Clear cell anim light palette
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0bcf24f640
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@ -323,7 +323,7 @@ public class WorldRep : IChunk
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public uint IndexCount { get; set; }
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public uint IndexCount { get; set; }
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public byte[] Indices { get; set; }
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public byte[] Indices { get; set; }
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public Plane[] Planes { get; set; }
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public Plane[] Planes { get; set; }
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public ushort[] AnimLights { get; set; }
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public List<ushort> AnimLights { get; set; }
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public LightmapInfo[] LightList { get; set; }
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public LightmapInfo[] LightList { get; set; }
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public Lightmap[] Lightmaps { get; set; }
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public Lightmap[] Lightmaps { get; set; }
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public int LightIndexCount { get; set; }
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public int LightIndexCount { get; set; }
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@ -370,10 +370,10 @@ public class WorldRep : IChunk
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{
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{
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Planes[i] = new Plane(reader.ReadVec3(), reader.ReadSingle());
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Planes[i] = new Plane(reader.ReadVec3(), reader.ReadSingle());
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}
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}
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AnimLights = new ushort[AnimLightCount];
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AnimLights = new List<ushort>(AnimLightCount);
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for (var i = 0; i < AnimLightCount; i++)
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for (var i = 0; i < AnimLightCount; i++)
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{
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{
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AnimLights[i] = reader.ReadUInt16();
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AnimLights.Add(reader.ReadUInt16());
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}
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}
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LightList = new LightmapInfo[RenderPolyCount];
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LightList = new LightmapInfo[RenderPolyCount];
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for (var i = 0; i < RenderPolyCount; i++)
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for (var i = 0; i < RenderPolyCount; i++)
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@ -352,7 +352,9 @@ class Program
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Parallel.ForEach(wr.Cells, cell =>
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Parallel.ForEach(wr.Cells, cell =>
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{
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{
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// TODO: Reset cell anim light count and palette
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// Reset cell AnimLight palette
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cell.AnimLightCount = 0;
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cell.AnimLights.Clear();
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var numPolys = cell.PolyCount;
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var numPolys = cell.PolyCount;
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var numRenderPolys = cell.RenderPolyCount;
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var numRenderPolys = cell.RenderPolyCount;
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