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Merge branch 'master' into renderdatarefactor
# Conflicts: # TR5Main/Renderer/Renderer11Draw.cpp
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commit
f3d8b9130c
214 changed files with 3340 additions and 3572 deletions
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@ -49,7 +49,7 @@ void Renderer11::UpdateLaraAnimations(bool force)
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// First calculate matrices for legs, hips, head and torso
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int mask = MESH_BITS(LM_HIPS) | MESH_BITS(LM_LTHIGH) | MESH_BITS(LM_LSHIN) | MESH_BITS(LM_LFOOT) | MESH_BITS(LM_RTHIGH) | MESH_BITS(LM_RSHIN) | MESH_BITS(LM_RFOOT) | MESH_BITS(LM_TORSO) | MESH_BITS(LM_HEAD);
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short *framePtr[2];
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ANIM_FRAME* framePtr[2];
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int rate, frac;
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frac = GetFrame_D2(LaraItem, framePtr, &rate);
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@ -80,16 +80,16 @@ void Renderer11::UpdateLaraAnimations(bool force)
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case WEAPON_CROSSBOW:
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case WEAPON_GRENADE_LAUNCHER:
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case WEAPON_HARPOON_GUN:
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short *shotgunFramePtr;
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ANIM_FRAME* shotgunFramePtr;
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// Left arm
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mask = MESH_BITS(LM_LINARM) | MESH_BITS(LM_LOUTARM) | MESH_BITS(LM_LHAND);
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shotgunFramePtr = Lara.leftArm.frameBase + (Lara.leftArm.frameNumber) * (Anims[Lara.leftArm.animNumber].interpolation >> 8);
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shotgunFramePtr = &g_Level.Frames[Lara.leftArm.frameBase + Lara.leftArm.frameNumber];
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updateAnimation(item, laraObj, &shotgunFramePtr, 0, 1, mask);
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// Right arm
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mask = MESH_BITS(LM_RINARM) | MESH_BITS(LM_ROUTARM) | MESH_BITS(LM_RHAND);
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shotgunFramePtr = Lara.rightArm.frameBase + (Lara.rightArm.frameNumber) * (Anims[Lara.rightArm.animNumber].interpolation >> 8);
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shotgunFramePtr = &g_Level.Frames[Lara.rightArm.frameBase + Lara.rightArm.frameNumber];
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updateAnimation(item, laraObj, &shotgunFramePtr, 0, 1, mask);
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break;
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@ -98,19 +98,19 @@ void Renderer11::UpdateLaraAnimations(bool force)
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case WEAPON_REVOLVER:
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default:
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{
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short *pistolFramePtr;
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ANIM_FRAME* pistolFramePtr;
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// Left arm
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int upperArmMask = MESH_BITS(LM_LINARM);
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mask = MESH_BITS(LM_LOUTARM) | MESH_BITS(LM_LHAND);
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pistolFramePtr = Lara.leftArm.frameBase + (Lara.leftArm.frameNumber - Anims[Lara.leftArm.animNumber].frameBase) * (Anims[Lara.leftArm.animNumber].interpolation >> 8);
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pistolFramePtr = &g_Level.Frames[Lara.leftArm.frameBase + Lara.leftArm.frameNumber - g_Level.Anims[Lara.leftArm.animNumber].frameBase];
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updateAnimation(item, laraObj, &pistolFramePtr, 0, 1, upperArmMask, true);
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updateAnimation(item, laraObj, &pistolFramePtr, 0, 1, mask);
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// Right arm
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upperArmMask = MESH_BITS(LM_RINARM);
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mask = MESH_BITS(LM_ROUTARM) | MESH_BITS(LM_RHAND);
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pistolFramePtr = Lara.rightArm.frameBase + (Lara.rightArm.frameNumber - Anims[Lara.rightArm.animNumber].frameBase) * (Anims[Lara.rightArm.animNumber].interpolation >> 8);
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pistolFramePtr = &g_Level.Frames[Lara.rightArm.frameBase + Lara.rightArm.frameNumber - g_Level.Anims[Lara.rightArm.animNumber].frameBase];
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updateAnimation(item, laraObj, &pistolFramePtr, 0, 1, upperArmMask, true);
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updateAnimation(item, laraObj, &pistolFramePtr, 0, 1, mask);
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}
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