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21
Model3d.cpp
21
Model3d.cpp
@@ -309,27 +309,27 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic
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else if (material.find("replacableskin") != material.npos)
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{ // McZapkie-060702: zmienialne skory modelu
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m_material = -1;
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iFlags |= (Opacity < 1.0) ? 1 : 0x10; // zmienna tekstura 1
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iFlags |= (Opacity == 1.0f) ? 1 : 0x10; // zmienna tekstura 1
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}
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else if (material == "-1")
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{
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m_material = -1;
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iFlags |= (Opacity < 1.0) ? 1 : 0x10; // zmienna tekstura 1
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iFlags |= (Opacity == 1.0f) ? 1 : 0x10; // zmienna tekstura 1
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}
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else if (material == "-2")
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{
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m_material = -2;
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iFlags |= (Opacity < 1.0) ? 2 : 0x10; // zmienna tekstura 2
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iFlags |= (Opacity == 1.0f) ? 2 : 0x10; // zmienna tekstura 2
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}
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else if (material == "-3")
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{
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m_material = -3;
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iFlags |= (Opacity < 1.0) ? 4 : 0x10; // zmienna tekstura 3
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iFlags |= (Opacity == 1.0f) ? 4 : 0x10; // zmienna tekstura 3
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}
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else if (material == "-4")
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{
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m_material = -4;
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iFlags |= (Opacity < 1.0) ? 8 : 0x10; // zmienna tekstura 4
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iFlags |= (Opacity == 1.0f) ? 8 : 0x10; // zmienna tekstura 4
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}
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else {
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Name_Material(material);
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@@ -344,13 +344,18 @@ int TSubModel::Load( cParser &parser, TModel3d *Model, /*int Pos,*/ bool dynamic
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// 1. Opacity=0 (przejściowo <1, czy tam <100) oraz
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// 2. tekstura ma przezroczystość
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iFlags |=
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( ( ( Opacity < 1.0 )
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( ( ( Opacity == 0.0f )
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&& ( ( m_material != null_handle )
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&& ( GfxRenderer.Material( m_material ).opacity < 1.0f ) ) ) ?
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&& ( GfxRenderer.Material( m_material ).opacity == 0.0f ) ) ) ?
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0x20 :
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0x10 ); // 0x10-nieprzezroczysta, 0x20-przezroczysta
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};
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}
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else if (eType == TP_STARS)
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{
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m_material = GfxRenderer.Fetch_Material( "stars" );
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iFlags |= 0x10;
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}
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else
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iFlags |= 0x10;
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@@ -1682,7 +1687,7 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, std::vector<std::string> *t,
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// texture-alpha based fallback if for some reason we don't have opacity flag set yet
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iFlags |= (
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( ( m_material != null_handle )
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&& ( GfxRenderer.Material( m_material ).opacity < 1.0f ) ) ?
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&& ( GfxRenderer.Material( m_material ).opacity == 0.0f ) ) ?
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0x20 :
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0x10 ); // 0x10-nieprzezroczysta, 0x20-przezroczysta
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}
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