Remove red fx in debug mode and load training maps
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parent
5c648250b6
commit
76b9d5a475
@ -137,6 +137,14 @@ namespace Components
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asset->material->sortKey = 0xE;
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asset->material->sortKey = 0xE;
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}
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}
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#ifdef DEBUG
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// This is bad! We still want to see red-fxs in release mode
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if (type == Game::XAssetType::ASSET_TYPE_XMODEL && name == "void"s)
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{
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asset->model->numLods = 0;
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}
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#endif
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if (Flags::HasFlag("entries"))
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if (Flags::HasFlag("entries"))
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{
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{
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OutputDebugStringA(Utils::String::VA("%s: %d: %s\n", FastFiles::Current().data(), type, name));
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OutputDebugStringA(Utils::String::VA("%s: %d: %s\n", FastFiles::Current().data(), type, name));
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@ -128,7 +128,8 @@ namespace Components
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//Maps::OverrideMapEnts(asset.mapEnts);
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//Maps::OverrideMapEnts(asset.mapEnts);
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}
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}
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if (type == Game::XAssetType::ASSET_TYPE_MENU && Zones::Version() >= 359)
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// This is broken
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if ((type == Game::XAssetType::ASSET_TYPE_MENU || type == Game::XAssetType::ASSET_TYPE_MENUFILE) && Zones::Version() >= 359)
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{
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{
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*restrict = true;
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*restrict = true;
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return;
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return;
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