Lots of work to get MP2 repacking functional

This commit is contained in:
parax0
2016-11-07 03:07:00 -07:00
parent 040caca896
commit f6fd78af14
135 changed files with 677 additions and 1239 deletions

View File

@@ -11,7 +11,6 @@ CGameArea::CGameArea(CResourceEntry *pEntry /*= 0*/)
, mOriginalWorldMeshCount(0)
, mUsesCompression(false)
, mpMaterialSet(nullptr)
, mpGeneratorLayer(nullptr)
, mpCollision(nullptr)
{
}
@@ -21,7 +20,6 @@ CGameArea::~CGameArea()
ClearTerrain();
delete mpCollision;
delete mpGeneratorLayer;
for (u32 iSCLY = 0; iSCLY < mScriptLayers.size(); iSCLY++)
delete mScriptLayers[iSCLY];
@@ -54,8 +52,6 @@ CDependencyTree* CGameArea::BuildDependencyTree() const
for (u32 iLayer = 0; iLayer < mScriptLayers.size(); iLayer++)
pTree->AddScriptLayer(mScriptLayers[iLayer]);
pTree->AddScriptLayer(mpGeneratorLayer);
return pTree;
}
@@ -134,8 +130,6 @@ void CGameArea::ClearScriptLayers()
for (auto it = mScriptLayers.begin(); it != mScriptLayers.end(); it++)
delete *it;
mScriptLayers.clear();
delete mpGeneratorLayer;
mpGeneratorLayer = nullptr;
}
u32 CGameArea::TotalInstanceCount() const

View File

@@ -49,7 +49,6 @@ class CGameArea : public CResource
std::vector<CStaticModel*> mStaticWorldModels; // StaticTerrainModels is the merged terrain for faster rendering in the world editor
// Script
std::vector<CScriptLayer*> mScriptLayers;
CScriptLayer *mpGeneratorLayer;
std::unordered_map<u32, CScriptObject*> mObjectMap;
// Collision
CCollisionMeshGroup *mpCollision;
@@ -92,7 +91,6 @@ public:
inline CCollisionMeshGroup* Collision() const { return mpCollision; }
inline u32 NumScriptLayers() const { return mScriptLayers.size(); }
inline CScriptLayer* ScriptLayer(u32 Index) const { return mScriptLayers[Index]; }
inline CScriptLayer* GeneratedObjectsLayer() const { return mpGeneratorLayer; }
inline u32 NumLightLayers() const { return mLightLayers.size(); }
inline u32 NumLights(u32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
inline CLight* Light(u32 LayerIndex, u32 LightIndex) const { return mLightLayers[LayerIndex][LightIndex]; }