Fixed lighting mode in EGMC editor, disabled EGMC editor outside MP2/3, fixed a crash in the anim params editor

This commit is contained in:
parax0
2016-01-16 13:32:40 -07:00
parent 440c3ad484
commit af94b54acf
6 changed files with 35 additions and 14 deletions

View File

@@ -8,7 +8,7 @@ class CModelNode : public CSceneNode
{
TResPtr<CModel> mpModel;
u32 mActiveMatSet;
bool mLightingEnabled;
bool mWorldModel;
bool mForceAlphaOn;
CColor mTintColor;
bool mEnableScanOverlay;
@@ -29,7 +29,7 @@ public:
void SetModel(CModel *pModel);
inline void SetMatSet(u32 MatSet) { mActiveMatSet = MatSet; }
inline void SetDynamicLighting(bool Enable) { mLightingEnabled = Enable; }
inline void SetWorldModel(bool World) { mWorldModel = World; }
inline void ForceAlphaEnabled(bool Enable) { mForceAlphaOn = Enable; }
inline void SetTintColor(const CColor& rkTintColor) { mTintColor = rkTintColor; }
inline void ClearTintColor() { mTintColor = CColor::skWhite; }
@@ -37,7 +37,7 @@ public:
inline void SetScanOverlayColor(const CColor& rkColor) { mScanOverlayColor = rkColor; }
inline CModel* Model() const { return mpModel; }
inline u32 MatSet() const { return mActiveMatSet; }
inline bool IsDynamicLightingEnabled() const { return mLightingEnabled; }
inline bool IsWorldModel() const { return mWorldModel; }
inline u32 FindMeshID() const { return mpModel->GetSurface(0)->MeshID; }
};