[IGfxWorld] Code styling
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e93831319f
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@ -85,8 +85,6 @@ namespace Assets
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage->name);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage->name);
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}
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}
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if (asset->dpvs.surfaces)
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if (asset->dpvs.surfaces)
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{
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{
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for (int i = 0; i < asset->dpvsSurfaceCount; ++i)
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for (int i = 0; i < asset->dpvsSurfaceCount; ++i)
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@ -266,7 +264,6 @@ namespace Assets
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// saveGfxWorldVertexLayerData
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// saveGfxWorldVertexLayerData
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{
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{
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if (asset->vld.data)
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if (asset->vld.data)
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{
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{
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// no align for char
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// no align for char
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@ -389,7 +386,7 @@ namespace Assets
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Game::GfxSurface* destSurfaceTable = buffer->dest<Game::GfxSurface>();
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Game::GfxSurface* destSurfaceTable = buffer->dest<Game::GfxSurface>();
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buffer->saveArray(asset->surfaces, world->dpvsSurfaceCount);
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buffer->saveArray(asset->surfaces, world->dpvsSurfaceCount);
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for (int i = 0; i < world->dpvsSurfaceCount; i++)
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for (int i = 0; i < world->dpvsSurfaceCount; ++i)
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{
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{
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Game::GfxSurface* surface = &asset->surfaces[i];
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Game::GfxSurface* surface = &asset->surfaces[i];
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Game::GfxSurface* destSurface = &destSurfaceTable[i];
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Game::GfxSurface* destSurface = &destSurfaceTable[i];
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@ -420,7 +417,7 @@ namespace Assets
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Game::GfxStaticModelDrawInst* destModelTable = buffer->dest<Game::GfxStaticModelDrawInst>();
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Game::GfxStaticModelDrawInst* destModelTable = buffer->dest<Game::GfxStaticModelDrawInst>();
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buffer->saveArray(asset->smodelDrawInsts, asset->smodelCount);
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buffer->saveArray(asset->smodelDrawInsts, asset->smodelCount);
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for (unsigned int i = 0; i < asset->smodelCount; i++)
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for (unsigned int i = 0; i < asset->smodelCount; ++i)
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{
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{
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Game::GfxStaticModelDrawInst* model = &asset->smodelDrawInsts[i];
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Game::GfxStaticModelDrawInst* model = &asset->smodelDrawInsts[i];
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Game::GfxStaticModelDrawInst* destModel = &destModelTable[i];
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Game::GfxStaticModelDrawInst* destModel = &destModelTable[i];
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@ -480,9 +477,9 @@ namespace Assets
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}
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}
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// this covers [0][0], [1][0], [0][1], [1][1], [0][2], [1][2]
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// this covers [0][0], [1][0], [0][1], [1][1], [0][2], [1][2]
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for (char i = 0; i < 3; i++)
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for (char i = 0; i < 3; ++i)
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{
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{
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for (char j = 0; j < 2; j++)
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for (char j = 0; j < 2; ++j)
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{
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{
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if (asset->dynEntVisData[j][i])
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if (asset->dynEntVisData[j][i])
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{
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{
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@ -498,7 +495,7 @@ namespace Assets
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void IGfxWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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void IGfxWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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{
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AssertSize(Game::GfxWorld, 0x274);
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AssertSize(Game::GfxWorld, 628);
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Utils::Stream* buffer = builder->getBuffer();
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Utils::Stream* buffer = builder->getBuffer();
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Game::GfxWorld* asset = header.gfxWorld;
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Game::GfxWorld* asset = header.gfxWorld;
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