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https://github.com/nillerusr/source-engine.git
synced 2026-08-07 17:29:36 +00:00
amd64: fix model loading issues
This commit is contained in:
+34
-3
@@ -523,7 +523,7 @@ private:
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int UpdateOrCreate( studiohdr_t *pHdr, const char *pFilename, char *pX360Filename, int maxLen, const char *pPathID, bool bForce = false );
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// Attempts to read the platform native file - on 360 it can read and swap Win32 file as a fallback
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bool ReadFileNative( char *pFileName, const char *pPath, CUtlBuffer &buf, int nMaxBytes = 0 );
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bool ReadFileNative( char *pFileName, const char *pPath, CUtlBuffer &buf, int nMaxBytes = 0, MDLCacheDataType_t type = MDLCACHE_NONE );
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// Creates a thin cache entry (to be used for model decals) from fat vertex data
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vertexFileHeader_t * CreateThinVertexes( vertexFileHeader_t * originalData, const studiohdr_t * pStudioHdr, int * cacheLength );
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@@ -1913,7 +1913,7 @@ int CMDLCache::UpdateOrCreate( studiohdr_t *pHdr, const char *pSourceName, char
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//-----------------------------------------------------------------------------
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// Purpose: Attempts to read a file native to the current platform
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//-----------------------------------------------------------------------------
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bool CMDLCache::ReadFileNative( char *pFileName, const char *pPath, CUtlBuffer &buf, int nMaxBytes )
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bool CMDLCache::ReadFileNative( char *pFileName, const char *pPath, CUtlBuffer &buf, int nMaxBytes, MDLCacheDataType_t type )
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{
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bool bOk = false;
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@@ -1928,6 +1928,32 @@ bool CMDLCache::ReadFileNative( char *pFileName, const char *pPath, CUtlBuffer &
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{
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// Read the PC version
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bOk = g_pFullFileSystem->ReadFile( pFileName, pPath, buf, nMaxBytes );
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if( bOk && type == MDLCACHE_STUDIOHDR )
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{
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studiohdr_t* pStudioHdr = ( studiohdr_t* ) buf.PeekGet();
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if ( pStudioHdr->studiohdr2index == 0 )
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{
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// We always need this now, so make room for it in the buffer now.
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int bufferContentsEnd = buf.TellMaxPut();
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int maskBits = VALIGNOF( studiohdr2_t ) - 1;
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int offsetStudiohdr2 = ( bufferContentsEnd + maskBits ) & ~maskBits;
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int sizeIncrease = ( offsetStudiohdr2 - bufferContentsEnd ) + sizeof( studiohdr2_t );
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buf.SeekPut( CUtlBuffer::SEEK_CURRENT, sizeIncrease );
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// Re-get the pointer after resizing, because it has probably moved.
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pStudioHdr = ( studiohdr_t* ) buf.Base();
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studiohdr2_t* pStudioHdr2 = ( studiohdr2_t* ) ( ( byte * ) pStudioHdr + offsetStudiohdr2 );
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memset( pStudioHdr2, 0, sizeof( studiohdr2_t ) );
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pStudioHdr2->flMaxEyeDeflection = 0.866f; // Matches studio.h.
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pStudioHdr->studiohdr2index = offsetStudiohdr2;
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// Also make sure the structure knows about the extra bytes
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// we've added so they get copied around.
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pStudioHdr->length += sizeIncrease;
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}
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}
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}
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return bOk;
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@@ -2033,7 +2059,7 @@ bool CMDLCache::ReadMDLFile( MDLHandle_t handle, const char *pMDLFileName, CUtlB
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MEM_ALLOC_CREDIT();
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bool bOk = ReadFileNative( pFileName, "GAME", buf );
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bool bOk = ReadFileNative( pFileName, "GAME", buf, 0, MDLCACHE_STUDIOHDR );
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if ( !bOk )
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{
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DevWarning( "Failed to load %s!\n", pMDLFileName );
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@@ -2147,6 +2173,11 @@ studiohdr_t *CMDLCache::GetStudioHdr( MDLHandle_t handle )
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// Assert( m_pModelCacheSection->IsFrameLocking() );
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// Assert( m_pMeshCacheSection->IsFrameLocking() );
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studiodata_t *pStudioData = m_MDLDict[handle];
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if( !pStudioData )
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return NULL;
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#if _DEBUG
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VPROF_INCREMENT_COUNTER( "GetStudioHdr", 1 );
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#endif
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