[ZoneBuilder] Some clipmap fixes (which don't work 😦)
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66c35f7f47
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@ -49,33 +49,32 @@ namespace Assets
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Utils::Stream::ClearPointer(&dest->entityString);
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}
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AssertSize(Game::MapTriggers, 24);
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if (asset->trigger.models)
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{
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AssertSize(Game::TriggerModel, 8);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->trigger.models, asset->trigger.modelCount);
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Utils::Stream::ClearPointer(&dest->trigger.models);
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}
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if (asset->trigger.hulls)
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{
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AssertSize(Game::TriggerHull, 32);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->trigger.hulls, asset->trigger.hullCount);
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Utils::Stream::ClearPointer(&dest->trigger.hulls);
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}
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if (asset->trigger.slabs)
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{
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AssertSize(Game::TriggerSlab, 20);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->trigger.slabs, asset->trigger.slabCount);
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Utils::Stream::ClearPointer(&dest->trigger.slabs);
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}
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@ -88,13 +87,16 @@ namespace Assets
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Game::Stage* destStages = buffer->dest<Game::Stage>();
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buffer->saveArray(asset->stages, asset->stageCount);
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for (int i = 0; i < asset->stageCount; ++i)
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for (char i = 0; i < asset->stageCount; ++i)
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{
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Game::Stage* destStage = &destStages[i];
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Game::Stage* stage = &asset->stages[i];
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buffer->saveString(stage->stageName);
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Utils::Stream::ClearPointer(&destStage->stageName);
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if (stage->stageName)
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{
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buffer->saveString(stage->stageName);
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Utils::Stream::ClearPointer(&destStage->stageName);
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}
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}
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Utils::Stream::ClearPointer(&dest->stages);
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@ -12,8 +12,6 @@ namespace Assets
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Game::clipMap_t* dest = buffer->dest<Game::clipMap_t>();
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buffer->save(asset);
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dest->isInUse = 0;
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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@ -552,6 +552,12 @@ namespace Components
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// Don't create default assets
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Utils::Hook::Set<BYTE>(0x407BAA, 0xEB);
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// Don't mark clip maps as 'in use'
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Utils::Hook::Nop(0x405E07, 7);
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// Don't mark assets
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//Utils::Hook::Nop(0x5BB632, 5);
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// Don't load sounds
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//Utils::Hook::Set<BYTE>(0x413430, 0xC3);
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