implemented skinned peds, no cutscene hands yet
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@@ -1,10 +1,12 @@
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#include "common.h"
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#include "main.h"
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#include "RwHelper.h"
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#include "Lights.h"
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#include "PointLights.h"
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#include "RpAnimBlend.h"
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#include "AnimBlendClumpData.h"
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#include "Bones.h"
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#include "Renderer.h"
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#include "ModelIndices.h"
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#include "Shadows.h"
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@@ -19,6 +21,12 @@ CCutsceneObject::CCutsceneObject(void)
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ObjectCreatedBy = CUTSCENE_OBJECT;
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m_fMass = 1.0f;
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m_fTurnMass = 1.0f;
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#ifdef PED_SKIN
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bRenderHead = true;
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bRenderRightHand = true;
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bRenderLeftHand = true;
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#endif
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}
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void
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@@ -42,12 +50,24 @@ CCutsceneObject::ProcessControl(void)
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m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
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ApplyMoveSpeed();
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump()))
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UpdateRpHAnim();
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#endif
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}
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static RpMaterial*
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MaterialSetAlpha(RpMaterial *material, void *data)
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{
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((RwRGBA*)RpMaterialGetColor(material))->alpha = (uint8)(uintptr)data;
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return material;
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}
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void
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CCutsceneObject::PreRender(void)
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{
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if(IsPedModel(GetModelIndex()))
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if(IsPedModel(GetModelIndex())){
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CShadows::StoreShadowForPedObject(this,
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CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
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@@ -55,14 +75,57 @@ CCutsceneObject::PreRender(void)
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CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
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// For some reason xbox/android limbs are transparent here...
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RpGeometry *geometry = RpAtomicGetGeometry(GetFirstAtomic(GetClump()));
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RpGeometrySetFlags(geometry, RpGeometryGetFlags(geometry) | rpGEOMETRYMODULATEMATERIALCOLOR);
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RpGeometryForAllMaterials(geometry, MaterialSetAlpha, (void*)255);
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}
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}
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void
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CCutsceneObject::Render(void)
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{
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump())){
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if(bRenderLeftHand) RenderLimb(BONE_Lhand);
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if(bRenderRightHand) RenderLimb(BONE_Rhand);
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if(bRenderHead) RenderLimb(BONE_head);
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}
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#endif
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CObject::Render();
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}
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#ifdef PED_SKIN
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void
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CCutsceneObject::RenderLimb(int32 bone)
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{
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RpAtomic *atomic;
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CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
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switch(bone){
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case BONE_head:
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atomic = mi->getHead();
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break;
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case BONE_Lhand:
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atomic = mi->getLeftHand();
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break;
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case BONE_Rhand:
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atomic = mi->getRightHand();
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break;
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default:
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return;
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}
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if(atomic){
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
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int idx = RpHAnimIDGetIndex(hier, bone);
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RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
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RwFrame *frame = RpAtomicGetFrame(atomic);
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*RwFrameGetMatrix(frame) = *mat;
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RwFrameUpdateObjects(frame);
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RpAtomicRender(atomic);
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}
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}
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#endif
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bool
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CCutsceneObject::SetupLighting(void)
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{
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