Fixed clipmap trigger brushmodel conversion (correct indexing)
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9b86825713
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@ -887,8 +887,6 @@ namespace Assets
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// add triggers to mapEnts
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// add triggers to mapEnts
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clipMap->mapEnts->trigger.count = clipMap->numSubModels;
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clipMap->mapEnts->trigger.count = clipMap->numSubModels;
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clipMap->mapEnts->trigger.hullCount = clipMap->numSubModels;
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clipMap->mapEnts->trigger.hullCount = clipMap->numSubModels;
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clipMap->mapEnts->trigger.slabCount = clipMap->numSubModels * 1000;
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clipMap->mapEnts->trigger.slabCount = clipMap->numSubModels * 1000;
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@ -899,6 +897,11 @@ namespace Assets
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int hullCountSoFar = 0;
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int hullCountSoFar = 0;
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int slabCountSoFar = 0;
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int slabCountSoFar = 0;
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//int skipped = 0;
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Utils::Entities memEnts(clipMap->mapEnts->entityString);
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std::vector<int> radioTriggers = memEnts.getRadioTriggerModels();
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for (int i = 0; i < clipMap->numSubModels; ++i)
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for (int i = 0; i < clipMap->numSubModels; ++i)
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{
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{
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@ -908,42 +911,45 @@ namespace Assets
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Game::TriggerModel trigMod = {};
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Game::TriggerModel trigMod = {};
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trigMod.hullCount = 1;
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trigMod.hullCount = 1;
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trigMod.firstHull = 0;
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trigMod.firstHull = i /*- skipped*/;
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trigMod.contents = clipMap->cmodels[i].leaf.brushContents | clipMap->cmodels[i].leaf.terrainContents;;
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trigMod.contents = clipMap->cmodels[i].leaf.brushContents | clipMap->cmodels[i].leaf.terrainContents;;
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auto* node = &clipMap->leafbrushNodes[clipMap->cmodels[i].leaf.leafBrushNode];
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auto* node = &clipMap->leafbrushNodes[clipMap->cmodels[i].leaf.leafBrushNode];
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if (!node->leafBrushCount) continue; // skip empty brushes
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if (node->leafBrushCount) {
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////skipped++;
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//continue; // skip empty brushes
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int baseHull = hullCountSoFar;
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int baseHull = hullCountSoFar;
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for (int j = 0; j < node->leafBrushCount; ++j)
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for (int j = 0; j < node->leafBrushCount; ++j)
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{
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auto* brush = &clipMap->brushes[node->data.leaf.brushes[j]];
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auto baseSlab = slabCountSoFar;
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for (int k = 0; k < brush->numsides; ++k)
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{
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{
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Game::TriggerSlab curSlab;
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auto* brush = &clipMap->brushes[node->data.leaf.brushes[j]];
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curSlab.dir[0] = brush->sides[k].plane->normal[0];
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curSlab.dir[1] = brush->sides[k].plane->normal[1];
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curSlab.dir[2] = brush->sides[k].plane->normal[2];
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curSlab.halfSize = brush->sides[k].plane->dist;
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curSlab.midPoint = 0.0f; // ??
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slabs[slabCountSoFar] = curSlab;
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auto baseSlab = slabCountSoFar;
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slabCountSoFar++;
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for (int k = 0; k < brush->numsides; ++k)
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{
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Game::TriggerSlab curSlab;
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curSlab.dir[0] = brush->sides[k].plane->normal[0];
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curSlab.dir[1] = brush->sides[k].plane->normal[1];
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curSlab.dir[2] = brush->sides[k].plane->normal[2];
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curSlab.halfSize = brush->sides[k].plane->dist;
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curSlab.midPoint = 0.0f; // ??
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slabs[slabCountSoFar] = curSlab;
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slabCountSoFar++;
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}
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trigHull.firstSlab = baseSlab;
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trigHull.slabCount = slabCountSoFar - baseSlab;
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}
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}
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trigHull.firstSlab = baseSlab;
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trigHull.slabCount = slabCountSoFar - baseSlab;
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}
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}
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models[i] = trigMod;
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models[i/* - skipped*/] = trigMod;
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hulls[i] = trigHull;
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hulls[i/* - skipped*/] = trigHull;
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hullCountSoFar++;
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hullCountSoFar++;
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}
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}
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clipMap->mapEnts->trigger.models = &models[0];;
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clipMap->mapEnts->trigger.models = &models[0];
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clipMap->mapEnts->trigger.hulls = &hulls[0];
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clipMap->mapEnts->trigger.hulls = &hulls[0];
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clipMap->mapEnts->trigger.slabs = &slabs[0];
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clipMap->mapEnts->trigger.slabs = &slabs[0];
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