Stuff
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commit
e2b78b44a4
@ -173,7 +173,7 @@ namespace Components
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Register(new Threading());
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Register(new Toast());
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Register(new UIFeeder());
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Register(new Updater());
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//Register(new Updater());
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Register(new VisionFile());
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Register(new Voice());
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Register(new Vote());
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@ -221,7 +221,7 @@ namespace Components
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retn
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}
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}
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#pragma optimize( "", off )
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void AssetHandler::ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, const std::string& name)
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{
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#ifdef DEBUG
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@ -236,6 +236,483 @@ namespace Components
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}
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#endif
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if (name == "body_urban_civ_female_a"s)
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//if (name == "mp_body_tf141_lmg"s)
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{
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class QuatInt16
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{
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public:
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static uint16_t ToInt16(const float quat)
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{
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return static_cast<uint16_t>(quat * INT16_MAX);
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}
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static float ToFloat(const uint16_t quat)
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{
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return static_cast<float>(quat) / static_cast<float>(INT16_MAX);
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}
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};
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struct BoneEnsemble
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{
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uint16_t name;
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Game::DObjAnimMat mat;
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Game::XBoneInfo info;
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int16_t quat[4];
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float trans[3];
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BoneEnsemble() {};
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BoneEnsemble(Game::XModel* model, int index)
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{
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name = model->boneNames[index];
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mat = model->baseMat[index];
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info = model->boneInfo[index];
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std::memcpy(quat, &model->quats[(index - 1) * 4], 4 * sizeof(uint16_t));
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std::memcpy(trans, &model->trans[(index - 1) * 3], 3 * sizeof(float));
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}
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};
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const auto equals = [](const BoneEnsemble& a, const BoneEnsemble& b)
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{
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if (a.name == b.name)
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{
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if (b.mat.transWeight != a.mat.transWeight)
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{
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return false;
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}
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for (size_t i = 0; i < 4; i++)
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{
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if (b.mat.quat[i] != a.mat.quat[i])
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{
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return false;
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}
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if (b.quat[i] != a.quat[i])
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{
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return false;
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}
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}
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for (size_t i = 0; i < 3; i++)
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{
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if (b.mat.trans[i] != a.mat.trans[i])
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{
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return false;
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}
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if (b.trans[i] != a.trans[i])
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{
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return false;
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}
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if (b.info.bounds.halfSize[i] != a.info.bounds.halfSize[i])
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{
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return false;
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}
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if (b.info.bounds.midPoint[i] != a.info.bounds.midPoint[i])
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{
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return false;
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}
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}
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if (b.info.radiusSquared != a.info.radiusSquared)
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{
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return false;
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}
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return true;
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}
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return false;
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};
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const auto model = asset.model;
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static std::vector<std::string> names{};
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for (auto i = 0; i < model->numBones; i++)
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{
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const auto bone = model->boneNames[i];
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const auto name = Game::SL_ConvertToString(bone);
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names.push_back(name);
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}
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const auto getIndexOfBone = [&](std::string name)
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{
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for (uint8_t i = 0; i < model->numBones; i++)
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{
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const auto bone = model->boneNames[i];
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const auto boneName = Game::SL_ConvertToString(bone);
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if (name == boneName)
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{
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return i;
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}
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}
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return static_cast<uint8_t>(UCHAR_MAX);
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};
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const auto getParentIndexOfBone = [&](uint8_t index)
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{
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const auto parentIndex = index - model->parentList[index - model->numRootBones];
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return parentIndex;
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};
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const auto setParentIndexOfBone = [&](uint8_t boneIndex, uint8_t parentIndex)
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{
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if (boneIndex == SCHAR_MAX)
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{
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return;
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}
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model->parentList[boneIndex - model->numRootBones] = boneIndex - parentIndex;
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};
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const auto getParentOfBone = [&](int index)
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{
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const auto parentIndex = getParentIndexOfBone(index);
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const auto boneName = Game::SL_ConvertToString(model->boneNames[parentIndex]);
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return boneName;
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};
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const auto insertBone = [&](const std::string& boneName, uint8_t parentIndex)
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{
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uint8_t newBoneCount = model->numBones + 1;
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uint8_t newBoneCountMinusRoot = newBoneCount - model->numRootBones;
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int atPosition = model->numBones;
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// Find best position to insert it
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for (int index = model->numRootBones; index < model->numBones; index++)
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{
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int parent = getParentIndexOfBone(index);
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if (parent >= parentIndex)
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{
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atPosition = index;
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break;
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}
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}
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const auto newBoneIndex = atPosition;
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const auto newBoneIndexMinusRoot = atPosition - model->numRootBones;
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// Reallocate
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const auto newBoneNames = (uint16_t*)Game::Z_Malloc(sizeof(uint16_t) * newBoneCount);
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const auto newMats = (Game::DObjAnimMat*)Game::Z_Malloc(sizeof(Game::DObjAnimMat) * newBoneCount);
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const auto newBoneInfo = (Game::XBoneInfo*)Game::Z_Malloc(sizeof(Game::XBoneInfo) * newBoneCount);
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const auto newQuats = (int16_t*)Game::Z_Malloc(sizeof(uint16_t) * 4 * newBoneCountMinusRoot);
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const auto newTrans = (float*)Game::Z_Malloc(sizeof(float) * 3 * newBoneCountMinusRoot);
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const auto newParentList = reinterpret_cast<unsigned char*>(Game::Z_Malloc(sizeof(uint8_t) * newBoneCountMinusRoot));
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int lengthOfFirstPart = atPosition;
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int lengthOfSecondPart = model->numBones - atPosition;
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int lengthOfFirstPartM1 = atPosition - model->numRootBones;
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int lengthOfSecondPartM1 = model->numBones - model->numRootBones - (atPosition - model->numRootBones);
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int atPositionM1 = atPosition - model->numRootBones;
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// should be equal to model->numBones
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int total = lengthOfFirstPart + lengthOfSecondPart;
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assert(total = model->numBones);
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// should be equal to model->numBones - model->numRootBones
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int totalM1 = lengthOfFirstPartM1 + lengthOfSecondPartM1;
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assert(totalM1 == model->numBones - model->numRootBones);
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// Copy before
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if (lengthOfFirstPart > 0)
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{
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std::memcpy(newBoneNames, model->boneNames, sizeof(uint16_t) * lengthOfFirstPart);
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std::memcpy(newMats, model->baseMat, sizeof(Game::DObjAnimMat) * lengthOfFirstPart);
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std::memcpy(newBoneInfo, model->boneInfo, sizeof(Game::XBoneInfo) * lengthOfFirstPart);
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std::memcpy(newQuats, model->quats, sizeof(uint16_t) * 4 * lengthOfFirstPartM1);
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std::memcpy(newTrans, model->trans, sizeof(float) * 3 * lengthOfFirstPartM1);
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}
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// Insert new bone
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{
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unsigned int name = Game::SL_GetString(boneName.data(), 0);
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Game::XBoneInfo boneInfo{};
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Game::DObjAnimMat mat{};
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mat = model->baseMat[parentIndex];
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boneInfo = model->boneInfo[parentIndex];
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uint16_t quat[4]{};
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std::memcpy(quat, &model->quats[(parentIndex - model->numRootBones) * sizeof(uint16_t)], ARRAYSIZE(quat) * sizeof(uint16_t));
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float trans[3]{};
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std::memcpy(trans, &model->trans[(parentIndex - model->numRootBones) * sizeof(float)], ARRAYSIZE(trans) * sizeof(float));
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//mat.quat[3] = 1.0f;
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//mat.trans[0] = -3.4;
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//mat.trans[1] = -6;
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//mat.trans[2] = 37;
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//mat.transWeight = 2.0f;
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uint8_t part = 5; // Unused ?
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newMats[newBoneIndex] = mat;
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newBoneInfo[newBoneIndex] = boneInfo;
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newBoneNames[newBoneIndex] = name;
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std::memcpy(&newQuats[newBoneIndexMinusRoot * 4], quat, ARRAYSIZE(quat) * sizeof(uint16_t));
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std::memcpy(&newTrans[newBoneIndexMinusRoot * 3], trans, ARRAYSIZE(trans) * sizeof(float));
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}
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// Copy after
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if (lengthOfSecondPart > 0)
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{
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std::memcpy(&newBoneNames[atPosition + 1], &model->boneNames[atPosition], sizeof(uint16_t) * lengthOfSecondPart);
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std::memcpy(&newMats[atPosition + 1], &model->baseMat[atPosition], sizeof(Game::DObjAnimMat) * lengthOfSecondPart);
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std::memcpy(&newBoneInfo[atPosition + 1], &model->boneInfo[atPosition], sizeof(Game::XBoneInfo) * lengthOfSecondPart);
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std::memcpy(&newQuats[(atPositionM1 + 1) * 4], &model->quats[atPositionM1 * 4], sizeof(uint16_t) * 4 * lengthOfSecondPartM1);
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std::memcpy(&newTrans[(atPositionM1 + 1) * 3], &model->trans[atPositionM1 * 3], sizeof(float) * 3 * lengthOfSecondPartM1);
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}
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// Assign reallocated
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model->baseMat = newMats;
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model->boneInfo = newBoneInfo;
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model->boneNames = newBoneNames;
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model->quats = newQuats;
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model->trans = newTrans;
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model->parentList = newParentList;
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model->numBones++;
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// Update vertex weights
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for (int i = 0; i < model->numLods; i++)
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{
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const auto lod = &model->lodInfo[i];
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size_t weightOffset = 0u;
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for (int surfIndex = 0; surfIndex < lod->modelSurfs->numsurfs; surfIndex++)
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{
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auto vertsBlendOffset = 0u;
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const auto surface = &lod->modelSurfs->surfs[surfIndex];
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{
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const auto fixVertexBlendIndex = [&](unsigned int offset) {
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int index = static_cast<int>(surface->vertInfo.vertsBlend[offset] / sizeof(Game::DObjSkelMat));
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if (index >= atPosition)
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{
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if (index < 0 || index >= model->numBones - 1)
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{
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assert(false);
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}
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index++;
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surface->vertInfo.vertsBlend[offset] = index * sizeof(Game::DObjSkelMat);
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}
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};
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// Fix bone offsets
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if (surface->vertList)
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{
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for (auto vertListIndex = 0u; vertListIndex < surface->vertListCount; vertListIndex++)
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{
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const auto vertList = &surface->vertList[vertListIndex];
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auto index = vertList->boneOffset / sizeof(Game::DObjSkelMat);
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if (index < 0 || index >= model->numBones - 1)
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{
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assert(false);
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}
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if (index >= atPosition)
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{
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index++;
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vertList->boneOffset = index * sizeof(Game::DObjSkelMat);
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}
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}
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}
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// 1 bone weight
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[0]; vertIndex++)
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{
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fixVertexBlendIndex(vertsBlendOffset + 0);
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vertsBlendOffset += 1;
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}
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// 2 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[1]; vertIndex++)
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{
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fixVertexBlendIndex(vertsBlendOffset + 0);
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fixVertexBlendIndex(vertsBlendOffset + 1);
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vertsBlendOffset += 3;
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}
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// 3 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[2]; vertIndex++)
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{
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fixVertexBlendIndex(vertsBlendOffset + 0);
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fixVertexBlendIndex(vertsBlendOffset + 1);
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fixVertexBlendIndex(vertsBlendOffset + 3);
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vertsBlendOffset += 5;
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}
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// 4 bone weights
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for (auto vertIndex = 0; vertIndex < surface->vertInfo.vertCount[3]; vertIndex++)
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{
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fixVertexBlendIndex(vertsBlendOffset + 0);
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fixVertexBlendIndex(vertsBlendOffset + 1);
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fixVertexBlendIndex(vertsBlendOffset + 3);
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fixVertexBlendIndex(vertsBlendOffset + 5);
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vertsBlendOffset += 7;
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}
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}
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}
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}
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// TODO free memory of original lists
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printf("");
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return atPosition; // Bone index of added bone
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};
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auto indexOfSpine = getIndexOfBone("j_spinelower");
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if (indexOfSpine < UCHAR_MAX)
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{
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const auto nameOfParent = getParentOfBone(indexOfSpine);
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const auto stabilizer = getIndexOfBone("torso_stabilizer");
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const auto otherIndex = stabilizer - model->numRootBones;
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{
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const auto root = getIndexOfBone("j_mainroot");
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if (root < UCHAR_MAX) {
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//
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std::map<std::string, std::string> parentsBefore{};
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std::map<std::string, BoneEnsemble> bonesBefore{};
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for (int i = model->numRootBones; i < model->numBones; i++)
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{
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parentsBefore[Game::SL_ConvertToString(model->boneNames[i])] = getParentOfBone(i);
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bonesBefore[Game::SL_ConvertToString(model->boneNames[i])] = BoneEnsemble(model, i);
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}
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//
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#if 0
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// Add pelvis
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auto indexOfPelvis = getIndexOfBone("pelvis");
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if (indexOfPelvis == UCHAR_MAX)
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{
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indexOfPelvis = insertBone("pelvis", root);
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parentsBefore["pelvis"] = "j_mainroot";
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setParentIndexOfBone(indexOfPelvis, getIndexOfBone("j_mainroot"));
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assert(root == getIndexOfBone("j_mainroot"));
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parentsBefore["j_hip_le"] = "pelvis";
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setParentIndexOfBone(getIndexOfBone("j_hip_le"), getIndexOfBone("pelvis"));
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parentsBefore["j_hip_ri"] = "pelvis";
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setParentIndexOfBone(getIndexOfBone("j_hip_ri"), getIndexOfBone("pelvis"));
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parentsBefore["tag_stowed_hip_rear"] = "pelvis";
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setParentIndexOfBone(getIndexOfBone("tag_stowed_hip_rear"), getIndexOfBone("pelvis"));
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}
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uint8_t torsoStabilizer = insertBone("torso_stabilizer", indexOfPelvis);
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assert(indexOfPelvis == getIndexOfBone("pelvis"));
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#else
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const auto parentIndex = 30;
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uint8_t torsoStabilizer = insertBone("torso_stabilizer", parentIndex);
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//setParentIndexOfBone(torsoStabilizer, parentIndex);
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#endif
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#if DEBUG
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const auto newRoot = getIndexOfBone("j_mainroot");
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assert(root == newRoot);
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#endif
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//parentsBefore["j_spinelower"] = "torso_stabilizer";
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//setParentIndexOfBone(getIndexOfBone("j_spinelower"), torsoStabilizer);
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//parentsBefore["torso_stabilizer"] = "pelvis";
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//setParentIndexOfBone(torsoStabilizer, indexOfPelvis);
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//
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std::map<std::string, std::string> parentsAfter{};
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std::map<std::string, BoneEnsemble> bonesAfter{};
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for (int i = model->numRootBones; i < model->numBones; i++)
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{
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parentsAfter[Game::SL_ConvertToString(model->boneNames[i])] = getParentOfBone(i);
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bonesAfter[Game::SL_ConvertToString(model->boneNames[i])] = BoneEnsemble(model, i);
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}
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//
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for (const auto& kv : parentsBefore)
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{
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// Fix parents
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const auto key = kv.first;
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const auto beforeVal = kv.second;
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const auto afterVal = parentsAfter[kv.first];
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if (beforeVal != afterVal)
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{
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const auto parentIndex = getIndexOfBone(beforeVal);
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const auto index = getIndexOfBone(key);
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setParentIndexOfBone(index, parentIndex);
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parentsAfter[Game::SL_ConvertToString(model->boneNames[index])] = getParentOfBone(index);
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}
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}
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// check
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for (const auto& kv : parentsBefore)
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{
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const auto key = kv.first;
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const auto beforeVal = kv.second;
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const auto afterVal = parentsAfter[key];
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if (beforeVal != afterVal)
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{
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printf("");
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}
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}
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//
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//
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for (const auto& kv : bonesBefore)
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{
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const auto key = kv.first;
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const auto beforeVal = kv.second;
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const auto afterVal = bonesAfter[kv.first];
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if (equals(beforeVal, afterVal))
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{
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// good
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}
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else
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{
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printf("");
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}
|
||||
}
|
||||
//
|
||||
printf("");
|
||||
}
|
||||
}
|
||||
printf("");
|
||||
}
|
||||
|
||||
printf("");
|
||||
}
|
||||
|
||||
if (type == Game::ASSET_TYPE_MATERIAL && (name == "gfx_distortion_knife_trail" || name == "gfx_distortion_heat_far" || name == "gfx_distortion_ring_light" || name == "gfx_distortion_heat") && asset.material->info.sortKey >= 43)
|
||||
{
|
||||
if (Zones::Version() >= VERSION_ALPHA2)
|
||||
@ -291,6 +768,7 @@ namespace Components
|
||||
asset.gfxWorld->sortKeyDistortion = 43;
|
||||
}
|
||||
}
|
||||
#pragma optimize( "", on )
|
||||
|
||||
bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader *asset)
|
||||
{
|
||||
|
@ -1133,6 +1133,12 @@ namespace Game
|
||||
unsigned __int16 triCount;
|
||||
XSurfaceCollisionTree* collisionTree;
|
||||
};
|
||||
|
||||
struct DObjSkelMat
|
||||
{
|
||||
float axis[3][4];
|
||||
float origin[4];
|
||||
};
|
||||
|
||||
struct XSurface
|
||||
{
|
||||
|
@ -276,6 +276,8 @@ namespace Steam
|
||||
|
||||
void Proxy::RunFrame()
|
||||
{
|
||||
return;
|
||||
|
||||
std::lock_guard<std::recursive_mutex> _(Proxy::CallMutex);
|
||||
|
||||
if (Proxy::SteamUtils)
|
||||
|
Loading…
Reference in New Issue
Block a user