Add cell weather
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@ -19,6 +19,7 @@ using WrLightMapDataPixel;
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using WrBspTree;
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using WrBspTreeNode;
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using WrBspTreeCellPlane;
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using WrCellWeather;
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using WrLightTable;
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using WrLightTableData;
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using WrLightTableAnimLight;
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@ -32,7 +33,7 @@ struct WrExt {
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WrHeader header;
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WrCell cells[header.cell_count];
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WrBspTree bsp_tree;
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padding[header.cell_count]; // This is suspicious. Fog? SEE VFIGS MISSDEEDS!!
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WrCellWeather weather[header.cell_count];
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WrLightTable lights;
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WrCsgCellTable csg_cell_table;
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};
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@ -147,7 +148,9 @@ struct WrLightMap {
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u32 count = 1 + std::bit::popcount(parent.p_light_list[i].anim_light_bitmask);
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u32 bytes_per_pixel = parent.parent.header.bytes_per_pixel;
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WrLightMapLayer layers[count];
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// WrLightMapLayer layers[count];
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// u8 pixels[count * width * height * bytes_per_pixel];
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padding[count * width * height * bytes_per_pixel];
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};
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struct WrLightMapLayer {
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@ -178,6 +181,11 @@ struct WrBspTreeCellPlane {
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s32 plane_id;
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};
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bitfield WrCellWeather {
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fog_zone : 4; // No fog and fog zone 0 share a value. Cells have flags & 64 if they're foggy
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ambient_zone : 4;
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};
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struct WrLightTable {
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s32 light_count;
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s32 dynamic_light_count;
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