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Tools/vmap assembler: Move TileAssembler from common to vmap4_assembler where it belongs
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@@ -32,6 +32,12 @@ using G3D::Vector3;
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namespace VMAP
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{
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bool readChunk(FILE* rf, char* dest, const char* compare, uint32 len)
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{
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if (fread(dest, sizeof(char), len, rf) != len) return false;
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return memcmp(dest, compare, len) == 0;
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}
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VMapManager2::VMapManager2()
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{
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GetLiquidFlagsPtr = &GetLiquidFlagsDummy;
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@@ -28,7 +28,7 @@ namespace VMAP
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const char RAW_VMAP_MAGIC[] = "VMAP048"; // used in extracted vmap files with raw data
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const char GAMEOBJECT_MODELS[] = "GameObjectModels.dtree";
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// defined in TileAssembler.cpp currently...
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// defined in VMapManager2.cpp currently...
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bool readChunk(FILE* rf, char *dest, const char *compare, uint32 len);
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}
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@@ -8,7 +8,10 @@
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# WITHOUT ANY WARRANTY, to the extent permitted by law; without even the
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# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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set(PRIVATE_SOURCES VMapAssembler.cpp)
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set(PRIVATE_SOURCES
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TileAssembler.cpp
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TileAssembler.h
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VMapAssembler.cpp)
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if (WIN32)
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list(APPEND PRIVATE_SOURCES ${sources_windows})
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@@ -37,12 +37,6 @@ template<> struct BoundsTrait<VMAP::ModelSpawn*>
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namespace VMAP
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{
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bool readChunk(FILE* rf, char *dest, const char *compare, uint32 len)
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{
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if (fread(dest, sizeof(char), len, rf) != len) return false;
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return memcmp(dest, compare, len) == 0;
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}
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Vector3 ModelPosition::transform(const Vector3& pIn) const
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{
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Vector3 out = pIn * iScale;
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