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@ -993,10 +993,26 @@ namespace Components
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map.dpvs.smodelDrawInsts[i].flags |= Game::IW4::STATIC_MODEL_FLAG_GROUND_LIGHTING;
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}
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}
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auto xmodel = map.dpvs.smodelDrawInsts[i].model;
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if (xmodel)
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{
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for (size_t surfaceIndex = 0; surfaceIndex < xmodel->numsurfs; surfaceIndex++)
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{
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auto material = xmodel->materialHandles[surfaceIndex];
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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 0 it usually burns the delayed surface buffer of IW4
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//material->info.gameFlags.fields.unkNeededForSModelDisplay = 1;
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//material->info.gameFlags.fields.doNotDelaySurface = 1; // Still blocky shadows even when i have just this one enabled
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//material->info.gameFlags.fields.isFoliageRequiresGroundLighting = (map.dpvs.smodelDrawInsts[i].flags & Game::IW4::STATIC_MODEL_FLAG_GROUND_LIGHTING) != 0;
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}
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}
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#if USE_IW3_SORTKEYS
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}
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}
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#if USE_IW3_SORTKEYS
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// IW3 values
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map.sortKeyLitDecal = 9;
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map.sortKeyEffectDecal = 29;
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@ -365,13 +365,6 @@ namespace Components
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mat.gameFlags.packed = material->info.gameFlags.packed;
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// ???
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mat.gameFlags.fields.unkNeededForSModelDisplay = 1;
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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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@ -137,7 +137,7 @@ namespace Game
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unsigned char unk4 : 1;
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unsigned char unk5 : 1;
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unsigned char unk6 : 1;
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unsigned char delayModelSurface : 1;
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unsigned char doNotDelaySurface : 1;
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unsigned char unkNeededForSModelDisplay : 1;
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};
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