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FXInfo branch port #1171
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FXInfo branch port #1171
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fx.RoomNumber = roomNumber; | ||
fx.ObjectNumber = ID_BUBBLES; | ||
fx.Animation.Velocity.z = (GetRandomControl() & 0x1F) + 64; | ||
fx.Animation.FrameNumber = Objects[ID_BUBBLES].meshIndex + 8; |
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Use Model.MeshIndex
here
fx.Animation.Velocity.y = 0; | ||
fx.ObjectNumber = ID_BODY_PART; | ||
fx.Model.Color = Vector4::One; | ||
fx.Animation.FrameNumber = Objects[ID_BUBBLES].meshIndex + (GetRandomControl() & 7); |
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I think what's generally wrong here is that mesh index is stored in Animation.FrameNumber. We now have explicitly stated mesh indices in Model.MeshIndex, this should be used instead.
fx.Pose.Orientation.y = pose.Orientation.y; | ||
fx.Pose.Orientation.z = 0; | ||
fx.RoomNumber = roomNumber; | ||
fx.ObjectNumber = ID_BUBBLES; |
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Redefinition ID_ENERGY_BUBBLES
to ID_BUBBLES
fx.RoomNumber = roomNumber; | ||
fx.ObjectNumber = ID_BUBBLES; | ||
fx.Animation.Velocity.z = (GetRandomControl() & 0x1F) + 64; | ||
fx.Animation.FrameNumber = Objects[ID_BUBBLES].meshIndex + 8; |
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Model.MeshIndex
const auto& fxInfo = GetFXInfo(fx); | ||
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ShatterItem.yRot = fx.Pose.Orientation.y; | ||
ShatterItem.meshIndex = fx.Animation.FrameNumber; |
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Model.MeshIndex
Ports Raildex's unfinished PR (#342) to the current codebase.
To test: