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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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285
Code/Tools/SkeletonHack/SkeletonHack.cpp
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285
Code/Tools/SkeletonHack/SkeletonHack.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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// SkeletonHack.cpp : Defines the entry point for the console application.
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//
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#include "stdafx.h"
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class HTreeHackClass
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{
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public:
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HTreeHackClass(void);
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~HTreeHackClass(void);
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void Load_W3D(ChunkLoadClass & cload);
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void Save_W3D(ChunkSaveClass & csave);
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int Num_Pivots(void) { return Header.NumPivots; }
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// Skeleton Modification: moves a bone to the end of the array. Use to make
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// skeletons compatible with existing anims by moving all new bones to the end of the array.
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void Move_Bone_To_End(int bone_index);
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protected:
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bool read_pivots(ChunkLoadClass & cload);
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bool read_pivot_fixups(ChunkLoadClass & cload);
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bool write_pivots(ChunkSaveClass & csave);
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bool write_pivot_fixups(ChunkSaveClass & csave);
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void move_single_bone_to_end(unsigned int bone_index);
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int find_first_bad_bone(void);
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W3dHierarchyStruct Header;
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W3dPivotStruct * Pivots;
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W3dPivotFixupStruct * PivotFixups;
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};
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void Print_Usage(void)
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{
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printf("USAGE: SkeletonHack <W3D Filename> <BoneIndex>\r\n");
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printf("WARNING: This program only works on w3d files that contain a skeleton *ONLY*\r\n");
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printf("WARNING: This program modifies the input file.\r\n");
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}
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int main(int argc, char* argv[])
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{
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// See if we got the proper number of arguments
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if (argc != 3) {
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Print_Usage();
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return 0;
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}
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// Try to open the file,
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char * filename = argv[1];
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int bone_index = atoi(argv[2]);
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RawFileClass in_file(filename);
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if (!in_file.Is_Available()) {
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printf("Unable to open file: %s\r\n",filename);
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return 0;
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}
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// Open the file, read the first chunk, and verify that it is an HTree
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in_file.Open();
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ChunkLoadClass cload(&in_file);
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cload.Open_Chunk();
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if (cload.Cur_Chunk_ID() != W3D_CHUNK_HIERARCHY) {
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printf("Other chunks encountered in file: %s\r\n",filename);
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cload.Close_Chunk();
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in_file.Close();
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return 0;
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}
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// Read the hierarchy tree into memory and close the file.
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HTreeHackClass htree;
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htree.Load_W3D(cload);
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cload.Close_Chunk();
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in_file.Close();
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// Validate the bone_index parameter
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if ((bone_index < 0) || (bone_index >= htree.Num_Pivots())) {
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printf("Invalid bone index requested: %d\r\n",bone_index);
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return 0;
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}
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// Edit the HTree, moving the specified bone to the end of the tree
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htree.Move_Bone_To_End(bone_index);
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// Write the hierarchy tree out again.
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RawFileClass out_file(filename);
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if (out_file.Open(FileClass::WRITE) == false) {
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printf("Failed to open %s for writing. Is the file read-only?\r\n",filename);
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return 0;
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}
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ChunkSaveClass csave(&out_file);
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csave.Begin_Chunk(W3D_CHUNK_HIERARCHY);
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htree.Save_W3D(csave);
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csave.End_Chunk();
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out_file.Close();
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printf("Moved bone %d and all of its children to the end of the bone array.\r\n",bone_index);
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return 0;
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}
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HTreeHackClass::HTreeHackClass(void) :
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Pivots(NULL),
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PivotFixups(NULL)
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{
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}
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HTreeHackClass::~HTreeHackClass(void)
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{
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delete[] Pivots;
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delete[] PivotFixups;
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}
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void HTreeHackClass::Load_W3D(ChunkLoadClass & cload)
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{
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/*
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** Read the first chunk, it should be the hierarchy header
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*/
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cload.Open_Chunk();
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assert(cload.Cur_Chunk_ID() == W3D_CHUNK_HIERARCHY_HEADER);
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cload.Read(&Header,sizeof(W3dHierarchyStruct));
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cload.Close_Chunk();
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/*
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** Allocate the array of pivots
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*/
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if (Header.NumPivots > 0) {
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Pivots = new W3dPivotStruct[Header.NumPivots];
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PivotFixups = new W3dPivotFixupStruct[Header.NumPivots];
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}
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/*
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** Now, read in all of the other chunks for this hierarchy.
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*/
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while (cload.Open_Chunk()) {
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switch (cload.Cur_Chunk_ID()) {
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case W3D_CHUNK_PIVOTS:
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read_pivots(cload);
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break;
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case W3D_CHUNK_PIVOT_FIXUPS:
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read_pivot_fixups(cload);
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break;
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default:
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break;
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}
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cload.Close_Chunk();
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}
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}
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bool HTreeHackClass::read_pivots(ChunkLoadClass & cload)
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{
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for (unsigned int pidx=0; pidx < Header.NumPivots; pidx++) {
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if (cload.Read(&Pivots[pidx],sizeof(W3dPivotStruct)) != sizeof(W3dPivotStruct)) {
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return false;
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}
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}
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return true;
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}
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bool HTreeHackClass::read_pivot_fixups(ChunkLoadClass & cload)
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{
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for (unsigned int pidx=0; pidx < Header.NumPivots; pidx++) {
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if (cload.Read(&PivotFixups[pidx],sizeof(W3dPivotFixupStruct)) != sizeof(W3dPivotFixupStruct)) {
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return false;
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}
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}
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return true;
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}
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void HTreeHackClass::Save_W3D(ChunkSaveClass & csave)
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{
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csave.Begin_Chunk(W3D_CHUNK_HIERARCHY_HEADER);
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csave.Write(&Header,sizeof(W3dHierarchyStruct));
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csave.End_Chunk();
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csave.Begin_Chunk(W3D_CHUNK_PIVOTS);
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write_pivots(csave);
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csave.End_Chunk();
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csave.Begin_Chunk(W3D_CHUNK_PIVOT_FIXUPS);
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write_pivot_fixups(csave);
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csave.End_Chunk();
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}
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bool HTreeHackClass::write_pivots(ChunkSaveClass & csave)
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{
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for (unsigned int pidx=0; pidx < Header.NumPivots; pidx++) {
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if (csave.Write(&Pivots[pidx],sizeof(W3dPivotStruct)) != sizeof(W3dPivotStruct)) {
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return false;
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}
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}
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return true;
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}
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bool HTreeHackClass::write_pivot_fixups(ChunkSaveClass & csave)
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{
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for (unsigned int pidx=0; pidx < Header.NumPivots; pidx++) {
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if (csave.Write(&PivotFixups[pidx],sizeof(W3dPivotFixupStruct)) != sizeof(W3dPivotFixupStruct)) {
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return false;
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}
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}
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return true;
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}
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void HTreeHackClass::Move_Bone_To_End(int bone_index)
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{
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move_single_bone_to_end(bone_index);
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int bad_bone = find_first_bad_bone();
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while (bad_bone != -1) {
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move_single_bone_to_end(bad_bone);
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bad_bone = find_first_bad_bone();
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}
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}
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void HTreeHackClass::move_single_bone_to_end(unsigned int bone_index)
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{
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if (bone_index >= Header.NumPivots) {
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return;
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}
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// move entries at 'bone_index' to the ends of their arrays
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W3dPivotStruct tmp_pivot = Pivots[bone_index];
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W3dPivotFixupStruct tmp_fixup = PivotFixups[bone_index];
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for (unsigned int i=bone_index; i<Header.NumPivots-1; i++) {
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Pivots[i] = Pivots[i+1];
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PivotFixups[i] = PivotFixups[i+1];
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}
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Pivots[Header.NumPivots-1] = tmp_pivot;
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PivotFixups[Header.NumPivots-1] = tmp_fixup;
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// adjust all parent indices to reflect the change
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for (i=bone_index; i<Header.NumPivots-1; i++) {
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if (Pivots[i].ParentIdx > bone_index) {
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Pivots[i].ParentIdx--;
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} else if (Pivots[i].ParentIdx == bone_index) {
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Pivots[i].ParentIdx = Header.NumPivots-1;
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}
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}
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}
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int HTreeHackClass::find_first_bad_bone(void)
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{
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for (unsigned int i=1; i<Header.NumPivots; i++) {
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if (Pivots[i].ParentIdx > i) {
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return i;
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}
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}
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return -1;
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}
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