quat[i])
{
return false;
}
if (b.quat[i] != a.quat[i])
{
return false;
}
}
for (size_t i = 0; i < 3; i++)
{
if (b.mat.trans[i] != a.mat.trans[i])
{
return false;
}
if (b.trans[i] != a.trans[i])
{
return false;
}
if (b.info.bounds.halfSize[i] != a.info.bounds.halfSize[i])
{
return false;
}
if (b.info.bounds.midPoint[i] != a.info.bounds.midPoint[i])
{
return false;
}
}
if (b.info.radiusSquared != a.info.radiusSquared)
{
return false;
}
return true;
}
return false;
};
const auto model = asset.model;
//
static std::vector<std::string> names{};
names.clear();
for (auto i = 0; i < model->numBones; i++)
{
const auto bone = model->boneNames[i];
const auto name = Game::SL_ConvertToString(bone);
names.push_back(name);
names.push_back(
std::format("{} => q({} {} {} {}) t({} {} {})",
name,
model->baseMat[i-1].quat[0],
model->baseMat[i-1].quat[1],
model->baseMat[i-1].quat[2],
model->baseMat[i-1].quat[3],
model->baseMat[i-1].trans[0],
model->baseMat[i-1].trans[1],
model->baseMat[i-1].trans[2]
)
);
}
printf("");
//
const auto getIndexOfBone = [&](std::string name)
{
for (uint8_t i = 0; i < model->numBones; i++)
@ -379,23 +345,73 @@ namespace Components
return boneName;
};
const auto insertBone = [&](const std::string& boneName, uint8_t parentIndex)
const auto insertBoneInPartbits = [&](int8_t atPosition, int* partBits, bool hasAnyWeight = false)
{
constexpr auto LENGTH = 6;
// Bit masks and bit shifting are a pain honestly
std::vector<bool> flags{};
int check[LENGTH]{};
std::memcpy(check, partBits, LENGTH * sizeof(int));
for (auto i = 0; i < LENGTH; i++)
{
for (signed int bitPosition = 32 - 1; bitPosition >= 0; bitPosition--)
{
flags.emplace_back((partBits[i] >> bitPosition) & 0x1);
}
}
// copy parent flag
const auto partBitIndex = atPosition / 32;
const auto bitPosition = atPosition % 32; // The vector is already reversed so this should be correct
flags.insert(flags.begin() + (partBitIndex * 32 + bitPosition), hasAnyWeight);
flags.pop_back();
// clear it
for (auto i = 0; i < LENGTH; i++)
{
partBits[i] = 0;
}
// Write it
for (auto i = 0; i < LENGTH; i++)
{
partBits[i] = 0;
for (int bitPosition = 0; bitPosition < 32; bitPosition++)
{
const auto value = flags[i * 32 + 31 - bitPosition];
partBits[i] |= (value << bitPosition);
}
}
flags.clear();
};
const auto insertBone = [&](const std::string& boneName, const std::string& parentName)
{
assert(getIndexOfBone(boneName) == UCHAR_MAX);
// Start with backing up parent links that we will have to restore
// We'll restore them at the end
std::map<std::string, std::string> parentsToRestore{};
for (int i = model->numRootBones; i < model->numBones; i++)
{
parentsToRestore[Game::SL_ConvertToString(model->boneNames[i])] = getParentOfBone(i);
}
uint8_t newBoneCount = model->numBones + 1;
uint8_t newBoneCountMinusRoot = newBoneCount - model->numRootBones;
int atPosition = model->numBones;
const auto parentIndex = getIndexOfBone(parentName);
// Find best position to insert it
for (int index = model->numRootBones; index < model->numBones; index++)
{
int parent = getParentIndexOfBone(index);
if (parent >= parentIndex)
{
atPosition = index;
break;
}
}
assert(parentIndex != UCHAR_MAX);
int atPosition = parentIndex + 1;
const auto newBoneIndex = atPosition;
const auto newBoneIndexMinusRoot = atPosition - model->numRootBones;
@ -441,24 +457,18 @@ namespace Components
Game::DObjAnimMat mat{};
// It's ABSOLUTE!
mat = model->baseMat[parentIndex];
boneInfo = model->boneInfo[parentIndex];
// It's RELATIVE !
uint16_t quat[4]{};
std::memcpy(quat, &model->quats[(parentIndex - model->numRootBones) * sizeof(uint16_t)], ARRAYSIZE(quat) * sizeof(uint16_t));
quat[3] = 32767; // 0 0 0 32767
float trans[3]{};
std::memcpy(trans, &model->trans[(parentIndex - model->numRootBones) * sizeof(float)], ARRAYSIZE(trans) * sizeof(float));
//mat.quat[3] = 1.0f;
//mat.trans[0] = -3.4;
//mat.trans[1] = -6;
//mat.trans[2] = 37;
//mat.transWeight = 2.0f;
uint8_t part = 5; // Unused ?
mat.transWeight = 1.9999f; // Should be 1.9999 like everybody?
newMats[newBoneIndex] = mat;
newBoneInfo[newBoneIndex] = boneInfo;
@ -492,7 +502,8 @@ namespace Components
for (int i = 0; i < model->numLods; i++)
{
const auto lod = &model->lodInfo[i];
size_t weightOffset = 0u;
insertBoneInPartbits(atPosition, lod->partBits, false);
insertBoneInPartbits(atPosition, lod->modelSurfs->partBits, false);
for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
{
@ -500,6 +511,15 @@ namespace Components
const auto surface = &lod->modelSurfs->surfs[surfIndex];
//surface->partBits[0] = 0b00000000000000000000000000000000;
//surface->partBits[1] = 0b01010101010101010101010101010101;
//surface->partBits[2] = 0b00110011001100110011001100110011;
//surface->partBits[3] = 0b00011100011100011100011100011100;
//surface->partBits[4] = 0b00001111000011110000111100001111;
//surface->partBits[5] = 0b00000111110000011111000001111100;
insertBoneInPartbits(atPosition, surface->partBits, false);
{
const auto fixVertexBlendIndex = [&](unsigned int offset) {
int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
@ -507,7 +527,7 @@ namespace Components
{
if (index < 0 || index >= model->numBones - 1)
{
assert(false);
//assert(false);
}
index++;
@ -525,7 +545,7 @@ namespace Components
auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
if (index < 0 || index >= model->numBones - 1)
{
assert(false);
//assert(false);
}
if (index >= atPosition)
@ -560,7 +580,6 @@ namespace Components
fixVertexBlendIndex(vertsBlendOffset + 1);
fixVertexBlendIndex(vertsBlendOffset + 3);
vertsBlendOffset += 5;
}
@ -581,129 +600,222 @@ namespace Components
// TODO free memory of original lists
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
};
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");
if (indexOfSpine < UCHAR_MAX)
{
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");
if (root < UCHAR_MAX) {
//
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
#if true
// Add pelvis
auto indexOfPelvis = getIndexOfBone("pelvis");
if (indexOfPelvis == UCHAR_MAX)
{
indexOfPelvis = insertBone("pelvis", root);
const uint8_t indexOfPelvis = insertBone("pelvis", "j_mainroot");
transferWeights(root, indexOfPelvis);
setParentIndexOfBone(getIndexOfBone("j_hip_le"), indexOfPelvis);
setParentIndexOfBone(getIndexOfBone("j_hip_ri"), indexOfPelvis);
setParentIndexOfBone(getIndexOfBone("tag_stowed_hip_rear"), indexOfPelvis);
const uint8_t torsoStabilizer = insertBone("torso_stabilizer", "pelvis");
setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
const uint8_t backLow = insertBone("back_low", "j_spinelower");
transferWeights(getIndexOfBone("j_spinelower"), backLow);
setParentIndexOfBone(getIndexOfBone("j_spineupper"), backLow);
const uint8_t backMid = insertBone("back_mid", "j_spineupper");
transferWeights(getIndexOfBone("j_spineupper"), backMid);
setParentIndexOfBone(getIndexOfBone("j_spine4"), backMid);
parentsBefore["pelvis"] = "j_mainroot";
setParentIndexOfBone(indexOfPelvis, getIndexOfBone("j_mainroot"));
assert(root == getIndexOfBone("j_mainroot"));
parentsBefore["j_hip_le"] = "pelvis";
setParentIndexOfBone(getIndexOfBone("j_hip_le"), getIndexOfBone("pelvis"));
parentsBefore["j_hip_ri"] = "pelvis";
setParentIndexOfBone(getIndexOfBone("j_hip_ri"), getIndexOfBone("pelvis"));
parentsBefore["tag_stowed_hip_rear"] = "pelvis";
setParentIndexOfBone(getIndexOfBone("tag_stowed_hip_rear"), getIndexOfBone("pelvis"));
}
uint8_t torsoStabilizer = insertBone("torso_stabilizer", indexOfPelvis);
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
const auto parentIndex = 30;
uint8_t torsoStabilizer = insertBone("torso_stabilizer", parentIndex);
//setParentIndexOfBone(torsoStabilizer, parentIndex);
const uint8_t torsoStabilizer = insertBone("torso_stabilizer", "j_mainroot");
transferWeights(getIndexOfBone("j_mainroot"), getIndexOfBone("torso_stabilizer"));
setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
#endif
#if DEBUG
const auto newRoot = getIndexOfBone("j_mainroot");
assert(root == newRoot);
#endif
//parentsBefore["j_spinelower"] = "torso_stabilizer";
//setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
//parentsBefore["torso_stabilizer"] = "pelvis";
//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("");
}
}
@ -711,6 +823,32 @@ namespace Components
}
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)
@ -770,7 +908,7 @@ namespace Components
}
#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);
if (!name) return false;
@ -811,12 +949,12 @@ namespace Components
push eax
pushad
push [esp + 2Ch]
push [esp + 2Ch]
push[esp + 2Ch]
push[esp + 2Ch]
call AssetHandler::IsAssetEligible
add esp, 8h
mov [esp + 20h], eax
mov[esp + 20h], eax
popad
pop eax
@ -828,7 +966,7 @@ namespace Components
mov ecx, 5BB657h
jmp ecx
doNotLoad:
doNotLoad :
mov eax, [esp + 8h]
retn
}
@ -843,7 +981,7 @@ namespace Components
{
AssetHandler::RestrictSignal.connect(callback);
return [callback](){
return [callback]() {
AssetHandler::RestrictSignal.disconnect(callback);
};
}

View File

@ -298,8 +298,27 @@ namespace Components
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()
{
// 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
Utils::Hook(0x5FBD6E, QuickPatch::IsDynClassname_Stub, HOOK_CALL).install()->quick();

View File

@ -713,6 +713,32 @@ namespace Components
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()
{
if (Dedicated::IsEnabled()) return;
@ -731,6 +757,7 @@ namespace Components
ListSamplers();
DrawPrimaryLights();
DebugDrawClipmap();
DebugTest();
}
}, Scheduler::Pipeline::RENDERER);

View File

@ -8368,9 +8368,23 @@ namespace Game
{
DSkelPartBits partBits;
int timeStamp;
/*DObjAnimMat*/void* mat;
DObjAnimMat* mat;
};
struct bitarray
{
int array[6];
};
/* 1923 */
struct XAnimCalcAnimInfo
{
DObjAnimMat rotTransArray[1152];
bitarray animPartBits;
bitarray ignorePartBits;
};
struct DObj
{
/*XAnimTree_s*/ void* tree;