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d144a1c805
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4abe815220
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@ -4,15 +4,9 @@
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// TODO: All these types should be enums lol
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enum ObjectType : u8 {
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Static,
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Rotating,
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Sliding,
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};
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struct Object {
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char name[8];
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ObjectType type;
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u8 type;
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s32 parameter;
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float min_range;
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float max_range;
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@ -47,19 +41,8 @@ struct AuxMaterialInfo {
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}
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};
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enum VHotId : u32 {
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LightPosition = 1,
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LightDirection = 8,
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Anchor = 2,
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Particle1 = 3,
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Particle2 = 4,
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Particle3 = 5,
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Particle4 = 6,
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Particle5 = 7,
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};
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struct VHot {
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VHotId id;
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u32 id;
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Vec3<float> location;
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};
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@ -28,7 +28,6 @@
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#include "db_files/chunks/HotRegions.hexpat"
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#include "db_files/chunks/L$_.hexpat"
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#include "db_files/chunks/LD$_.hexpat"
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#include "db_files/chunks/LM_PARAM.hexpat"
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#include "db_files/chunks/MAPISRC.hexpat"
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#include "db_files/chunks/Mission_GameSysEAX.hexpat"
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#include "db_files/chunks/MultiBrush.hexpat"
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@ -66,7 +66,6 @@ struct TOCEntry {
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("FOGZONEVAR"): Chunk<FogZoneVar> fog_zone_var @ offset;
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("GameSysEAX"): Chunk<AccousticsProperty> gamesys_eax @ offset;
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("HotRegions"): Chunk<HotRegions> hot_regions @ offset;
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("LM_PARAM"): Chunk<LmParams> lm_params @ offset;
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("MAPISRC"): Chunk<MapISrc> map_i_src @ offset;
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("MissionEAX"): Chunk<AccousticsProperty> mission_eax @ offset;
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("MultiBrush"): Chunk<MultiBrush> multibrush @ offset;
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@ -93,9 +92,11 @@ struct TOCEntry {
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}
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else if (std::string::starts_with(name, "LD$")) {
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Chunk<LinkDataChunk> link_data @ offset [[name(name)]];
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// std::print("LD: {}", name);
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}
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else if (std::string::starts_with(name, "L$")) {
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Chunk<LinkMap> link_chunk @ offset [[name(name)]];
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// std::print("L: {}", name);
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}
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else {
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std::print("Didn't load chunk: {}", name);
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@ -1,17 +0,0 @@
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#pragma once
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#include "Common.hexpat"
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struct LmParams {
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u32 unknown1; // I think this is struct size (seemingly always 36)
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float attenuation;
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float saturation;
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u32 shadow_type; // TODO: Enum
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u32 softness; // TODO: Enum
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float center_weight;
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u32 depth_mode; // TODO: Enum (16, 32, 32-2x)
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bool lightmapped_water;
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padding[3];
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s32 lightmap_scale;
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u32 animlight_cutoff;
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};
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@ -19,7 +19,6 @@ 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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@ -33,7 +32,7 @@ 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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WrCellWeather weather[header.cell_count];
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padding[header.cell_count]; // This is suspicious. Fog? SEE VFIGS MISSDEEDS!!
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WrLightTable lights;
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WrCsgCellTable csg_cell_table;
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};
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@ -148,9 +147,7 @@ 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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// u8 pixels[count * width * height * bytes_per_pixel];
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padding[count * width * height * bytes_per_pixel];
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WrLightMapLayer layers[count];
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};
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struct WrLightMapLayer {
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@ -181,11 +178,6 @@ 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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