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Initial commit of Command & Conquer Renegade source code.
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162
Code/Tools/max2w3d/skindata.cpp
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162
Code/Tools/max2w3d/skindata.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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/* $Header: /Commando/Code/Tools/max2w3d/skindata.cpp 7 5/28/98 12:15p Greg_h $ */
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando Tools - WWSkin *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/skindata.cpp $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 5/28/98 12:15p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* SkinDataClass::Save -- save the skindata in the MAX file *
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* SkinDataClass::Load -- load the skindata from a MAX file *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "skindata.h"
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/***********************************************************************************************
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* SkinDataClass::Save -- save the skindata in the MAX file *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 10/26/1997 GH : Created. *
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*=============================================================================================*/
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IOResult SkinDataClass::Save(ISave *isave)
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{
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ULONG nb;
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/*
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** save the flags
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*/
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short flags = 0;
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if (Valid) flags |= 0x01;
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if (Held) flags |= 0x02;
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isave->BeginChunk(FLAGS_CHUNK);
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isave->Write(&flags,sizeof(flags),&nb);
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isave->EndChunk();
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/*
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** Save the bit array of currently selected vertices
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*/
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if (VertSel.NumberSet() > 0) {
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isave->BeginChunk(VERT_SEL_CHUNK);
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VertSel.Save(isave);
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isave->EndChunk();
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}
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/*
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** Save the named selection sets of vertices
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*/
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#if 0
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if (VertSelSets.Count() > 0) {
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isave->BeginChunk(INFLUENCE_DATA_CHUNK);
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VertSelSets.Save(isave);
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isave->EndChunk();
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}
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#endif
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/*
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** Save the vertex influence data
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*/
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if (VertData.Count() > 0) {
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isave->BeginChunk(INFLUENCE_DATA_CHUNK);
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isave->Write(VertData.Addr(0),VertData.Count() * sizeof(InfluenceStruct), &nb);
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isave->EndChunk();
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}
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return IO_OK;
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}
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/***********************************************************************************************
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* SkinDataClass::Load -- load the skindata from a MAX file *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 10/26/1997 GH : Created. *
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*=============================================================================================*/
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IOResult SkinDataClass::Load(ILoad *iload)
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{
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ULONG nb;
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short flags;
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int n;
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IOResult res;
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while (IO_OK == (res=iload->OpenChunk())) {
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switch (iload->CurChunkID()) {
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case FLAGS_CHUNK:
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res = iload->Read(&flags,sizeof(flags),&nb);
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Valid = (flags & 0x01);
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Held = (flags & 0x02);
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break;
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case VERT_SEL_CHUNK:
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res = VertSel.Load(iload);
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break;
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case NAMED_SEL_SETS_CHUNK:
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res = VertSelSets.Load(iload);
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break;
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case INFLUENCE_DATA_CHUNK:
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n = iload->CurChunkLength() / sizeof(InfluenceStruct);
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VertData.SetCount(n);
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res = iload->Read(VertData.Addr(0),n*sizeof(InfluenceStruct),&nb);
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break;
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}
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iload->CloseChunk();
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if (res != IO_OK) {
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return res;
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}
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}
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/*
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** ensure that the arrays are sized correctly
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*/
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Invalidate();
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return IO_OK;
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}
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