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Add CPU-based skinning path for vertex manipulation effects
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@@ -19,6 +19,7 @@
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#include "Character/CModelData.hpp"
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#include "World/CWorldShadow.hpp"
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#include "World/ScriptObjectSupport.hpp"
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#include "Graphics/CModelPointSelector.hpp"
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namespace urde
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{
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@@ -40,10 +41,10 @@ private:
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class CGunMorph
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{
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float x0_ = 0.f;
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float x4_;
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float x4_gunTransformTime;
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float x8_ = 0.f;
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float xc_ = 0.1f;
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float x10_;
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float x10_holoHoldTime;
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float x14_ = 2.f;
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float x18_transitionFactor = 1.f;
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u32 x1c_ = 2;
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@@ -60,8 +61,8 @@ private:
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};
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public:
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CGunMorph(float a, float b)
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: x4_(a), x10_(std::fabs(b)) {}
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CGunMorph(float gunTransformTime, float holoHoldTime)
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: x4_gunTransformTime(gunTransformTime), x10_holoHoldTime(std::fabs(holoHoldTime)) {}
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float GetTransitionFactor() const { return x18_transitionFactor; }
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};
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@@ -100,8 +101,8 @@ private:
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float x348_ = 0.f;
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float x34c_ = 0.f;
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float x350_ = 0.f;
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float x354_;
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float x358_;
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float x354_bombFuseTime;
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float x358_bombDropDelayTime;
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float x35c_bombTime = 0.f;
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float x360_ = 0.f;
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float x364_ = 0.f;
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@@ -140,8 +141,8 @@ private:
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float x65c_ = 0.f;
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float x660_ = 0.f;
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float x664_ = 0.f;
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float x668_;
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float x66c_;
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float x668_aimVerticalSpeed;
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float x66c_aimHorizontalSpeed;
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TUniqueId x670_ = kInvalidUniqueId;
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u32 x674_ = 0;
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CGunMorph x678_morph;
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@@ -156,7 +157,7 @@ private:
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u32 x6c0_ = 0;
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u32 x6c4_ = 0;
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zeus::CAABox x6c8_;
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CModelData x6e0_;
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CModelData x6e0_rightHandModel;
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CGunWeapon* x72c_currentBeam = nullptr;
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u32 x730_ = 0;
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u32 x734_ = 0;
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@@ -164,6 +165,7 @@ private:
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std::unique_ptr<CGunMotion> x73c_gunMotion;
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std::unique_ptr<CGrappleArm> x740_grappleArm;
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std::unique_ptr<CAuxWeapon> x744_auxWeapon;
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std::unique_ptr<CModelPointSelector> x748_modelPointSelector;
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std::unique_ptr<CPowerBeam> x74c_powerBeam;
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std::unique_ptr<CIceBeam> x750_iceBeam;
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std::unique_ptr<CWaveBeam> x754_waveBeam;
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