356 lines
8.5 KiB
C++
356 lines
8.5 KiB
C++
#include <STDInclude.hpp>
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#define IW4X_ANIM_VERSION 1
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namespace Assets
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{
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void IXAnimParts::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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Components::FileSystem::File animFile(Utils::String::VA("xanim/%s.iw4xAnim", name.data()));
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if (animFile.exists())
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{
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Utils::Stream::Reader reader(builder->getAllocator(), animFile.getBuffer());
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__int64 magic = reader.read<__int64>();
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if (std::memcmp(&magic, "IW4xAnim", 8))
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{
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Components::Logger::Error(0, "Reading animation '%s' failed, header is invalid!", name.data());
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}
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int version = reader.read<int>();
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if (version != IW4X_ANIM_VERSION)
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{
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Components::Logger::Error(0, "Reading animation '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_ANIM_VERSION, version);
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}
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Game::XAnimParts* xanim = reader.readArray<Game::XAnimParts>();
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if (xanim)
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{
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if (xanim->name)
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{
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xanim->name = reader.readCString();
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}
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if (xanim->names)
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{
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xanim->names = builder->getAllocator()->allocateArray<unsigned short>(xanim->boneCount[Game::PART_TYPE_ALL]);
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for (int i = 0; i < xanim->boneCount[Game::PART_TYPE_ALL]; ++i)
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{
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xanim->names[i] = Game::SL_GetString(reader.readCString(), 0);
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}
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}
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if (xanim->notify)
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{
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xanim->notify = reader.readArray<Game::XAnimNotifyInfo>(xanim->notifyCount);
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for (int i = 0; i < xanim->notifyCount; ++i)
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{
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xanim->notify[i].name = Game::SL_GetString(reader.readCString(), 0);
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}
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}
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if (xanim->dataByte)
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{
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xanim->dataByte = reader.readArray<char>(xanim->dataByteCount);
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}
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if (xanim->dataShort)
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{
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xanim->dataShort = reader.readArray<short>(xanim->dataShortCount);
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}
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if (xanim->dataInt)
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{
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xanim->dataInt = reader.readArray<int>(xanim->dataIntCount);
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}
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if (xanim->randomDataByte)
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{
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xanim->randomDataByte = reader.readArray<char>(xanim->randomDataByteCount);
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}
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if (xanim->randomDataShort)
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{
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xanim->randomDataShort = reader.readArray<short>(xanim->randomDataShortCount);
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}
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if (xanim->randomDataInt)
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{
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xanim->randomDataInt = reader.readArray<int>(xanim->randomDataIntCount);
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}
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if (xanim->indices.data)
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{
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if (xanim->numframes < 256)
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{
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xanim->indices._1 = reader.readArray<char>(xanim->indexCount);
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}
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else
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{
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xanim->indices._2 = reader.readArray<unsigned short>(xanim->indexCount);
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}
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}
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if (!reader.end())
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{
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Components::Logger::Error(0, "Reading animation '%s' failed, remaining raw data found!", name.data());
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}
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header->parts = xanim;
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}
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}
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}
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void IXAnimParts::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::XAnimParts* asset = header.parts;
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if (asset->names)
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{
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for (char i = 0; i < asset->boneCount[Game::PART_TYPE_ALL]; ++i)
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{
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builder->addScriptString(asset->names[i]);
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}
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}
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if (asset->notify)
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{
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for (char i = 0; i < asset->notifyCount; ++i)
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{
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builder->addScriptString(asset->notify[i].name);
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}
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}
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}
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void IXAnimParts::saveXAnimDeltaPart(Game::XAnimDeltaPart* delta, unsigned short framecount, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::XAnimDeltaPart, 12);
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Utils::Stream* buffer = builder->getBuffer();
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Game::XAnimDeltaPart* destDelta = buffer->dest<Game::XAnimDeltaPart>();
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buffer->save(delta);
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if (delta->trans)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(delta->trans, 4);
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if (delta->trans->size)
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{
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buffer->save(&delta->trans->u.frames, 28);
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if (framecount > 0xFF)
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{
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buffer->saveArray(delta->trans->u.frames.indices._2, delta->trans->size + 1);
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}
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else
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{
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buffer->saveArray(delta->trans->u.frames.indices._1, delta->trans->size + 1);
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}
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if (delta->trans->u.frames.frames._1)
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{
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if (delta->trans->smallTrans)
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{
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buffer->save(delta->trans->u.frames.frames._1, 3, delta->trans->size + 1);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(delta->trans->u.frames.frames._1, 6, delta->trans->size + 1);
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}
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}
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}
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else
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{
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buffer->save(delta->trans->u.frame0, 12);
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}
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Utils::Stream::ClearPointer(&destDelta->trans);
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}
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if (delta->quat2)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(delta->quat2, 4);
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if (delta->quat2->size)
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{
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buffer->save(&delta->quat2->u.frames, 4);
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if (framecount > 0xFF)
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{
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buffer->save(delta->quat2->u.frames.indices._1, 2, delta->quat2->size + 1);
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}
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else
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{
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buffer->save(delta->quat2->u.frames.indices._1, 1, delta->quat2->size + 1);
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}
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if (delta->quat2->u.frames.frames)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(delta->quat2->u.frames.frames, 4, delta->quat2->size + 1);
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}
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}
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else
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{
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buffer->save(delta->quat2->u.frame0, 4);
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}
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Utils::Stream::ClearPointer(&destDelta->quat2);
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}
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if (delta->quat)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(delta->quat, 4);
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if (delta->quat->size)
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{
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buffer->save(&delta->quat->u.frames, 4);
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if (framecount > 0xFF)
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{
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buffer->save(delta->quat->u.frames.indices._1, 2, delta->quat->size + 1);
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}
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else
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{
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buffer->save(delta->quat->u.frames.indices._1, 1, delta->quat->size + 1);
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}
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if (delta->quat->u.frames.frames)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(delta->quat->u.frames.frames, 4, delta->quat->size + 1);
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}
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}
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else
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{
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buffer->save(delta->quat->u.frame0, 4);
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}
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Utils::Stream::ClearPointer(&destDelta->quat);
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}
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}
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void IXAnimParts::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::XAnimParts, 88);
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Utils::Stream* buffer = builder->getBuffer();
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Game::XAnimParts* asset = header.parts;
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Game::XAnimParts* dest = buffer->dest<Game::XAnimParts>();
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buffer->save(asset, sizeof(Game::XAnimParts));
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->saveString(builder->getAssetName(this->getType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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if (asset->names)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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unsigned short* destTagnames = buffer->dest<unsigned short>();
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buffer->saveArray(asset->names, asset->boneCount[Game::PART_TYPE_ALL]);
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for (char i = 0; i < asset->boneCount[Game::PART_TYPE_ALL]; ++i)
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{
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builder->mapScriptString(&destTagnames[i]);
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}
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Utils::Stream::ClearPointer(&dest->names);
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}
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if (asset->notify)
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{
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AssertSize(Game::XAnimNotifyInfo, 8);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::XAnimNotifyInfo* destNotetracks = buffer->dest<Game::XAnimNotifyInfo>();
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buffer->saveArray(asset->notify, asset->notifyCount);
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for (char i = 0; i < asset->notifyCount; ++i)
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{
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builder->mapScriptString(&destNotetracks[i].name);
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}
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Utils::Stream::ClearPointer(&dest->notify);
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}
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if (asset->deltaPart)
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{
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AssertSize(Game::XAnimDeltaPart, 12);
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buffer->align(Utils::Stream::ALIGN_4);
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this->saveXAnimDeltaPart(asset->deltaPart, asset->numframes, builder);
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Utils::Stream::ClearPointer(&dest->deltaPart);
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}
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if (asset->dataByte)
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{
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buffer->saveArray(asset->dataByte, asset->dataByteCount);
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Utils::Stream::ClearPointer(&dest->dataByte);
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}
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if (asset->dataShort)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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buffer->saveArray(asset->dataShort, asset->dataShortCount);
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Utils::Stream::ClearPointer(&dest->dataShort);
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}
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if (asset->dataInt)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->dataInt, asset->dataIntCount);
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Utils::Stream::ClearPointer(&dest->dataInt);
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}
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if (asset->randomDataShort)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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buffer->saveArray(asset->randomDataShort, asset->randomDataShortCount);
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Utils::Stream::ClearPointer(&dest->randomDataShort);
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}
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if (asset->randomDataByte)
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{
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buffer->saveArray(asset->randomDataByte, asset->randomDataByteCount);
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Utils::Stream::ClearPointer(&dest->randomDataByte);
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}
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if (asset->randomDataInt)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->randomDataInt, asset->randomDataIntCount);
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Utils::Stream::ClearPointer(&dest->randomDataInt);
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}
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if (asset->indices.data)
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{
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if (asset->numframes > 0xFF)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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buffer->saveArray(asset->indices._2, asset->indexCount);
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}
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else
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{
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buffer->saveArray(asset->indices._1, asset->indexCount);
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}
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Utils::Stream::ClearPointer(&dest->indices.data);
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}
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buffer->popBlock();
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}
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}
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