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91f0e93fd7
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2ce3536060
@ -28,12 +28,14 @@ backdrop/credits.gfx
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backdrop/sky.gfx
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memcard/memhead.bin
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levels/chapter01/level01/level01.lvl
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levels/chapter01/level01/level01.tex
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levels/chapter01/level04/level04.lvl
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levels/chapter01/level04/level04.tex
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actors/spongebob.a3d
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actors/spongebob.tex
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anims/player.abk
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{ SYSTEM_CACHE 4
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}
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ui/uigfx.spr
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47
makefile.gfx
47
makefile.gfx
@ -43,7 +43,7 @@ LEVELS_IN_DIR := $(GRAF_DIR)/levels
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LEVELS_OUT_DIR := $(DATA_OUT)/levels
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LEVELS_CHAPTERS := CHAPTER01 CHAPTER02 CHAPTER03 CHAPTER04 CHAPTER05
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LEVELS_CHAPTER01 := LEVEL01 LEVEL04
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LEVELS_CHAPTER01 := LEVEL04
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LEVELS_CHAPTER02 :=
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LEVELS_CHAPTER03 :=
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LEVELS_CHAPTER04 :=
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@ -104,12 +104,42 @@ player: $(PLAYER_DEP_OUT)
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cleanplayer:
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@$(RM) -f $(PLAYER_DEP_OUT)
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@$(ECHO) Player Cleaned
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$(PLAYER_DEP_OUT) : $(PLAYER_DEP_IN)
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$(MKACTOR3D) $(PLAYER_MOD_IN) -o:$(PLAYER_OUT_DIR) -t:23,1,1
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$(MKACTOR3D) $(PLAYER_MOD_IN) -o:$(PLAYER_OUT_DIR) -t:24,1,1 -s:256
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GFX_DATA_OUT += $(PLAYER_DEP_OUT)
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#----------------------------------------------------------------------------
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# Animations
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#----------------------------------------------------------------------------
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anims: playeranims
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cleananims: cleanplayeranims
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ANIM_OUT_DIR := $(DATA_OUT)/anims
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PLAYER_ANIM_IN_DIR := $(ACTOR_IN_DIR)/SpongeBob/SbAnim
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# duff
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# idlegeneric02 idlegeneric05
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PLAYER_ANIM_LIST := buttbounce deathelectric deathfall electricshock fall fireaim firerecoill float getup hitground01 hover idleboots idlecoral \
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idlecoral01 idlegeneric01 idlegeneric03 idlegeneric04 idlelauncher idlenet jumpend jumpstart karate \
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knockback knockforward netfirelob netswipe netswipejump run runjumpend runjumpstart runstart runstop soakup teeterback teeterfront wakeup
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PLAYER_ANIM_IN := $(foreach FILE, $(PLAYER_ANIM_LIST),$(PLAYER_ANIM_IN_DIR)/$(FILE).gin)
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PLAYER_ANIM_OUT := $(ANIM_OUT_DIR)/Player.Abk
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playeranims: $(PLAYER_ANIM_IN)
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cleanplayeranims:
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@$(RM) -f $(PLAYER_ANIM_OUT)
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@$(ECHO) Player Anims Cleaned
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$(PLAYER_ANIM_OUT) : $(PLAYER_ANIM_IN)
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@$(MKANIM3D) $(PLAYER_ANIM_IN) -o:$(PLAYER_ANIM_OUT) -s:256
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GFX_DATA_OUT += $(PLAYER_ANIM_OUT)
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#----------------------------------------------------------------------------
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#----------------------------------------------------------------------------
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# Text translations
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@ -156,6 +186,7 @@ translate : $(TRANS_OUT_FILES)
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cleantranslate:
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@$(RM) -f $(TRANS_OUT_FILES)
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@$(ECHO) Translations Cleaned
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GFX_DATA_OUT += $(TRANS_OUT_DAT)
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@ -186,6 +217,7 @@ UI_GFX_HDR_FILE := $(INC_DIR)/UIGfx.h
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cleanui :
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$(RM) -f $(UI_GFX_TEX_OUT)
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@$(ECHO) UI Gfx Cleaned
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ui: $(UI_GFX_TEX_IN)
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@ -214,6 +246,7 @@ INGAMEFX_GFX_HDR_FILE := $(INC_DIR)/ingamefx.h
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cleaningamefx :
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$(RM) -f $(INGAMEFX_GFX_TEX_OUT)
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@$(ECHO) InGame GFx Cleaned
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ingamefx: $(INGAMEFX_GFX_TEX_IN)
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@ -247,6 +280,7 @@ FRONTEND_GFX_HDR_FILE := $(INC_DIR)/frontend.h
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cleanfrontend :
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$(RM) -f $(FRONTEND_GFX_TEX_OUT)
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@$(ECHO) Frontend Cleaned
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frontend: $(FRONTEND_GFX_TEX_IN)
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@ -271,6 +305,7 @@ backdrops : $(BACKDROPS_OUT)
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cleanbackdrops :
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@$(RM) -f $(BACKDROPS_OUT)
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@$(ECHO) Backdrops Cleaned
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$(BACKDROPS_OUT_DIR)/%.gfx : $(BACKDROPS_IN_DIR)/%.tga
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alchemy --n -a -15 -^ -o $< $(TEMP_FILE)
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@ -295,6 +330,7 @@ sfx: $(SFX_ALL_OUT)
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cleansfx:
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@$(RM) -f $(SFX_ALL_OUT)
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@$(ECHO) SFX Cleaned
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$(SFX_ALL_OUT) : $(SFX_ALL_IN)
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$(CP) $(SFX_ALL_IN) $(SFX_OUT_DIR)
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@ -316,6 +352,7 @@ mcheader: $(MC_HEADER_OUT)
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cleanmcheader:
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@$(RM) -f $(MC_HEADER_OUT)
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@$(ECHO) MemCard Header Cleaned
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$(MC_HEADER_OUT) : $(MC_HEADER_IN)
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$(CP) $(MC_HEADER_IN) $(MC_HEADER_OUT)
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@ -339,6 +376,7 @@ music: $(MUSIC_ALL_OUT)
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cleanmusic:
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@$(RM) -f $(MUSIC_ALL_OUT)
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@$(ECHO) Music Cleaned
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$(MUSIC_ALL_OUT) : $(MUSIC_ALL_IN)
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$(CP) $(MUSIC_ALL_IN) $(MUSIC_OUT_DIR)
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@ -362,6 +400,7 @@ scripts : $(SCRIPTS_OUT)
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cleanscripts:
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@$(RM) -f $(SCRIPTS_OUT)
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@$(ECHO) Scripts Cleaned
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# Saves a lot of hassle to make the scripts dependant upon the text database too..
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$(SCRIPTS_OUT_DIR)/%.dat : $(SCRIPTS_IN_DIR)/%.scr $(SCRIPT_TRANS_HDR)
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@ -378,6 +417,7 @@ GFX_DATA_OUT += $(SCRIPTS_OUT)
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GRAF_DIRS_TO_MAKE += $(TRANS_OUT_DIR) \
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$(UI_GFX_OUT_DIR) \
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$(ACTORS_DIRS_TO_MAKE) \
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$(ANIM_OUT_DIR) \
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$(LEVELS_OUT_DIRS)
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gdirs : $(GRAF_DIRS_TO_MAKE)
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@ -400,7 +440,7 @@ biglump : $(BIGLUMP_OUT)
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cleanbiglump :
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@$(RM) -f $(BIGLUMP_OUT)
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@$(GLECHO) Cleaned BigLump
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@$(GLECHO) BigLump Cleaned
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$(BIGLUMP_OUT) : $(BIGLUMP_IN)
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@$(MAKEDATA) -b:$(OUT_DIR)/Data/ -s:$(GAME_DATA_DIR)/DataCache.Scr -o:$(BIGLUMP_OUT) -i:$(BIGLUMP_INC)
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@ -418,6 +458,7 @@ $(BIGLUMP_OUT) : $(BIGLUMP_IN)
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all : dirs gdirs \
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actors \
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anims \
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levels \
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biglump
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@$(ECHO) Graphics made
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@ -36,11 +36,17 @@ enum BONE_NAME
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MAX_BONE
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};
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*/
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//***************************************************************************
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//*** Base Types ************************************************************
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//***************************************************************************
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#ifndef sQuat
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struct sQuat
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{
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s16 vx,vy,vz,vw;
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#ifdef WIN32
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bool operator==(sQuat const &v1) {return((vx==v1.vx) && (vy==v1.vy) && (vz==v1.vz) && (vw==v1.vw));}
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#endif
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};
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#endif
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@ -65,7 +71,7 @@ struct sNormal
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s16 nX,nY,nZ,pD;
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};
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//---------------------------------------------------------------------------
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//***************************************************************************
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struct sBBox
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{
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s16 XMin,YMin,ZMin;
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@ -81,6 +87,23 @@ struct sMat
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// s32 DblFlag;
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};
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//***************************************************************************
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struct sWeight
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{
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s16 vx,vy,vz,VtxNo; // 8
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};
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//***************************************************************************
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struct sBone
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{
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sVtx BoneSize; // 8
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s16 Parent,Idx; // 4
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s32 WeightCount; // 4
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sWeight *WeightList; // 4
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}; // 20
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//***************************************************************************
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//*** Poly Types ************************************************************
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//***************************************************************************
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struct sTri
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{
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@ -110,22 +133,7 @@ struct sQuad
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}; // 20
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//***************************************************************************
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struct sWeight
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{
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s16 vx,vy,vz,VtxNo; // 8
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};
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//***************************************************************************
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struct sBone
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{
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sVtx BoneSize; // 8
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s16 Parent,Idx; // 4
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s32 WeightCount; // 4
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sWeight *WeightList; // 4
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}; // 20
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//***************************************************************************
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//***************************************************************************
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//*** Game Types and Headers ************************************************
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//***************************************************************************
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// Maps
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@ -229,5 +237,25 @@ struct sActor3dHdr
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sWeight *WeightList;
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};
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//***************************************************************************
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// Anim
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typedef u16 AnimIdx;
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struct sAnim3dFileHdr
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{
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u16 BoneCount;
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u16 AnimCount;
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sQuat *QuatTable;
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// Anim Hdrs....
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};
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struct sAnim3dHdr
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{
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u16 FrameCount;
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u16 Pad;
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AnimIdx *Anim;
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s32 *Move;
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};
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#endif
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