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https://github.com/XLabsProject/iw3x-port.git
synced 2023-08-02 15:02:11 +02:00
Remove extra printf
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9461218dbb
commit
971623d339
@ -407,8 +407,6 @@ namespace Components
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}
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}
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}
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printf("");
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}
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void IGfxWorld::SaveConvertedWorld(Game::IW4::GfxWorld* asset)
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@ -372,6 +372,7 @@ namespace Components
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// Do not delay model surface ever! In iw4 this doesn't even exist
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// If this flag is ever set to 1 it usually burns the delayed surface buffer of IW4
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mat.gameFlags.fields.delayModelSurface = 0;
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// Sort key
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#if USE_IW3_SORTKEYS
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mat.sortKey = material->info.sortKey; // Using iw3 value directly
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@ -425,13 +426,8 @@ namespace Components
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mat.stateFlags = static_cast<Game::IW4::StateFlags>(mat.stateFlags | Game::IW4::STATE_FLAG_AMBIENT);
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Logger::Print("Added STATE_FLAG_AMBIENT on %s (sortkey is opaque-ambient)\n", mat.name);
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}
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#else
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// Give ambient to everyone. Why not?
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// While this sounds evil, it actually fixes lighting issues on grass, rocks, everything
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// And does not seem to have any drawback!
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mat.stateFlags = static_cast<Game::IW4::StateFlags>(mat.stateFlags | Game::IW4::STATE_FLAG_AMBIENT);
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#endif
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// Should we give ambient stateflag to everybody by default?
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mat.cameraRegion = material->cameraRegion;
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if (mat.cameraRegion == 0x3) {
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@ -318,6 +318,7 @@ namespace Components
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{
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rapidjson::Value literalsArray(rapidjson::kArrayType);
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// always four
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for (size_t j = 0; j < 4; j++)
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{
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literalsArray.PushBack(arg->u.literalConst[j], allocator);
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@ -565,8 +565,6 @@ namespace Components
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}
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}
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printf("");
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}
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clipMap->brushEdges = reallocatedBrushEdges;
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