291 lines
8.2 KiB
C
291 lines
8.2 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines game-specific data
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef GAMEBSPFILE_H
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#define GAMEBSPFILE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "basetypes.h"
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//-----------------------------------------------------------------------------
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// This enumerations defines all the four-CC codes for the client lump names
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//-----------------------------------------------------------------------------
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enum
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{
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GAMELUMP_DETAIL_PROPS = 'dprp',
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GAMELUMP_DETAIL_PROP_LIGHTING = 'dplt',
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GAMELUMP_STATIC_PROPS = 'sprp',
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GAMELUMP_DETAIL_PROP_LIGHTING_HDR = 'dplh',
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};
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// Versions...
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enum
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{
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GAMELUMP_DETAIL_PROPS_VERSION = 4,
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GAMELUMP_DETAIL_PROP_LIGHTING_VERSION = 0,
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GAMELUMP_STATIC_PROPS_VERSION = 10,
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GAMELUMP_STATIC_PROP_LIGHTING_VERSION = 0,
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GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION = 0,
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};
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//-----------------------------------------------------------------------------
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// This is the data associated with the GAMELUMP_DETAIL_PROPS lump
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//-----------------------------------------------------------------------------
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#define DETAIL_NAME_LENGTH 128
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enum DetailPropOrientation_t
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{
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DETAIL_PROP_ORIENT_NORMAL = 0,
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DETAIL_PROP_ORIENT_SCREEN_ALIGNED,
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DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL,
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};
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// NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw
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// in detailobjectsystem.cpp
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enum DetailPropType_t
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{
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DETAIL_PROP_TYPE_MODEL = 0,
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DETAIL_PROP_TYPE_SPRITE,
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DETAIL_PROP_TYPE_SHAPE_CROSS,
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DETAIL_PROP_TYPE_SHAPE_TRI,
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};
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//-----------------------------------------------------------------------------
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// Model index when using studiomdls for detail props
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//-----------------------------------------------------------------------------
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struct DetailObjectDictLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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char m_Name[DETAIL_NAME_LENGTH]; // model name
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};
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//-----------------------------------------------------------------------------
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// Information about the sprite to render
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//-----------------------------------------------------------------------------
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struct DetailSpriteDictLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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// NOTE: All detail prop sprites must lie in the material detail/detailsprites
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Vector2D m_UL; // Coordinate of upper left
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Vector2D m_LR; // Coordinate of lower right
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Vector2D m_TexUL; // Texcoords of upper left
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Vector2D m_TexLR; // Texcoords of lower left
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};
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struct DetailObjectLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector m_Origin;
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QAngle m_Angles;
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unsigned short m_DetailModel; // either index into DetailObjectDictLump_t or DetailPropSpriteLump_t
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unsigned short m_Leaf;
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ColorRGBExp32 m_Lighting;
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unsigned int m_LightStyles;
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unsigned char m_LightStyleCount;
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unsigned char m_SwayAmount; // how much do the details sway
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unsigned char m_ShapeAngle; // angle param for shaped sprites
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unsigned char m_ShapeSize; // size param for shaped sprites
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unsigned char m_Orientation; // See DetailPropOrientation_t
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unsigned char m_Padding2[3]; // FIXME: Remove when we rev the detail lump again..
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unsigned char m_Type; // See DetailPropType_t
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unsigned char m_Padding3[3]; // FIXME: Remove when we rev the detail lump again..
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float m_flScale; // For sprites only currently
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};
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//-----------------------------------------------------------------------------
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// This is the data associated with the GAMELUMP_DETAIL_PROP_LIGHTING lump
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//-----------------------------------------------------------------------------
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struct DetailPropLightstylesLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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ColorRGBExp32 m_Lighting;
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unsigned char m_Style;
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};
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//-----------------------------------------------------------------------------
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// This is the data associated with the GAMELUMP_STATIC_PROPS lump
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//-----------------------------------------------------------------------------
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enum
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{
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STATIC_PROP_NAME_LENGTH = 128,
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// Flags field
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// These are automatically computed
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STATIC_PROP_FLAG_FADES = 0x1,
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STATIC_PROP_USE_LIGHTING_ORIGIN = 0x2,
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STATIC_PROP_NO_DRAW = 0x4, // computed at run time based on dx level
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// These are set in WC
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STATIC_PROP_IGNORE_NORMALS = 0x8,
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STATIC_PROP_NO_SHADOW = 0x10,
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STATIC_PROP_SCREEN_SPACE_FADE = 0x20,
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STATIC_PROP_NO_PER_VERTEX_LIGHTING = 0x40, // in vrad, compute lighting at
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// lighting origin, not for each vertex
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STATIC_PROP_NO_SELF_SHADOWING = 0x80, // disable self shadowing in vrad
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STATIC_PROP_NO_PER_TEXEL_LIGHTING = 0x100, // whether we should do per-texel lightmaps in vrad.
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STATIC_PROP_WC_MASK = 0x1d8, // all flags settable in hammer (?)
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};
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struct StaticPropDictLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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char m_Name[STATIC_PROP_NAME_LENGTH]; // model name
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};
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struct StaticPropLumpV4_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector m_Origin;
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QAngle m_Angles;
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unsigned short m_PropType;
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unsigned short m_FirstLeaf;
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unsigned short m_LeafCount;
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unsigned char m_Solid;
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unsigned char m_Flags;
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int m_Skin;
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float m_FadeMinDist;
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float m_FadeMaxDist;
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Vector m_LightingOrigin;
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
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};
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struct StaticPropLumpV5_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector m_Origin;
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QAngle m_Angles;
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unsigned short m_PropType;
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unsigned short m_FirstLeaf;
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unsigned short m_LeafCount;
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unsigned char m_Solid;
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unsigned char m_Flags;
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int m_Skin;
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float m_FadeMinDist;
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float m_FadeMaxDist;
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Vector m_LightingOrigin;
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float m_flForcedFadeScale;
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
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};
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struct StaticPropLumpV6_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector m_Origin;
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QAngle m_Angles;
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unsigned short m_PropType;
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unsigned short m_FirstLeaf;
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unsigned short m_LeafCount;
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unsigned char m_Solid;
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unsigned char m_Flags;
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int m_Skin;
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float m_FadeMinDist;
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float m_FadeMaxDist;
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Vector m_LightingOrigin;
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float m_flForcedFadeScale;
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unsigned short m_nMinDXLevel;
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unsigned short m_nMaxDXLevel;
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
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};
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struct StaticPropLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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Vector m_Origin;
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QAngle m_Angles;
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unsigned short m_PropType;
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unsigned short m_FirstLeaf;
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unsigned short m_LeafCount;
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unsigned char m_Solid;
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int m_Skin;
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float m_FadeMinDist;
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float m_FadeMaxDist;
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Vector m_LightingOrigin;
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float m_flForcedFadeScale;
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unsigned short m_nMinDXLevel;
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unsigned short m_nMaxDXLevel;
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump
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unsigned int m_Flags;
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unsigned short m_nLightmapResolutionX;
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unsigned short m_nLightmapResolutionY;
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StaticPropLump_t& operator=(const StaticPropLumpV4_t& _rhs)
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{
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m_Origin = _rhs.m_Origin;
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m_Angles = _rhs.m_Angles;
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m_PropType = _rhs.m_PropType;
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m_FirstLeaf = _rhs.m_FirstLeaf;
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m_LeafCount = _rhs.m_LeafCount;
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m_Solid = _rhs.m_Solid;
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m_Flags = _rhs.m_Flags;
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m_Skin = _rhs.m_Skin;
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m_FadeMinDist = _rhs.m_FadeMinDist;
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m_FadeMaxDist = _rhs.m_FadeMaxDist;
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m_LightingOrigin = _rhs.m_LightingOrigin;
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// These get potentially set twice--once here and once in the caller.
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// Value judgement: This makes the code easier to work with, so unless it's a perf issue...
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m_flForcedFadeScale = 1.0f;
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m_nMinDXLevel = 0;
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m_nMaxDXLevel = 0;
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m_nLightmapResolutionX = 0;
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m_nLightmapResolutionY = 0;
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// Older versions don't want this.
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m_Flags |= STATIC_PROP_NO_PER_TEXEL_LIGHTING;
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return *this;
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}
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StaticPropLump_t& operator=(const StaticPropLumpV5_t& _rhs)
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{
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(*this) = reinterpret_cast<const StaticPropLumpV4_t&>(_rhs);
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m_flForcedFadeScale = _rhs.m_flForcedFadeScale;
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return *this;
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}
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StaticPropLump_t& operator=(const StaticPropLumpV6_t& _rhs)
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{
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(*this) = reinterpret_cast<const StaticPropLumpV5_t&>(_rhs);
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m_nMinDXLevel = _rhs.m_nMinDXLevel;
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m_nMaxDXLevel = _rhs.m_nMaxDXLevel;
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return *this;
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}
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};
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struct StaticPropLeafLump_t
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{
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DECLARE_BYTESWAP_DATADESC();
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unsigned short m_Leaf;
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};
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//-----------------------------------------------------------------------------
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// This is the data associated with the GAMELUMP_STATIC_PROP_LIGHTING lump
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//-----------------------------------------------------------------------------
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struct StaticPropLightstylesLump_t
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{
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ColorRGBExp32 m_Lighting;
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};
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#endif // GAMEBSPFILE_H
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