Add safer chunk usage
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parent
736ced24e4
commit
622192a489
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@ -92,19 +92,28 @@ public partial class Mission : Node3D
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ClearMap();
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_textureLoader = new TextureLoader(_installPaths.famPath, FileName.GetBaseDir());
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_file = new(FileName);
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var textureList = (TxList)_file.Chunks["TXLIST"];
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LoadTextures(textureList);
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if (Dump) DumpTextureList(textureList);
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var wr = (WorldRep)_file.Chunks["WREXT"];
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BuildMeshes(wr.Cells, wr.DataHeader.LightmapFormat == 2);
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UseChunk<TxList>("TXLIST", LoadTextures);
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UseChunk<WorldRep>("WREXT", BuildWrMeshes);
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}
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private void BuildMeshes(WorldRep.Cell[] cells, bool lmHdr)
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private void UseChunk<T>(string name, Action<T> action)
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{
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GD.Print($"HDR: {lmHdr}");
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if (_file.Chunks.TryGetValue(name, out var value))
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{
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action((T)value);
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}
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else
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{
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GD.Print($"No chunk found/loaded: {name}");
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}
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}
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private void BuildWrMeshes(WorldRep worldRep)
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{
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var cells = worldRep.Cells;
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var lmHdr = worldRep.DataHeader.LightmapFormat == 2;
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GD.Print($"HDR Lightmap: {lmHdr}");
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var packingRects = new List<PackingRectangle>();
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var surfaceDataMap = new Dictionary<int, MeshSurfaceData>();
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@ -345,6 +354,8 @@ public partial class Mission : Node3D
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GD.Print($"Failed to load texture: {path}");
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}
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}
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if (Dump) DumpTextureList(textureList);
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}
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private static void DumpTextureList(TxList textureList)
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