openmohaa/code/skeletor/skeletor_loadanimation.cpp

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/*
===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// skeletor_loadanimation.cpp : Responsible of loading animations
#include "q_shared.h"
#include "qcommon.h"
#include "skeletor.h"
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qboolean Compress(
skelAnimGameFrame_t *current,
skelAnimGameFrame_t *last,
int channelIndex,
skelChannelList_c *channelList,
ChannelNameTable *channelNames
)
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{
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float tolerance;
float difference;
// high-end PC don't need to compress...
return false;
tolerance = current->pChannels[channelIndex][0];
if (tolerance > -0.000001 && tolerance < 0.000001) {
current->pChannels[channelIndex][0] = 0.0f;
}
tolerance = current->pChannels[channelIndex][1];
if (tolerance > -0.000001 && tolerance < 0.000001) {
current->pChannels[channelIndex][1] = 0.0f;
}
tolerance = current->pChannels[channelIndex][2];
if (tolerance > -0.000001 && tolerance < 0.000001) {
current->pChannels[channelIndex][2] = 0.0f;
}
if (!last) {
return false;
}
difference = last->pChannels[channelIndex][0] - current->pChannels[channelIndex][0];
if (difference < -0.001f || difference >= 0.001f) {
return false;
}
difference = last->pChannels[channelIndex][1] - current->pChannels[channelIndex][1];
if (difference < -0.001f || difference >= 0.001f) {
return false;
}
difference = last->pChannels[channelIndex][2] - current->pChannels[channelIndex][2];
if (difference < -0.001f || difference >= 0.001f) {
return false;
}
return true;
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}
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skelAnimDataGameHeader_t *EncodeFrames(
skelAnimDataGameHeader_t *enAnim,
skelAnimGameFrame_t *m_frame,
qboolean bLog,
skelChannelList_c *channelList,
ChannelNameTable *channelNames
)
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{
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int endFrameCap;
skanChannelHdr *pChannel;
int i, j;
int frameCnt;
skelAnimGameFrame_t *pCurrFrame;
skelAnimGameFrame_t *pLastFrame;
skanGameFrame *pFrame;
int indexLastFrameAdded;
pChannel = enAnim->ary_channels;
endFrameCap = enAnim->numFrames - 2;
for (i = 0; i < enAnim->nTotalChannels; i++, pChannel++) {
pLastFrame = NULL;
pCurrFrame = m_frame;
frameCnt = 0;
for (j = 0; j < enAnim->numFrames; j++) {
if (!Compress(pCurrFrame, pLastFrame, i, channelList, channelNames) || j >= endFrameCap) {
frameCnt++;
pLastFrame = pCurrFrame;
}
pCurrFrame++;
}
pChannel->ary_frames = (skanGameFrame *)Skel_Alloc(frameCnt * sizeof(skanGameFrame));
pChannel->nFramesInChannel = frameCnt;
enAnim->nBytesUsed += frameCnt * sizeof(skanGameFrame);
pLastFrame = NULL;
indexLastFrameAdded = 0;
pCurrFrame = m_frame;
pFrame = pChannel->ary_frames;
for (j = 0; j < enAnim->numFrames; j++) {
if (!Compress(pCurrFrame, pLastFrame, i, channelList, channelNames) || j >= endFrameCap) {
pFrame->nFrameNum = j;
pFrame->nPrevFrameIndex = indexLastFrameAdded;
if (j > 0) {
indexLastFrameAdded++;
}
pFrame->pChannelData[0] = pCurrFrame->pChannels[i][0];
pFrame->pChannelData[1] = pCurrFrame->pChannels[i][1];
pFrame->pChannelData[2] = pCurrFrame->pChannels[i][2];
pFrame->pChannelData[3] = pCurrFrame->pChannels[i][3];
pFrame++;
pLastFrame = pCurrFrame;
}
pCurrFrame++;
}
}
return enAnim;
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}
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skelAnimDataGameHeader_t *
skeletor_c::ConvertSkelFileToGame(skelAnimDataFileHeader_t *pHeader, int iBuffLength, const char *path)
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{
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int i;
skelAnimFileFrame_t *pFileFrame;
skelAnimGameFrame_t *pGameFrame;
skelChannelName_t *pChannelNames;
skelAnimDataGameHeader_t *enAnim;
skelAnimGameFrame_t *oldFrame;
skelAnimGameFrame_t *newFrame;
int channelIndex;
if (pHeader->numFrames <= 0) {
return NULL;
}
pGameFrame = new skelAnimGameFrame_t[pHeader->numFrames];
pFileFrame = pHeader->frame;
newFrame = pGameFrame;
for (i = 0; i < pHeader->numFrames; i++) {
newFrame->bounds[0] = pFileFrame->bounds[0];
newFrame->bounds[1] = pFileFrame->bounds[1];
newFrame->delta = pFileFrame->delta;
newFrame->angleDelta = pFileFrame->angleDelta;
newFrame->pChannels = new vec4_t[pHeader->numChannels];
memcpy(
newFrame->pChannels,
(char *)pHeader
+ (sizeof(vec4_t) * (3 * pHeader->numFrames - 3) + sizeof(vec4_t) * pHeader->numChannels * i + 96),
pHeader->numChannels * sizeof(vec4_t)
);
AddToBounds(newFrame->bounds, pFileFrame->bounds);
pFileFrame++;
newFrame++;
}
enAnim = skelAnimDataGameHeader_t::AllocRLEChannelData(pHeader->numChannels);
enAnim->flags = pHeader->flags;
enAnim->frameTime = pHeader->frameTime;
enAnim->totalDelta = pHeader->totalDelta;
enAnim->totalAngleDelta = pHeader->totalAngleDelta;
enAnim->numFrames = pHeader->numFrames;
enAnim->nTotalChannels = pHeader->numChannels;
ClearBounds(enAnim->bounds[0], enAnim->bounds[1]);
enAnim->m_frame = (skelAnimGameFrame_t *)Skel_Alloc(pHeader->numFrames * sizeof(skelAnimGameFrame_t));
oldFrame = pGameFrame;
newFrame = enAnim->m_frame;
for (i = 0; i < pHeader->numFrames; i++) {
newFrame->bounds[0] = oldFrame->bounds[0];
newFrame->bounds[1] = oldFrame->bounds[1];
newFrame->radius = oldFrame->radius;
newFrame->delta = oldFrame->delta;
newFrame->angleDelta = oldFrame->angleDelta;
newFrame->pChannels = NULL;
AddToBounds(enAnim->bounds, oldFrame->bounds);
oldFrame++;
newFrame++;
}
enAnim->channelList.ZeroChannels();
pChannelNames = (skelChannelName_t *)((char *)pHeader + pHeader->ofsChannelNames);
for (i = 0; i < pHeader->numChannels; i++) {
channelIndex = m_channelNames.RegisterChannel(*pChannelNames);
enAnim->channelList.AddChannel(channelIndex);
pChannelNames++;
}
enAnim->channelList.PackChannels();
EncodeFrames(enAnim, pGameFrame, qfalse, &enAnim->channelList, &m_channelNames);
if (enAnim->channelList.HasChannel(&m_channelNames, "Bip01 pos")
&& enAnim->channelList.HasChannel(&m_channelNames, "Bip01 R Foot pos")
&& enAnim->channelList.HasChannel(&m_channelNames, "Bip01 L Foot pos")) {
enAnim->bHasDelta = true;
} else {
enAnim->bHasDelta = false;
}
if (enAnim->channelList.HasChannel(&m_channelNames, "Bip01 Spine rot")
&& enAnim->channelList.HasChannel(&m_channelNames, "Bip01 Spine1 rot")) {
enAnim->bHasUpper = true;
} else {
enAnim->bHasUpper = false;
}
if (enAnim->channelList.HasChannel(&m_channelNames, "VISEME_Bump")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Cage_")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Earth")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Fave")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_If")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_New")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Ox")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Roar")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Size")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Though")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Told")
|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Wet")
|| enAnim->channelList.HasChannel(&m_channelNames, "BROW_frown")
|| enAnim->channelList.HasChannel(&m_channelNames, "BROW_R_lift")
|| enAnim->channelList.HasChannel(&m_channelNames, "BROW_lift")
|| enAnim->channelList.HasChannel(&m_channelNames, "BROW_worry")
|| enAnim->channelList.HasChannel(&m_channelNames, "EYE_blink")
|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_Excited__")
|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_L_squint")
|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_narrow__")
|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_down")
|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_left")
|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_right")
|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_smile")
|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_up__")
|| enAnim->channelList.HasChannel(&m_channelNames, "JAW_open-closed")
|| enAnim->channelList.HasChannel(&m_channelNames, "JAW_open-open")
|| enAnim->channelList.HasChannel(&m_channelNames, "LIPS_compressed")
|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_L_smile_closed")
|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_L_smile_open")
|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_L_snarl_closed_")
|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_L_snarl_open")
|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_grimace")
|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_smile_closed")
|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_smile_open")
|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_Snarl_closed")
|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_Snarl_open")) {
enAnim->bHasMorph = true;
} else {
enAnim->bHasMorph = false;
}
for (i = 0; i < pHeader->numFrames; i++) {
if (pGameFrame[i].pChannels) {
delete[] pGameFrame[i].pChannels;
}
}
delete[] pGameFrame;
return enAnim;
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}
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void WriteEncodedFrames(msg_t *msg, skelAnimDataGameHeader_t *enAnim)
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{
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skanChannelHdr *pChannel;
skanGameFrame *pFrame;
int i, j;
MSG_WriteLong(msg, enAnim->numFrames);
MSG_WriteShort(msg, enAnim->nTotalChannels);
for (i = 0; i < enAnim->nTotalChannels; i++) {
pChannel = &enAnim->ary_channels[i];
MSG_WriteShort(msg, pChannel->nFramesInChannel);
for (j = 0; j < pChannel->nFramesInChannel; j++) {
pFrame = &pChannel->ary_frames[i];
MSG_WriteShort(msg, pFrame->nFrameNum);
MSG_WriteShort(msg, pFrame->nPrevFrameIndex);
MSG_WriteData(msg, pFrame->pChannelData, sizeof(vec4_t));
}
}
MSG_WriteLong(msg, enAnim->nBytesUsed);
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}
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void skeletor_c::SaveProcessedAnim(
skelAnimDataGameHeader_t *enAnim, const char *path, skelAnimDataFileHeader_t *pHeader
)
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{
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/*
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int i;
skelChannelName_t *pChannelNames;
msg_t msg;
skelAnimGameFrame_t *newFrame;
char npath[ 128 ];
unsigned char buf[ 2000000 ];
// FIXME:
// Write animation
*/
}
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void ReadEncodedFrames(msg_t *msg, skelAnimDataGameHeader_t *enAnim)
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{
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skanChannelHdr *pChannel;
skanGameFrame *pFrame;
int frameCnt;
int i, j;
enAnim->numFrames = MSG_ReadLong(msg);
enAnim->nTotalChannels = MSG_ReadShort(msg);
for (i = 0; i < enAnim->nTotalChannels; i++) {
pChannel = &enAnim->ary_channels[i];
frameCnt = MSG_ReadShort(msg);
pFrame = (skanGameFrame *)Skel_Alloc(frameCnt * sizeof(skanGameFrame));
pChannel->ary_frames = pFrame;
pChannel->nFramesInChannel = frameCnt;
for (j = 0; j < pChannel->nFramesInChannel; j++) {
pFrame = &pChannel->ary_frames[j];
pFrame->nFrameNum = MSG_ReadShort(msg);
pFrame->nPrevFrameIndex = MSG_ReadShort(msg);
MSG_ReadData(msg, pFrame->pChannelData, sizeof(vec4_t));
}
}
enAnim->nBytesUsed = MSG_ReadLong(msg);
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}
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void ReadEncodedFramesEx(msg_t *msg, skelAnimDataGameHeader_t *enAnim)
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{
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skanChannelHdr *pChannel;
skanGameFrame *pFrame;
int frameCnt;
int i, j;
const char *name;
int type;
for (i = 0; i < enAnim->nTotalChannels; i++) {
pChannel = &enAnim->ary_channels[i];
name = enAnim->channelList.ChannelName(&skeletor_c::m_channelNames, i);
type = GetChannelTypeFromName(name);
frameCnt = MSG_ReadShort(msg);
pFrame = (skanGameFrame *)Skel_Alloc(frameCnt * sizeof(skanGameFrame));
pChannel->ary_frames = pFrame;
pChannel->nFramesInChannel = frameCnt;
if (type) {
if (type == 1) {
for (j = 0; j < pChannel->nFramesInChannel; j++) {
pFrame = &pChannel->ary_frames[j];
pFrame->nFrameNum = MSG_ReadShort(msg);
pFrame->nPrevFrameIndex = MSG_ReadShort(msg);
pFrame->pChannelData[0] = MSG_ReadFloat(msg);
pFrame->pChannelData[1] = MSG_ReadFloat(msg);
pFrame->pChannelData[2] = MSG_ReadFloat(msg);
pFrame->pChannelData[3] = 0;
}
} else if (type == 3) {
for (j = 0; j < pChannel->nFramesInChannel; j++) {
pFrame = &pChannel->ary_frames[j];
pFrame->nFrameNum = MSG_ReadShort(msg);
pFrame->nPrevFrameIndex = MSG_ReadShort(msg);
pFrame->pChannelData[0] = MSG_ReadFloat(msg);
pFrame->pChannelData[1] = 0;
pFrame->pChannelData[2] = 0;
pFrame->pChannelData[3] = 0;
}
}
} else {
for (j = 0; j < pChannel->nFramesInChannel; j++) {
pFrame = &pChannel->ary_frames[j];
pFrame->nFrameNum = MSG_ReadShort(msg);
pFrame->nPrevFrameIndex = MSG_ReadShort(msg);
pFrame->pChannelData[0] = MSG_ReadFloat(msg);
pFrame->pChannelData[1] = MSG_ReadFloat(msg);
pFrame->pChannelData[2] = MSG_ReadFloat(msg);
pFrame->pChannelData[3] = MSG_ReadFloat(msg);
}
}
}
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}
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skelAnimDataGameHeader_t *skeletor_c::LoadProcessedAnim(const char *path, void *buffer, int len, const char *name)
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{
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skelAnimDataGameHeader_t *enAnim;
int i;
msg_t msg;
int numChannels;
skelAnimGameFrame_t *newFrame;
MSG_Init(&msg, (byte *)buffer, len);
msg.cursize = len;
MSG_BeginReading(&msg);
numChannels = MSG_ReadLong(&msg);
enAnim = skelAnimDataGameHeader_t::AllocRLEChannelData(numChannels);
enAnim->flags = MSG_ReadLong(&msg);
enAnim->frameTime = MSG_ReadFloat(&msg);
enAnim->totalDelta[0] = MSG_ReadFloat(&msg);
enAnim->totalDelta[1] = MSG_ReadFloat(&msg);
enAnim->totalDelta[2] = MSG_ReadFloat(&msg);
enAnim->totalAngleDelta = MSG_ReadFloat(&msg);
enAnim->numFrames = MSG_ReadLong(&msg);
enAnim->nTotalChannels = MSG_ReadShort(&msg);
enAnim->bHasDelta = MSG_ReadByte(&msg) != 0;
enAnim->bHasUpper = MSG_ReadByte(&msg) != 0;
enAnim->bHasMorph = MSG_ReadByte(&msg) != 0;
newFrame = (skelAnimGameFrame_t *)Skel_Alloc(enAnim->numFrames * sizeof(skelAnimGameFrame_t));
enAnim->m_frame = newFrame;
for (i = 0; i < enAnim->numFrames; i++) {
newFrame->bounds[0][0] = MSG_ReadFloat(&msg);
newFrame->bounds[0][1] = MSG_ReadFloat(&msg);
newFrame->bounds[0][2] = MSG_ReadFloat(&msg);
newFrame->bounds[1][0] = MSG_ReadFloat(&msg);
newFrame->bounds[1][1] = MSG_ReadFloat(&msg);
newFrame->bounds[1][2] = MSG_ReadFloat(&msg);
newFrame->radius = MSG_ReadFloat(&msg);
newFrame->delta[0] = MSG_ReadFloat(&msg);
newFrame->delta[1] = MSG_ReadFloat(&msg);
newFrame->delta[2] = MSG_ReadFloat(&msg);
newFrame->angleDelta = MSG_ReadFloat(&msg);
newFrame->pChannels = NULL;
newFrame++;
}
enAnim->bounds[0][0] = MSG_ReadFloat(&msg);
enAnim->bounds[0][1] = MSG_ReadFloat(&msg);
enAnim->bounds[0][2] = MSG_ReadFloat(&msg);
enAnim->bounds[1][0] = MSG_ReadFloat(&msg);
enAnim->bounds[1][1] = MSG_ReadFloat(&msg);
enAnim->bounds[1][2] = MSG_ReadFloat(&msg);
ReadEncodedFrames(&msg, enAnim);
numChannels = MSG_ReadLong(&msg);
enAnim->channelList.ZeroChannels();
for (i = 0; i < numChannels; i++) {
enAnim->channelList.AddChannel(m_channelNames.RegisterChannel(MSG_ReadString(&msg)));
}
enAnim->channelList.PackChannels();
return enAnim;
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}
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skelAnimDataGameHeader_t *skeletor_c::LoadProcessedAnimEx(const char *path, void *buffer, int len, const char *name)
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{
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skelAnimDataGameHeader_t *enAnim;
int i;
msg_t msg;
int numChannels;
skelAnimGameFrame_t *newFrame;
MSG_Init(&msg, (byte *)buffer, len);
msg.cursize = len;
MSG_BeginReading(&msg);
numChannels = MSG_ReadShort(&msg);
enAnim = skelAnimDataGameHeader_t::AllocRLEChannelData(numChannels);
enAnim->channelList.ZeroChannels();
enAnim->flags = MSG_ReadLong(&msg);
enAnim->frameTime = MSG_ReadFloat(&msg);
enAnim->totalDelta[0] = MSG_ReadFloat(&msg);
enAnim->totalDelta[1] = MSG_ReadFloat(&msg);
enAnim->totalDelta[2] = MSG_ReadFloat(&msg);
enAnim->totalAngleDelta = MSG_ReadFloat(&msg);
enAnim->numFrames = MSG_ReadLong(&msg);
enAnim->bHasDelta = MSG_ReadByte(&msg) != 0;
enAnim->bHasUpper = MSG_ReadByte(&msg) != 0;
enAnim->bHasMorph = MSG_ReadByte(&msg) != 0;
for (i = 0; i < enAnim->nTotalChannels; i++) {
enAnim->channelList.AddChannel(m_channelNames.RegisterChannel(MSG_ReadString(&msg)));
}
enAnim->channelList.PackChannels();
newFrame = (skelAnimGameFrame_t *)Skel_Alloc(enAnim->numFrames * sizeof(skelAnimGameFrame_t));
enAnim->m_frame = newFrame;
for (i = 0; i < enAnim->numFrames; i++) {
newFrame->bounds[0][0] = MSG_ReadFloat(&msg);
newFrame->bounds[0][1] = MSG_ReadFloat(&msg);
newFrame->bounds[0][2] = MSG_ReadFloat(&msg);
newFrame->bounds[1][0] = MSG_ReadFloat(&msg);
newFrame->bounds[1][1] = MSG_ReadFloat(&msg);
newFrame->bounds[1][2] = MSG_ReadFloat(&msg);
newFrame->radius = MSG_ReadFloat(&msg);
newFrame->delta[0] = MSG_ReadFloat(&msg);
newFrame->delta[1] = MSG_ReadFloat(&msg);
newFrame->delta[2] = MSG_ReadFloat(&msg);
newFrame->angleDelta = MSG_ReadFloat(&msg);
newFrame->pChannels = NULL;
newFrame++;
}
enAnim->bounds[0][0] = MSG_ReadFloat(&msg);
enAnim->bounds[0][1] = MSG_ReadFloat(&msg);
enAnim->bounds[0][2] = MSG_ReadFloat(&msg);
enAnim->bounds[1][0] = MSG_ReadFloat(&msg);
enAnim->bounds[1][1] = MSG_ReadFloat(&msg);
enAnim->bounds[1][2] = MSG_ReadFloat(&msg);
ReadEncodedFramesEx(&msg, enAnim);
return enAnim;
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}