More map progress, add dumpmap command.
SE2Dev wants us to keep that code for us, so only in debug mode!
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f96973f439
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@ -132,6 +132,11 @@ namespace Components
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}
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}
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if (type == 5 && name == "wc/codo_ui_viewer_black_decal3"s)
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{
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std::memcpy(&asset->material->gameFlags, &(*reinterpret_cast<Game::Material**>(0xA7FFE8))->gameFlags, sizeof(Game::Material) - 4);
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}
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if (Flags::HasFlag("entries"))
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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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@ -275,7 +280,7 @@ namespace Components
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void AssetHandler::StoreEmptyAsset(Game::XAssetType type, const char* name)
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{
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AssetHandler::EmptyAssets.push_back({ type,name });
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AssetHandler::EmptyAssets.push_back({ type, name });
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}
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__declspec(naked) void AssetHandler::StoreEmptyAssetStub()
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@ -313,6 +318,7 @@ namespace Components
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// Store empty assets
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Utils::Hook(0x5BB6EC, AssetHandler::StoreEmptyAssetStub, HOOK_CALL).Install()->Quick();
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// Log missing empty assets
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QuickPatch::OnFrame([] ()
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{
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if (Game::Sys_IsDatabaseReady() && Game::Sys_IsDatabaseReady2() && !AssetHandler::EmptyAssets.empty())
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@ -180,6 +180,94 @@ namespace Components
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return (Utils::String::StartsWith(entity, "dyn_") || Utils::String::StartsWith(entity, "node_") || Utils::String::StartsWith(entity, "actor_"));
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}
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#ifdef DEBUG
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// Credit to SE2Dev, as we shouldn't share the code, keep that in debug mode!
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void Maps::ExportMap(Game::GfxWorld* world)
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{
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Utils::Memory::Allocator allocator;
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std::string mtl;
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mtl.append("# SE2Dev MTL File: \n");
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mtl.append("# Material Count: 0");
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std::string map;
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map.append("# Generated by SE2Dev's D3DBSP Tool\n");
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map.append(fmt::sprintf("o %s\n", world->baseName));
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map.append(fmt::sprintf("mtllib %s.mtl\n", world->baseName));
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for (unsigned int i = 0; i < world->worldDraw.vertexCount; i++)
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{
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// Y/Z need to be inverted
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float x = world->worldDraw.vd.vertices[i].xyz[0];
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float y = world->worldDraw.vd.vertices[i].xyz[2];
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float z = world->worldDraw.vd.vertices[i].xyz[1];
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map.append(fmt::sprintf("v %.6f %.6f %.6f\n", x,y, z));
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}
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for (unsigned int i = 0; i < world->worldDraw.vertexCount; i++)
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{
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map.append(fmt::sprintf("vt %.6f %.6f\n", world->worldDraw.vd.vertices[i].texCoord[0], world->worldDraw.vd.vertices[i].texCoord[1]));
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}
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int materialCount = 0;
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Game::Material** materials = allocator.AllocateArray<Game::Material*>(world->dpvs.staticSurfaceCount);
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for (unsigned int i = 0; i < world->dpvs.staticSurfaceCount; i++)
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{
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bool isNewMat = true;
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for (int j = 0; j < materialCount; j++)
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{
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if (world->dpvs.surfaces[i].material == materials[j])
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{
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isNewMat = false;
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break;
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}
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}
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if (isNewMat)
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{
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materials[materialCount++] = world->dpvs.surfaces[i].material;
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}
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}
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for (int m = 0; m < materialCount; m++)
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{
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std::string name = materials[m]->name;
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auto pos = name.find_last_of("/");
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if (pos != std::string::npos)
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{
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name = name.substr(pos + 1);
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}
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map.append(fmt::sprintf("usemtl %s\n", name.data()));
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map.append("s off\n");
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for (unsigned int i = 0; i < world->dpvs.staticSurfaceCount; i++)
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{
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if (world->dpvs.surfaces[i].material != materials[m])
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continue;
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int vertOffset = world->dpvs.surfaces[i].tris.firstVertex + 1;//+1 cus obj starts at 1
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int indexOffset = world->dpvs.surfaces[i].tris.baseIndex;
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for (unsigned short j = 0; j < world->dpvs.surfaces[i].tris.triCount; j++)
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{
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int a = world->worldDraw.indices[indexOffset + j * 3 + 0] + vertOffset;
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int b = world->worldDraw.indices[indexOffset + j * 3 + 1] + vertOffset;
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int c = world->worldDraw.indices[indexOffset + j * 3 + 2] + vertOffset;
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map.append(fmt::sprintf("f %d/%d %d/%d %d/%d\n", a, a, b, b, c, c));
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}
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}
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}
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Utils::IO::WriteFile(fmt::sprintf("raw/mapdump/%s.mtl", world->baseName), mtl);
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Utils::IO::WriteFile(fmt::sprintf("raw/mapdump/%s.obj", world->baseName), map);
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}
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#endif
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void Maps::ReallocateEntryPool()
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{
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Assert_Size(Game::XAssetEntry, 16);
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@ -277,6 +365,29 @@ namespace Components
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Maps::AddDependency("mp_cargoship_sh", "iw4x_dependencies_mp");
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Maps::AddDependency("mp_firingrange", "iw4x_dependencies_mp");
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Maps::AddDependency("mp_shipment_long", "iw4x_dependencies_mp");
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#ifdef DEBUG
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Command::Add("dumpmap", [] (Command::Params)
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{
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Game::GfxWorld* world = nullptr;
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Game::DB_EnumXAssets(Game::XAssetType::ASSET_TYPE_GFX_MAP, [] (Game::XAssetHeader header, void* world)
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{
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*reinterpret_cast<Game::GfxWorld**>(world) = header.gfxMap;
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}, &world, false);
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if (world)
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{
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Maps::ExportMap(world);
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Logger::Print("Map '%s' exported!\n", world->baseName);
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}
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else
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{
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Logger::Print("No map loaded, unable to dump anything!\n");
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}
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});
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#endif
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}
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Maps::~Maps()
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@ -26,6 +26,10 @@ namespace Components
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static int IgnoreEntityStub(const char* entity);
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#ifdef DEBUG
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static void ExportMap(Game::GfxWorld* world);
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#endif
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void ReallocateEntryPool();
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};
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}
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@ -1136,8 +1136,8 @@ namespace Components
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struct material339_s
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{
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char drawSurfBegin[4]; // Probably wrong
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int surfaceTypeBits;
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char drawSurfBegin[8]; // 4
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//int surfaceTypeBits;
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const char *name;
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char drawSurf[6];
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char gameFlags;
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@ -1163,20 +1163,16 @@ namespace Components
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material->gameFlags = material359.gameFlags;
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// Probably wrong
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material->surfaceTypeBits = material359.surfaceTypeBits;
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material->surfaceTypeBits = 0;//material359.surfaceTypeBits;
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// Pretty sure that's wrong
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memcpy(material->drawSurf, material359.drawSurfBegin, 4);
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// Actually, it's not
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memcpy(material->drawSurf, material359.drawSurfBegin, 8);
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material->drawSurf[4] = 0;
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material->drawSurf[5] = 0;
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material->drawSurf[6] = 0;
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material->drawSurf[7] = material359.drawSurf[0];
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material->drawSurf[8] = material359.drawSurf[1];
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material->drawSurf[9] = material359.drawSurf[2];
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material->drawSurf[10] = material359.drawSurf[3];
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material->drawSurf[11] = material359.drawSurf[4];
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material->drawSurf[8] = material359.drawSurf[0];
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material->drawSurf[9] = material359.drawSurf[1];
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material->drawSurf[10] = material359.drawSurf[2];
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material->drawSurf[11] = material359.drawSurf[3];
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return result;
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}
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@ -1256,6 +1252,9 @@ namespace Components
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// Change block for image load defs
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Utils::Hook::Set<BYTE>(0x4D3224, ((Zones::ZoneVersion >= 332) ? 3 : 0));
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// This is needed if we want the original lightning on cargoship_sh, but original maps are darker
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//Utils::Hook::Set<BYTE>(0x525333, 61);
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if (patch)
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{
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Zones::LoadFxElemDefArrayHook.Install();
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@ -2464,6 +2464,7 @@ namespace Game
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{
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float mins[3];
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float maxs[3];
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int pad;
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unsigned __int16 childCount;
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unsigned __int16 surfaceCount;
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unsigned __int16 startSurfIndex;
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@ -2507,7 +2508,7 @@ namespace Game
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char lightmapIndex;
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char reflectionProbeIndex;
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char primaryLightIndex;
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bool castsSunShadow;
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char castsSunShadow;
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};
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struct GfxCullGroup
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@ -2537,13 +2538,14 @@ namespace Game
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unsigned int staticSurfaceCount;
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unsigned int litSurfsBegin;
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unsigned int litSurfsEnd;
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char unknown1[0x20];
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char unknown1[0x24];
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char *smodelVisData[3];
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char *surfaceVisData[3];
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unsigned __int16 *sortedSurfIndex;
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GfxStaticModelInst *smodelInsts;
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GfxSurface *surfaces;
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GfxCullGroup *cullGroups;
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GfxCullGroup *cullGroups; // actually GfxSurfaceBounds (24), but not important right now
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GfxStaticModelDrawInst *smodelDrawInsts;
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GfxDrawSurf *surfaceMaterials;
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unsigned int *surfaceCastsSunShadow;
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@ -2757,18 +2759,16 @@ namespace Game
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GfxWorldVertexLayerData vld;
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int indexCount;
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unsigned __int16 *indices;
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void/*IDirect3DIndexBuffer9*/* indexBuffer;
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};
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struct unknownGfxWorldStruct2
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struct GfxSky
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{
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int unknownCount;
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int * unknownArray;
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GfxImage * unknownImage;
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int unknown;
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int skySurfCount;
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int * skyStartSurfs;
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GfxImage * skyImage;
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int skySamplerState;
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};
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// That shit is wrong!
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struct GfxWorld
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{
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const char *name;
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@ -2776,12 +2776,12 @@ namespace Game
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int planeCount;
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int nodeCount;
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int unknown2;
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unsigned int unknownCount1;
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unknownGfxWorldStruct2 * unknownStructs1; //Count = unknownCount1;
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unsigned int skyCount;
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GfxSky* skies;
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char unknown1[0x18];
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GfxWorldDpvsPlanes dpvsPlanes; //The following rely on the count in this
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char *unknown4;
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GfxAabbTree *aabbTree;
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GfxAabbTree *aabbTree; // Actually GfxCellTree
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GfxCell *cells;
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GfxWorldDraw worldDraw;
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GfxLightGrid lightGrid;
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@ -2801,17 +2801,73 @@ namespace Game
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char *primaryLightForModelDynEnt;
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GfxShadowGeometry *shadowGeom;
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GfxLightRegion *lightRegion;
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char pad[68];
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GfxWorldDpvsStatic dpvs;
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GfxWorldDpvsDynamic dpvsDyn;
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unsigned int unknownCount3;
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char * unknown3; //Size = unknownCount2 * 0x38
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char pad2[4];
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unsigned int heroOnlyLightCount;
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char * heroOnlyLight;
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int unknown5;
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};
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struct GfxWorld_new
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{
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const char *name;
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const char *baseName;
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int planeCount;
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int nodeCount;
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int unknown2;
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unsigned int skyCount;
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GfxSky* skies;
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char unknown1[0x18];
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GfxWorldDpvsPlanes dpvsPlanes; //The following rely on the count in this
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char *unknown4;
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GfxAabbTree *aabbTree; // Actually GfxCellTree
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GfxCell *cells;
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GfxWorldDraw worldDraw;
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GfxLightGrid lightGrid;
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int modelCount;
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GfxBrushModel *models;
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float mins[3];
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float maxs[3];
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unsigned int checksum;
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int materialMemoryCount;
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MaterialMemory *materialMemory;
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sunflare_t sun;
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char whatIsThat[968];
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unsigned int *cellCasterBits[2];
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GfxSceneDynModel *sceneDynModel;
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GfxSceneDynBrush *sceneDynBrush;
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unsigned int *primaryLightEntityShadowVis;
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unsigned int *primaryLightDynEntShadowVis[2];
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char *primaryLightForModelDynEnt;
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GfxShadowGeometry *shadowGeom;
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GfxLightRegion *lightRegion;
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char pad[68];
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GfxWorldDpvsStatic dpvs;
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GfxWorldDpvsDynamic dpvsDyn;
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char pad2[4];
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unsigned int heroOnlyLightCount;
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char * heroOnlyLight;
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int unknown5;
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};
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#pragma pack(pop)
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#ifdef __cplusplus
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static_assert(offsetof(GfxWorld, worldDraw) == 80, "");
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#endif
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struct rgpStruct
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{
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int pad[2117];
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GfxWorld* world;
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};
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union XAssetHeader
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{
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#include <future>
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#include <queue>
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// Usefull for debugging
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template <size_t S> class Sizer { };
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#define BindNum(x, y) Sizer<x> y;
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#define SizeOf(x, y) BindNum(sizeof(x), y)
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#define OffsetOf(x, y, z) BindNum(offsetof(x, y), z)
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// Submodules
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// Ignore the warnings, it's no our code!
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#pragma warning(push)
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