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Initial commit of Command & Conquer Renegade source code.
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86
Code/Tools/LevelEdit/ModelUtils.cpp
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86
Code/Tools/LevelEdit/ModelUtils.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/ModelUtils.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/10/00 11:57a $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "modelutils.h"
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#include "rendobj.h"
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#include "utils.h"
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/////////////////////////////////////////////////////////////////////////
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//
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// Set_Model_Collision_Type
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//
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/////////////////////////////////////////////////////////////////////////
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void
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Set_Model_Collision_Type (RenderObjClass *model, int collision_type)
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{
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if (model == NULL) {
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return ;
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}
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//
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// Loop over all the sub-objects
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//
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int count = model->Get_Num_Sub_Objects ();
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for (int index = 0; index < count; index ++) {
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//
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// Get a pointer to this subobject
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//
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RenderObjClass *sub_object = model->Get_Sub_Object (index);
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if (sub_object != NULL) {
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//
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// Set the collision bits for this sub-object
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//
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::Set_Model_Collision_Type (sub_object, collision_type);
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MEMBER_RELEASE (sub_object);
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}
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}
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//
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// Set the collision type for this model
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//
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if ( model->Is_Not_Hidden_At_All () &&
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model->Class_ID () != RenderObjClass::CLASSID_AABOX &&
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model->Class_ID () != RenderObjClass::CLASSID_OBBOX)
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{
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model->Set_Collision_Type (collision_type);
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}
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return ;
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}
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