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try to lerp angles properly.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5028 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 142 additions and 147 deletions
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@ -248,80 +248,50 @@ int HLMod_BoneForName(model_t *mod, char *name)
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=======================================================================================================================
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HL_CalculateBones - calculate bone positions - quaternion+vector in one function
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=======================================================================================================================
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note, while ender may be proud of this function, it lacks the fact that interpolating eular angles is not as acurate as interpolating quaternions.
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it is faster though.
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*/
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void HL_CalculateBones
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(
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int offset,
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int frame1,
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int frame2,
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float lerpfrac,
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vec4_t adjust,
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hlmdl_bone_t *bone,
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hlmdl_anim_t *animation,
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float *destination
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int frame,
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vec4_t adjust,
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hlmdl_bone_t *bone,
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hlmdl_anim_t *animation,
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float *organg
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)
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{
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/*~~~~~~~~~~*/
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int i;
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vec3_t angle;
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float lerpifrac = 1-lerpfrac;
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/*~~~~~~~~~~*/
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int i;
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/* For each vector */
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for(i = 0; i < 3; i++)
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{
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/*~~~~~~~~~~~~~~~*/
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int o = i + offset; /* Take the value offset - allows quaternion & vector in one function */
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/*~~~~~~~~~~~~~~~*/
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/* For each vector */
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for(i = 0; i < 6; i++)
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{
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organg[i] = bone->value[i]; /* Take the bone value */
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angle[i] = bone->value[o]; /* Take the bone value */
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if(animation->offset[i] != 0)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int tempframe;
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hlmdl_animvalue_t *animvalue = (hlmdl_animvalue_t *) ((qbyte *) animation + animation->offset[i]);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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if(animation->offset[o] != 0)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int tempframe;
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hlmdl_animvalue_t *animvalue = (hlmdl_animvalue_t *) ((qbyte *) animation + animation->offset[o]);
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short f1, f2;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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/* find values including the required frame */
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tempframe = frame1;
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while(animvalue->num.total <= tempframe)
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{
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tempframe -= animvalue->num.total;
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animvalue += animvalue->num.valid + 1;
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}
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f1 = animvalue[min(animvalue->num.valid-1, tempframe)+1].value;
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/* frame2 is always higher than frame1, so keep searching for it, if its in a different block */
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tempframe += frame2-frame1;
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/* find values including the required frame */
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tempframe = frame;
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while(animvalue->num.total <= tempframe)
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{
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tempframe -= animvalue->num.total;
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animvalue += animvalue->num.valid + 1;
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}
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f2 = animvalue[min(animvalue->num.valid-1, tempframe)+1].value;
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{
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tempframe -= animvalue->num.total;
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animvalue += animvalue->num.valid + 1;
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}
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if (tempframe >= animvalue->num.valid)
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tempframe = animvalue->num.valid;
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else
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tempframe += 1;
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angle[i] += (f1 * lerpifrac + lerpfrac * f2) * bone->scale[o];
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}
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organg[i] += animvalue[tempframe].value * bone->scale[i];
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}
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if(bone->bonecontroller[o] != -1)
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if(bone->bonecontroller[i] != -1)
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{ /* Add the programmable offset. */
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angle[i] += adjust[bone->bonecontroller[o]];
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}
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}
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if(offset < 3)
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{
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VectorCopy(angle, destination); /* Just a standard vector */
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}
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else
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{
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QuaternionGLAngle(angle, destination); /* A quaternion */
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}
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organg[i] += adjust[bone->bonecontroller[i]];
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}
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}
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}
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/*
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@ -331,39 +301,39 @@ void HL_CalculateBones
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*/
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void HL_CalcBoneAdj(hlmodel_t *model)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int i;
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float value;
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hlmdl_bonecontroller_t *control = (hlmdl_bonecontroller_t *)
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((qbyte *) model->header + model->header->controllerindex);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int i;
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float value;
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hlmdl_bonecontroller_t *control = (hlmdl_bonecontroller_t *)
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((qbyte *) model->header + model->header->controllerindex);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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for(i = 0; i < model->header->numcontrollers; i++)
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{
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/*~~~~~~~~~~~~~~~~~~~~~*/
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int j = control[i].index;
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/*~~~~~~~~~~~~~~~~~~~~~*/
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for(i = 0; i < model->header->numcontrollers; i++)
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{
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/*~~~~~~~~~~~~~~~~~~~~~*/
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int j = control[i].index;
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/*~~~~~~~~~~~~~~~~~~~~~*/
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if(control[i].type & 0x8000)
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{
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value = model->controller[j] + control[i].start;
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}
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else
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{
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value = (model->controller[j]+1)*0.5; //shifted to give a valid range between -1 and 1, with 0 being mid-range.
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if(value < 0)
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value = 0;
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else if(value > 1.0)
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value = 1.0;
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value = (1.0 - value) * control[i].start + value * control[i].end;
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}
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if(control[i].type & 0x8000)
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{
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value = model->controller[j] + control[i].start;
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}
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else
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{
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value = (model->controller[j]+1)*0.5; //shifted to give a valid range between -1 and 1, with 0 being mid-range.
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if(value < 0)
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value = 0;
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else if(value > 1.0)
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value = 1.0;
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value = (1.0 - value) * control[i].start + value * control[i].end;
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}
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/* Rotational controllers need their values converted */
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if(control[i].type >= 0x0008 && control[i].type <= 0x0020)
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model->adjust[i] = M_PI * value / 180;
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else
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model->adjust[i] = value;
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}
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/* Rotational controllers need their values converted */
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if(control[i].type >= 0x0008 && control[i].type <= 0x0020)
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model->adjust[i] = M_PI * value / 180;
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else
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model->adjust[i] = value;
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}
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}
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/*
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@ -374,21 +344,23 @@ void HL_CalcBoneAdj(hlmodel_t *model)
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void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt );
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void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, float subblendfrac, float frametime)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int i;
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float matrix[3][4];
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static vec3_t positions[2];
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static vec4_t quaternions[2], blended;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int i;
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float matrix[3][4];
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vec3_t organg1[2];
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vec3_t organg2[2];
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vec3_t organgb[2];
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vec4_t quat1, quat2, quatb;
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int frame1, frame2;
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hlmdl_sequencelist_t *sequence = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) +
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hlmdl_sequencelist_t *sequence = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) +
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((unsigned int)seqnum>=model->header->numseq?0:seqnum);
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hlmdl_sequencedata_t *sequencedata = (hlmdl_sequencedata_t *)
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((qbyte *) model->header + model->header->seqgroups) +
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sequence->seqindex;
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hlmdl_anim_t *animation;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_sequencedata_t *sequencedata = (hlmdl_sequencedata_t *)
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((qbyte *) model->header + model->header->seqgroups) +
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sequence->seqindex;
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hlmdl_anim_t *animation;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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if (sequencedata->name[32])
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{
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if (!sequence->numframes)
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return;
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if(frame1 >= sequence->numframes)
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if(frame1 >= sequence->numframes)
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{
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if (sequence->loop)
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frame1 %= sequence->numframes;
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HL_CalcBoneAdj(model); /* Deal with programmable controllers */
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HL_CalcBoneAdj(model); /* Deal with programmable controllers */
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/*FIXME:this is useless*/
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/*
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if(sequence->motiontype & 0x0001)
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if(sequence->motiontype & 0x0001)
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positions[sequence->motionbone][0] = 0.0;
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if(sequence->motiontype & 0x0002)
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if(sequence->motiontype & 0x0002)
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positions[sequence->motionbone][1] = 0.0;
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if(sequence->motiontype & 0x0004)
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if(sequence->motiontype & 0x0004)
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positions[sequence->motionbone][2] = 0.0;
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*/
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subblendfrac = 1;
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for(i = firstbone; i < lastbone; i++)
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{
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HL_CalculateBones(0, frame1, frame2, frametime, model->adjust, model->bones + i, animation + i, positions[0]);
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HL_CalculateBones(3, frame1, frame2, frametime, model->adjust, model->bones + i, animation + i, quaternions[0]);
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//calc first blend (writes organgb+quatb)
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HL_CalculateBones(frame1, model->adjust, model->bones + i, animation + i, organgb[0]);
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QuaternionGLAngle(organgb[1], quatb); /* A quaternion */
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if (frame1 != frame2)
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{
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HL_CalculateBones(frame2, model->adjust, model->bones + i, animation + i, organg2[0]);
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QuaternionGLAngle(organg2[1], quat2); /* A quaternion */
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HL_CalculateBones(3, frame1, frame2, frametime, model->adjust, model->bones + i, animation + i + model->header->numbones, quaternions[1]);
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QuaternionSlerp(quatb, quat2, frametime, quatb);
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VectorInterpolate(organgb[0], frametime, organg2[0], organgb[0]);
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}
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QuaternionSlerp(quaternions[0], quaternions[1], subblendfrac, blended);
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QuaternionGLMatrix(blended[0], blended[1], blended[2], blended[3], matrix);
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matrix[0][3] = positions[0][0];
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matrix[1][3] = positions[0][1];
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matrix[2][3] = positions[0][2];
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//calc first blend (writes organg1+quat1)
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HL_CalculateBones(frame1, model->adjust, model->bones + i, animation + i + model->header->numbones, organg1[0]);
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QuaternionGLAngle(organg1[1], quat1); /* A quaternion */
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if (frame1 != frame2)
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{
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HL_CalculateBones(frame2, model->adjust, model->bones + i, animation + i + model->header->numbones, organg2[0]);
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QuaternionGLAngle(organg2[1], quat2); /* A quaternion */
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QuaternionSlerp(quat1, quat2, frametime, quat1);
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VectorInterpolate(organg1[0], frametime, organg2[0], organg1[0]);
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}
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//blend the two
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QuaternionSlerp(quatb, quat1, subblendfrac, quat1);
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FloatInterpolate(organgb[0][0], subblendfrac, organg1[0][0], matrix[0][3]);
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FloatInterpolate(organgb[0][0], subblendfrac, organg1[0][1], matrix[1][3]);
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FloatInterpolate(organgb[0][0], subblendfrac, organg1[0][2], matrix[2][3]);
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/* If we have a parent, take the addition. Otherwise just copy the values */
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if(model->bones[i].parent>=0)
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memcpy(transform_matrix[i], matrix, 12 * sizeof(float));
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}
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}
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}
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else
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{
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for(i = firstbone; i < lastbone; i++)
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{
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/*
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* There are two vector offsets in the structure. The first seems to be the
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* positions of the bones, the second the quats of the bone matrix itself. We
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* convert it inside the routine - Inconsistant, but hey.. so's the whole model
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* format.
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*/
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HL_CalculateBones(0, frame1, frame2, frametime, model->adjust, model->bones + i, animation + i, positions[0]);
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HL_CalculateBones(3, frame1, frame2, frametime, model->adjust, model->bones + i, animation + i, quaternions[0]);
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HL_CalculateBones(frame1, model->adjust, model->bones + i, animation + i, organg1[0]);
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QuaternionGLAngle(organg1[1], quat1); /* A quaternion */
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if (frame1 != frame2)
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{
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HL_CalculateBones(frame2, model->adjust, model->bones + i, animation + i, organg2[0]);
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QuaternionGLAngle(organg2[1], quat2); /* A quaternion */
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QuaternionGLMatrix(quaternions[0][0], quaternions[0][1], quaternions[0][2], quaternions[0][3], matrix);
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matrix[0][3] = positions[0][0];
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matrix[1][3] = positions[0][1];
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matrix[2][3] = positions[0][2];
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//lerp the quats properly rather than poorly lerping eular angles.
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QuaternionSlerp(quat1, quat2, frametime, quat1);
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VectorInterpolate(organg1[0], frametime, organg2[0], organg1[0]);
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}
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//we probably ought to keep them as quats or something.
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QuaternionGLMatrix(quat1[0], quat1[1], quat1[2], quat1[3], matrix);
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matrix[0][3] = organg1[0][0];
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matrix[1][3] = organg1[0][1];
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matrix[2][3] = organg1[0][2];
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/* If we have a parent, take the addition. Otherwise just copy the values */
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if(model->bones[i].parent>=0)
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@ -649,6 +643,7 @@ void R_HL_BuildFrame(hlmodel_t *model, hlmdl_model_t *amodel, entity_t *curent,
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st[vert][0] = order[2] * tex_s;
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st[vert][1] = order[3] * tex_t;
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/*fixme: build vertex normals in the base pose and transform them using the same bone matricies (just discard the origin part)*/
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norm[vert][0] = 1;
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norm[vert][1] = 1;
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norm[vert][2] = 1;
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order += 4;
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vert++;
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} while(--count);
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}
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}
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mesh->numindexes = idx;
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mesh->numvertexes = vert;
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model.memgroup = &rent->model->memgroup;
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for (body = 0; body < model.header->numbodyparts; body++)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_bodypart_t *bodypart = (hlmdl_bodypart_t *) ((qbyte *) model.header + model.header->bodypartindex) + body;
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int bodyindex = (0 / bodypart->base) % bodypart->nummodels;
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hlmdl_model_t *amodel = (hlmdl_model_t *) ((qbyte *) model.header + bodypart->modelindex) + bodyindex;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_bodypart_t *bodypart = (hlmdl_bodypart_t *) ((qbyte *) model.header + model.header->bodypartindex) + body;
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int bodyindex = (0 / bodypart->base) % bodypart->nummodels;
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hlmdl_model_t *amodel = (hlmdl_model_t *) ((qbyte *) model.header + bodypart->modelindex) + bodyindex;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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/* Draw each mesh */
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for(m = 0; m < amodel->nummesh; m++)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_mesh_t *mesh = (hlmdl_mesh_t *) ((qbyte *) model.header + amodel->meshindex) + m;
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float tex_w;
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float tex_h;
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/* Draw each mesh */
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for(m = 0; m < amodel->nummesh; m++)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmdl_mesh_t *mesh = (hlmdl_mesh_t *) ((qbyte *) model.header + amodel->meshindex) + m;
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float tex_w;
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float tex_h;
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struct hlmodelshaders_s *s;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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if (mesh->skinindex >= modelc->numskins)
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continue;
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@ -766,7 +761,7 @@ void R_HalfLife_WalkMeshes(entity_t *rent, batch_t *b, batch_t **batches)
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b->next = batches[sort];
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batches[sort] = b;
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}
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else
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else
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{
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if (batchid == b->surf_first)
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{
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@ -780,8 +775,8 @@ void R_HalfLife_WalkMeshes(entity_t *rent, batch_t *b, batch_t **batches)
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}
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batchid++;
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}
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}
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}
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}
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}
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qboolean R_CalcModelLighting(entity_t *e, model_t *clmodel);
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