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HL2: MDL sequence loop flag support

This commit is contained in:
Marco Cawthorne 2024-11-21 22:09:17 -08:00
parent 60f804aa93
commit bb3e6a3802

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@ -123,7 +123,7 @@ typedef struct
unsigned int _0;
unsigned int name_ofs;
float fps;
unsigned int _12;
unsigned int loop;
unsigned int numframes;
unsigned int _20;
unsigned int _24;
@ -942,7 +942,7 @@ qboolean QDECL Mod_LoadHL2Model (model_t *mod, void *buffer, size_t fsize)
modfuncs->ConcatTransforms((const void*)(ctx.basepose+in[i].parent*12), (const void*)pose, (void*)(ctx.basepose+i*12));
else
memcpy(ctx.basepose+12*i, pose, sizeof(float)*12);
modfuncs->M3x4_Invert(ctx.basepose+12*i, ctx.bones[i].inverse);
memcpy(ctx.bones[i].inverse, in[i].inverse, sizeof(float)*12); //use the provided value, but should match modfuncs->M3x4_Invert(ctx.basepose+12*i, ctx.bones[i].inverse);
}
if (ctx.header->num_anims)
@ -959,7 +959,7 @@ qboolean QDECL Mod_LoadHL2Model (model_t *mod, void *buffer, size_t fsize)
a->GetRawBones = NULL; //FIXME: for delay loading the proper way...
//FIXME: replace Alias_FindRawSkelData instead, to handle bone controllers etc.
a->boneofs = plugfuncs->GMalloc(&mod->memgroup, sizeof(float)*a->numposes*12*ctx.header->num_bones);
a->loop = true;
a->loop = in->loop;
a->rate = in->fps;
a->action = -1;
a->actionweight = 0;