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@@ -36,8 +36,7 @@ std::map<int, int> gMapTex2Bump;
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36
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36
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Game::Game() {
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37
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mLoaded = false;
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38
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38
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mName = NULL;
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39
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- mLara = NULL;
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40
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-
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39
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+ mLara = 0;
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41
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40
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mTextureStart = 0;
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42
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41
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mTextureOffset = 0;
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43
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42
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}
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@@ -173,6 +172,11 @@ void Game::handleMouseMotion(int xrel, int yrel) {
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173
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172
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}
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174
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173
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}
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174
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+Entity &Game::getLara() {
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+ assert(mLara < getWorld().sizeEntity());
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+ return getWorld().getEntity(mLara);
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+}
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+
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180
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void Game::processSprites() {
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printf("Processing sprites: ");
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182
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for (int i = 0; i < (mTombRaider.NumItems() - 1); i++) {
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@@ -290,81 +294,53 @@ void Game::processTextures()
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294
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295
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void Game::processMoveables()
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{
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- std::vector<unsigned int> cache;
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294
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- std::vector<skeletal_model_t *> cache2;
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295
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- tr2_mesh_t *mesh = NULL;
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296
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- tr2_moveable_t *moveable = NULL;
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297
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- tr2_meshtree_t *meshtree = NULL;
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- tr2_item_t *item = NULL;
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299
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- tr2_animation_t *animation = NULL;
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300
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- unsigned short *frame = NULL;
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301
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- tr2_sprite_sequence_t *sprite_sequence = NULL;
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302
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- tr2_object_texture_t *object_texture = NULL;
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303
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- int i, j, object_id;
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304
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- int ent = 0;
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305
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297
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unsigned int statCount = 0;
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306
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298
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307
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- frame = mTombRaider.Frame();
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308
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- moveable = mTombRaider.Moveable();
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- meshtree = mTombRaider.MeshTree();
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310
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- mesh = mTombRaider.Mesh();
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311
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- object_texture = mTombRaider.ObjectTextures();
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- item = mTombRaider.Item();
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313
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- animation = mTombRaider.Animation();
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314
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- sprite_sequence = mTombRaider.SpriteSequence();
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299
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+ tr2_moveable_t *moveable = mTombRaider.Moveable();
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300
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+ tr2_item_t *item = mTombRaider.Item();
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301
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+ tr2_sprite_sequence_t *sprite_sequence = mTombRaider.SpriteSequence();
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315
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302
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316
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printf("Processing skeletal models: ");
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317
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304
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318
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- for (i = 0; i < mTombRaider.NumItems(); ++i)
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+ for (int i = 0; i < mTombRaider.NumItems(); ++i)
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306
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{
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320
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- object_id = item[i].object_id;
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+ int j;
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308
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+ int object_id = item[i].object_id;
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321
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309
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310
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// It may not be a moveable, test for sprite
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- if (!(mTombRaider.Engine() == TR_VERSION_1 && item[i].intensity1 == -1))
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- {
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325
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- for (j = 0; j < (int)mTombRaider.NumSpriteSequences(); ++j)
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326
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- {
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311
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+ if (!(mTombRaider.Engine() == TR_VERSION_1 && item[i].intensity1 == -1)) {
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312
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+ for (j = 0; j < (int)mTombRaider.NumSpriteSequences(); ++j) {
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327
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313
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if (sprite_sequence[j].object_id == object_id)
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314
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break;
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329
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315
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}
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330
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316
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331
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317
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// It's not a moveable, skip sprite
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332
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- if (j != (int)mTombRaider.NumSpriteSequences())
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333
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- {
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334
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- //printf("s");
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335
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- //fflush(stdout);
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318
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+ if (j < (int)mTombRaider.NumSpriteSequences())
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336
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319
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continue;
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337
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- }
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338
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320
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}
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339
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321
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340
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- for (j = 0; j < (int)mTombRaider.NumMoveables(); ++j)
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- {
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322
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+ for (j = 0; j < (int)mTombRaider.NumMoveables(); ++j) {
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342
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323
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if ((int)moveable[j].object_id == object_id)
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343
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324
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break;
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344
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325
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}
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345
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326
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346
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- // It's not a moveable or even a sprite?, skip unknown
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327
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+ // It's not a moveable or even a sprite? Skip unknown
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347
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328
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if (j == (int)mTombRaider.NumMoveables())
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348
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- {
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349
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- //printf("?"); // what the wolf?
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350
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- //fflush(stdout);
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351
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329
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continue;
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352
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- }
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353
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330
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354
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- processMoveable(j, i, &ent, cache2, cache, object_id);
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331
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+ processMoveable(j, i, object_id);
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355
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332
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statCount++;
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356
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333
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}
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357
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334
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358
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- // Get models that aren't items
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359
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335
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/*
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360
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- for (i = 0; i < mTombRaider.NumMoveables(); ++i)
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336
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+ // Get models that aren't items
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337
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+ for (int i = 0; i < mTombRaider.NumMoveables(); ++i)
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361
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338
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{
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362
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339
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switch ((int)moveable[i].object_id)
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363
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340
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{
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364
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341
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case 30:
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365
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342
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case 2: // Which tr needs this as model again?
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366
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- processMoveable(i, i, &ent, cache2, cache,
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367
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- (int)moveable[i].object_id);
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343
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+ processMoveable(i, i, (int)moveable[i].object_id);
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368
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344
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break;
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369
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345
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default:
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370
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346
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switch (mTombRaider.Engine())
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@@ -373,8 +349,7 @@ void Game::processMoveables()
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373
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349
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switch ((int)moveable[i].object_id)
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374
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350
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{
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375
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351
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case TombRaider1::LaraMutant:
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376
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- processMoveable(i, i, &ent, cache2, cache,
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377
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- (int)moveable[i].object_id);
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352
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+ processMoveable(i, i, (int)moveable[i].object_id);
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378
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353
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break;
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379
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354
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}
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380
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355
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break;
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@@ -387,8 +362,7 @@ void Game::processMoveables()
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387
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362
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case TR4_CROSSBOW_ANIM:
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388
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363
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case TR4_GRENADE_GUN_ANIM:
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389
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364
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case TR4_SIXSHOOTER_ANIM:
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390
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- processMoveable(i, i, &ent, cache2, cache,
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391
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- (int)moveable[i].object_id);
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365
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+ processMoveable(i, i, (int)moveable[i].object_id);
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392
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366
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break;
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393
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367
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}
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394
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368
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break;
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@@ -406,10 +380,28 @@ void Game::processMoveables()
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406
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380
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}
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407
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381
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408
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382
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// index moveable, i item, sometimes both moveable
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409
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-void Game::processMoveable(int index, int i, int *ent,
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410
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- std::vector<skeletal_model_t *> &cache2,
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411
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- std::vector<unsigned int> &cache, int object_id)
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383
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+// object_id of item or moveable
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384
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+void Game::processMoveable(int index, int i, int object_id)
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412
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385
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{
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386
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+ //std::vector<skeletal_model_t *> &cache2
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387
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+ //std::vector<unsigned int> &cache
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388
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+
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389
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+ bool cached = false;
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390
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+ for (unsigned int mod = 0; mod < getWorld().sizeSkeletalModel(); mod++) {
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391
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+ if (getWorld().getSkeletalModel(mod).getId() == moveable[index].object_id) {
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392
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+ cached = true;
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393
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+ break;
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394
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+ }
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395
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+ }
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|
396
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+
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397
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+ if (!cached) {
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398
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+ getWorld().addSkeletalModel(*new SkeletalModel(mTombRaider /* ... */));
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399
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+ }
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400
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+
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401
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+ getWorld().addEntity(*new Entity(mTombRaider, /* ... */ mod));
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402
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+
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403
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+
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404
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+
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413
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405
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// This creates both Entity and SkeletalModel
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414
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406
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// Basic Idea:
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415
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407
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// - Move animation state from SkeletalModel into Entity
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@@ -418,52 +410,29 @@ void Game::processMoveable(int index, int i, int *ent,
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418
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410
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// - Else store new skeletal model, tell new entity to use this one
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419
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411
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420
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412
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421
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- skeletal_model_t *r_model = NULL;
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422
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- skeletal_model_t *c_model = NULL;
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423
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- animation_frame_t *animation_frame = NULL;
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424
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- tr2_mesh_t *mesh = NULL;
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425
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- tr2_moveable_t *moveable = NULL;
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426
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- tr2_meshtree_t *meshtree = NULL;
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427
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- tr2_item_t *item = NULL;
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428
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- tr2_animation_t *animation = NULL;
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429
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- tr2_meshtree_t *mesh_tree = NULL;
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430
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- bone_frame_t *bone = NULL;
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431
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- bone_tag_t *tag = NULL;
|
432
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- entity_t *thing = NULL;
|
433
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- SkeletalModel *sModel = 0x0;
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434
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- unsigned short *frame;
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|
413
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+
|
|
414
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+
|
435
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415
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int j, k, a, frame_step;
|
436
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416
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unsigned int l, frame_offset, frame_count, f;
|
437
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- float pos[3];
|
438
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- float yaw;
|
439
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- bool lara = false;
|
440
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- int skyMesh;
|
441
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-
|
442
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- skyMesh = mTombRaider.getSkyModelId();
|
443
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- frame = mTombRaider.Frame();
|
444
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- moveable = mTombRaider.Moveable();
|
445
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- meshtree = mTombRaider.MeshTree();
|
446
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- mesh = mTombRaider.Mesh();
|
447
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- item = mTombRaider.Item();
|
448
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- animation = mTombRaider.Animation();
|
449
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-
|
450
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- pos[0] = item[i].x;
|
451
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- pos[1] = item[i].y;
|
452
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- pos[2] = item[i].z;
|
453
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-
|
454
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- yaw = ((item[i].angle >> 14) & 0x03);
|
|
417
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+
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|
418
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+ unsigned short *frame = mTombRaider.Frame();
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|
419
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+ tr2_moveable_t *moveable = mTombRaider.Moveable();
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|
420
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+ tr2_meshtree_t *meshtree = mTombRaider.MeshTree();
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|
421
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+ tr2_mesh_t *mesh = mTombRaider.Mesh();
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|
422
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+ tr2_item_t *item = mTombRaider.Item();
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|
423
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+ tr2_animation_t *animation = mTombRaider.Animation();
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|
424
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+
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|
425
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+ float yaw = ((item[i].angle >> 14) & 0x03);
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455
|
426
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yaw *= 90;
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456
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427
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|
457
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- thing = new entity_t;
|
458
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- //thing->id = (*ent)++;
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|
428
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+ entity_t *thing = new entity_t;
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459
|
429
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thing->pos[0] = item[i].x;
|
460
|
430
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thing->pos[1] = item[i].y;
|
461
|
431
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thing->pos[2] = item[i].z;
|
462
|
432
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thing->angles[1] = yaw;
|
463
|
433
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thing->objectId = moveable[index].object_id;
|
464
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- //thing->animate = false;
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465
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434
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|
466
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- sModel = new SkeletalModel();
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|
435
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+ SkeletalModel *sModel = new SkeletalModel();
|
467
|
436
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getRender().addSkeletalModel(sModel);
|
468
|
437
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thing->tmpHook = sModel; // temp hack to keep a running version during refactoring
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469
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438
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|
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@@ -473,7 +442,6 @@ void Game::processMoveable(int index, int i, int *ent,
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473
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442
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{
|
474
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443
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case TombRaider1::Wolf:
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475
|
444
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thing->state = TombRaider1::WolfState_Lying;
|
476
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- //thing->animate = true;
|
477
|
445
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sModel->setAnimation(3);
|
478
|
446
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sModel->setFrame(0);
|
479
|
447
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break;
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@@ -487,43 +455,23 @@ void Game::processMoveable(int index, int i, int *ent,
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487
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455
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// return;
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488
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456
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// }
|
489
|
457
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|
490
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- r_model = new skeletal_model_t;
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|
458
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+ skeletal_model_t *r_model = new skeletal_model_t;
|
491
|
459
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r_model->id = moveable[index].object_id;
|
492
|
460
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|
493
|
461
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// Gather more info if this is lara
|
494
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462
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if (moveable[index].object_id == 0)
|
495
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463
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{
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496
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- lara = true;
|
497
|
464
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mLara = thing; // Mongoose 2002.03.22, Cheap hack for now
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498
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465
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|
499
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- switch (mTombRaider.Engine())
|
500
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- {
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501
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- case TR_VERSION_3:
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502
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- sModel->setAnimation(TR_ANIAMTION_RUN);
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503
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- sModel->setIdleAnimation(TR_ANIAMTION_STAND);
|
504
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- r_model->tr4Overlay = false;
|
505
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- break;
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506
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- case TR_VERSION_4:
|
507
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- sModel->setAnimation(TR_ANIAMTION_RUN);
|
508
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- sModel->setIdleAnimation(TR_ANIAMTION_STAND);
|
509
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- // Only TR4 lara has 2 layer bone tags/meshes per bone frame
|
510
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- r_model->tr4Overlay = true;
|
511
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- break;
|
512
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- case TR_VERSION_1:
|
513
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- case TR_VERSION_2:
|
514
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- case TR_VERSION_5:
|
515
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- case TR_VERSION_UNKNOWN:
|
516
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- sModel->setAnimation(TR_ANIAMTION_RUN);
|
517
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- sModel->setIdleAnimation(TR_ANIAMTION_STAND);
|
518
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- r_model->tr4Overlay = false;
|
519
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- break;
|
520
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- }
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|
466
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+ sModel->setAnimation(TR_ANIAMTION_RUN);
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|
467
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+ sModel->setIdleAnimation(TR_ANIAMTION_STAND);
|
521
|
468
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|
|
469
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+ // Only TR4 lara has 2 layer bone tags/meshes per bone frame
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|
470
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+ r_model->tr4Overlay = (mTombRaider.Engine() == TR_VERSION_4);
|
522
|
471
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r_model->ponytailId = 0;
|
523
|
472
|
}
|
524
|
473
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else
|
525
|
474
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{
|
526
|
|
- lara = false;
|
527
|
475
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r_model->ponytailId = -1;
|
528
|
476
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}
|
529
|
477
|
|
|
@@ -533,8 +481,6 @@ void Game::processMoveable(int index, int i, int *ent,
|
533
|
481
|
frame_offset = animation[a].frame_offset / 2;
|
534
|
482
|
frame_step = animation[a].frame_size;
|
535
|
483
|
|
536
|
|
- int frame_cycle = 0;
|
537
|
|
-
|
538
|
484
|
if (a >= (int)mTombRaider.NumAnimations())
|
539
|
485
|
{
|
540
|
486
|
a = mTombRaider.NumFrames() - frame_offset;
|
|
@@ -547,15 +493,12 @@ void Game::processMoveable(int index, int i, int *ent,
|
547
|
493
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if (frame_step != 0) // prevent divide-by-zero errors
|
548
|
494
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a /= frame_step;
|
549
|
495
|
|
550
|
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- if (a != 0) // prevent divide-by-zero errors
|
551
|
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- frame_offset += frame_step * (frame_cycle % a);
|
552
|
|
-
|
553
|
496
|
if (a < 0)
|
554
|
497
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{
|
555
|
498
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//continue;
|
556
|
499
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getConsole().print("Invalid animation data for model %d", index);
|
557
|
500
|
delete r_model;
|
558
|
|
- return;
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|
501
|
+ return; // leaking thing here!
|
559
|
502
|
}
|
560
|
503
|
|
561
|
504
|
//! \fixme Might be better UID for each model, but this seems to work well
|
|
@@ -637,23 +580,16 @@ void Game::processMoveable(int index, int i, int *ent,
|
637
|
580
|
{
|
638
|
581
|
// Already cached
|
639
|
582
|
delete r_model;
|
640
|
|
- c_model = cache2[foundIndex];
|
641
|
|
- sModel->model = c_model;
|
|
583
|
+ r_model = cache2[foundIndex];
|
|
584
|
+ sModel->model = r_model;
|
642
|
585
|
getWorld().addEntity(thing);
|
643
|
|
- getWorld().addModel(c_model);
|
|
586
|
+ getWorld().addModel(r_model);
|
644
|
587
|
printf("c");
|
645
|
588
|
return;
|
646
|
589
|
}
|
647
|
590
|
|
648
|
591
|
int aloop = mTombRaider.getNumAnimsForMoveable(index);
|
649
|
592
|
|
650
|
|
-#ifdef DEBUG_MOVEABLE
|
651
|
|
- printf("\nanimation = %i, num_animations = %i\n",
|
652
|
|
- moveable[index].animation, aloop);
|
653
|
|
- printf("\nitem[%i].flags = %i\nentity[%i]\n",
|
654
|
|
- i, item[i].flags, thing->id);
|
655
|
|
-#endif
|
656
|
|
-
|
657
|
593
|
//a = moveable[index].animation;
|
658
|
594
|
//frame_offset = animation[a].frame_offset / 2;
|
659
|
595
|
//frame_step = animation[a].frame_size;
|
|
@@ -662,33 +598,12 @@ void Game::processMoveable(int index, int i, int *ent,
|
662
|
598
|
frame_offset = animation[a].frame_offset / 2,
|
663
|
599
|
frame_step = animation[a].frame_size)
|
664
|
600
|
{
|
665
|
|
- animation_frame = new animation_frame_t;
|
|
601
|
+ animation_frame_t *animation_frame = new animation_frame_t;
|
666
|
602
|
r_model->animation.push_back(animation_frame);
|
667
|
603
|
|
668
|
604
|
frame_count = (animation[a].frame_end - animation[a].frame_start) + 1;
|
669
|
605
|
animation_frame->rate = animation[a].frame_rate;
|
670
|
606
|
|
671
|
|
-#ifdef DEBUG_MOVEABLE
|
672
|
|
- printf("animation[%i] state and unknowns = %i, %i, %i, %i, %i\n",
|
673
|
|
- a, animation[a].state_id, animation[a].unknown1,
|
674
|
|
- animation[a].unknown2, animation[a].unknown3,
|
675
|
|
- animation[a].unknown4);
|
676
|
|
- printf("animation[%i].frame_rate = %i\n",
|
677
|
|
- a, animation[a].frame_rate);
|
678
|
|
- printf("animation[%i].next_animation = %i\n",
|
679
|
|
- a, animation[a].next_animation);
|
680
|
|
- printf("animation[%i].frame_offset = %u\n",
|
681
|
|
- a, animation[a].frame_offset);
|
682
|
|
- printf("animation[%i].anim_command = %i\n",
|
683
|
|
- a, animation[a].anim_command);
|
684
|
|
- printf("animation[%i].num_anim_commands = %i\n",
|
685
|
|
- a, animation[a].num_anim_commands);
|
686
|
|
- printf("animation[%i].state_change_offset = %i\n",
|
687
|
|
- a, animation[a].state_change_offset);
|
688
|
|
- printf(" frame_offset = %u\n",
|
689
|
|
- frame_offset);
|
690
|
|
-#endif
|
691
|
|
-
|
692
|
607
|
// Get all the frames for aniamtion
|
693
|
608
|
for (f = 0; f < frame_count; ++f, frame_offset += frame_step)
|
694
|
609
|
{
|
|
@@ -729,25 +644,17 @@ void Game::processMoveable(int index, int i, int *ent,
|
729
|
644
|
}
|
730
|
645
|
}
|
731
|
646
|
|
732
|
|
-#ifdef DEBUG_MOVEABLE
|
733
|
|
- printf("animation[%i].boneframe[%u] = offset %u, step %i\n",
|
734
|
|
- a, f, frame_offset, frame_step);
|
735
|
|
-#endif
|
736
|
|
-
|
737
|
647
|
// Mongoose 2002.08.15, Was
|
738
|
648
|
// if (frame_offset + 8 > _tombraider.NumFrames())
|
739
|
649
|
if (frame_offset > mTombRaider.NumFrames())
|
740
|
650
|
{
|
741
|
651
|
getConsole().print("WARNING: Bad animation frame %i > %i",
|
742
|
652
|
frame_offset, mTombRaider.NumFrames());
|
743
|
|
-
|
744
|
|
- // Mongoose 2002.08.15, Attempt to skip more likely bad animation data
|
745
|
|
- getConsole().print("WARNING: Handling bad animation data...");
|
746
|
653
|
return; //continue;
|
747
|
654
|
}
|
748
|
655
|
|
749
|
656
|
// Generate bone frames and tags per frame ////////////
|
750
|
|
- bone = new bone_frame_t;
|
|
657
|
+ bone_frame_t *bone = new bone_frame_t;
|
751
|
658
|
animation_frame->frame.push_back(bone);
|
752
|
659
|
|
753
|
660
|
// Init translate for bone frame
|
|
@@ -763,7 +670,7 @@ void Game::processMoveable(int index, int i, int *ent,
|
763
|
670
|
// Run through the tag and calculate the rotation and offset
|
764
|
671
|
for (j = 0; j < (int)moveable[index].num_meshes; ++j)
|
765
|
672
|
{
|
766
|
|
- tag = new bone_tag_t;
|
|
673
|
+ bone_tag_t *tag = new bone_tag_t;
|
767
|
674
|
bone->tag.push_back(tag);
|
768
|
675
|
tag->off[0] = 0.0;
|
769
|
676
|
tag->off[1] = 0.0;
|
|
@@ -777,11 +684,6 @@ void Game::processMoveable(int index, int i, int *ent,
|
777
|
684
|
// Setup offsets to produce skeletion
|
778
|
685
|
if (j == 0)
|
779
|
686
|
{
|
780
|
|
- // Since we use bone's offset, these aren't used
|
781
|
|
- tag->off[0] = 0.0;
|
782
|
|
- tag->off[1] = 0.0;
|
783
|
|
- tag->off[2] = 0.0;
|
784
|
|
-
|
785
|
687
|
// Always push tag[0], this isn't really used either
|
786
|
688
|
tag->flag = 0x02;
|
787
|
689
|
}
|
|
@@ -791,7 +693,7 @@ void Game::processMoveable(int index, int i, int *ent,
|
791
|
693
|
// Hack: moveable[index].mesh_tree is a byte offset
|
792
|
694
|
// into mesh_tree[], so we have to convert to index
|
793
|
695
|
tree = (int *)(void *)meshtree;
|
794
|
|
- mesh_tree = (tr2_meshtree_t *)&tree[moveable[index].mesh_tree
|
|
696
|
+ tr2_meshtree_t *mesh_tree = (tr2_meshtree_t *)&tree[moveable[index].mesh_tree
|
795
|
697
|
+ ((j - 1) * 4)];
|
796
|
698
|
|
797
|
699
|
tag->off[0] = mesh_tree->x;
|
|
@@ -807,14 +709,9 @@ void Game::processMoveable(int index, int i, int *ent,
|
807
|
709
|
}
|
808
|
710
|
}
|
809
|
711
|
|
810
|
|
- if (i == skyMesh)
|
811
|
|
- {
|
|
712
|
+ if (i == mTombRaider.getSkyModelId())
|
812
|
713
|
getRender().setSkyMesh(i, //moveable[i].starting_mesh,
|
813
|
714
|
(mTombRaider.Engine() == TR_VERSION_2));
|
814
|
|
- }
|
815
|
|
-
|
816
|
|
- //printf(".");
|
817
|
|
- //fflush(stdout);
|
818
|
715
|
}
|
819
|
716
|
|
820
|
717
|
bool compareFaceTextureId(const void *voidA, const void *voidB)
|