Model stuff
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@ -48,17 +48,26 @@ namespace Assets
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surf->surfaces = builder->GetAllocator()->AllocateArray<Game::XSurface>(model->numSurfaces);
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surf->numSurfaces = model->numSurfaces;
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ZeroMemory(&model->lods[0], sizeof(Game::XModelLodInfo));
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model->lods[0].numSurfs = model->numSurfaces;
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model->lods[0].surfaces = surf;
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model->numLods = 1;
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// Reset surfaces in remaining lods
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for (unsigned int i = 1; i < 4; ++i)
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{
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ZeroMemory(&model->lods[i], sizeof(Game::XModelLodInfo));
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}
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model->lods[0].dist = reader.Read<float>();
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model->lods[0].numSurfs = reader.Read<short>();
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model->lods[0].maxSurfs = reader.Read<short>();
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model->lods[0].partBits[0] = reader.Read<int>();
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model->lods[0].partBits[1] = reader.Read<int>();
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model->lods[0].partBits[2] = reader.Read<int>();
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model->lods[0].partBits[3] = reader.Read<int>();
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model->lods[0].numSurfs = model->numSurfaces; // This is needed in case we have more than 1 LOD
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model->lods[0].surfaces = surf;
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model->lods[0].surfs = surf->surfaces;
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model->numLods = 1;
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// Read surfaces
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for (int i = 0; i < surf->numSurfaces; ++i)
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{
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@ -207,6 +216,11 @@ namespace Assets
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Game::XModel* dest = buffer->Dest<Game::XModel>();
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buffer->Save(asset);
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if(asset->name == "viewmodel_m40a3"s)
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{
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OutputDebugStringA("");
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}
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buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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@ -165,6 +165,11 @@ namespace Components
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void FileSystem::RegisterFolders()
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{
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if (ZoneBuilder::IsEnabled())
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{
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FileSystem::RegisterFolder("zonedata");
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}
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FileSystem::RegisterFolder("userraw");
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}
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@ -1419,11 +1419,12 @@ namespace Game
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struct XModelLodInfo
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{
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char pad[4];
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float dist;
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short numSurfs; // +4
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short maxSurfs;// +6
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XModelSurfs* surfaces; // +8
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char pad3[24]; // +12
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int partBits[4];
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char pad3[8]; // +12
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XSurface* surfs;
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char pad4[4];
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};
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