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https://github.com/SabreTools/SabreTools.Models.git
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5 Commits
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a06ff8f8b3 | ||
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7269e91913 | ||
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c118271565 | ||
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71ccbc6ab1 | ||
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ed5c1a7173 |
@@ -34,6 +34,11 @@ namespace SabreTools.Models.BSP
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/// </summary>
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public VerticesLump? VerticesLump { get; set; }
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/// <summary>
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/// LUMP_VISIBILITY [4]
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/// </summary>
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public VisibilityLump? VisibilityLump { get; set; }
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/// <summary>
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/// LUMP_NODES [5]
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/// </summary>
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@@ -17,6 +17,7 @@ namespace SabreTools.Models.BSP
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/// Lumps
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/// </summary>
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/// <remarks>15 entries</remarks>
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public BspLumpEntry[]? Lumps { get; set; }
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[MarshalAs(UnmanagedType.ByValArray, SizeConst = Constants.BSP_HEADER_LUMPS)]
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public BspLumpEntry[]? Lumps;
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}
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}
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@@ -25,7 +25,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// Start position used for orientation
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/// </summary>
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public Vector3D startPosition;
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public Vector3D StartPosition;
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/// <summary>
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/// Index into LUMP_DISP_VERTS.
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@@ -13,6 +13,6 @@ namespace SabreTools.Models.BSP
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/// Lightmap RGB values
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/// </summary>
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/// <remarks>Array of 3-byte values</remarks>
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public byte[,]? Lightmap { get; set; }
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public byte[][]? Lightmap { get; set; }
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}
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}
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@@ -41,6 +41,6 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// <see cref="VertexIndexCount">
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/// </summary>
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public int[]? VertexIndices;
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public int[]? VertexIndicies;
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}
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}
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43
SabreTools.Models/BSP/PakfileLump.cs
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43
SabreTools.Models/BSP/PakfileLump.cs
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@@ -0,0 +1,43 @@
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namespace SabreTools.Models.BSP
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{
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/// <summary>
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/// The Pakfile lump (Lump 40) is a special lump that can contains
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/// multiple files which are embedded into the bsp file. Usually,
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/// they contain special texture (.vtf) and material (.vmt) files
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/// which are used to store the reflection maps from env_cubemap
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/// entities in the map; these files are built and placed in the
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/// Pakfile lump when the buildcubemaps console command is executed.
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/// The Pakfile can optionally contain such things as custom textures
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/// and prop models used in the map, and are placed into the bsp file
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/// by using the BSPZIP program (or alternate programs such as Pakrat).
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/// These files are integrated into the game engine's file system
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/// and will be loaded preferentially before externally located
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/// files are used.
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///
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/// The format of the Pakfile lump is identical to that used by the
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/// Zip compression utility when no compression is specified (i.e.,
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/// the individual files are stored in uncompressed format). In some
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/// branches, such as , LZMA compression can be used as well. If the
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/// Pakfile lump is extracted and written to a file, it can therefore
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/// be opened with WinZip and similar programs.
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///
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/// The header public/zip_uncompressed.h defines the structures
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/// present in the Pakfile lump. The last element in the lump is a
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/// ZIP_EndOfCentralDirRecord structure. This points to an array of
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/// ZIP_FileHeader structures immediately preceeding it, one for each
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/// file present in the Pak. Each of these headers then point to
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/// ZIP_LocalFileHeader structures that are followed by that file's
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/// data.
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///
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/// The Pakfile lump is usually the last element of the bsp file.
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/// </summary>
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/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
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public sealed class PakfileLump
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{
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/// <summary>
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/// Pakfile data
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/// </summary>
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/// TODO: Split and/or decompress data?
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public byte[]? Data;
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}
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}
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11
SabreTools.Models/BSP/PhysCollideLump.cs
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11
SabreTools.Models/BSP/PhysCollideLump.cs
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@@ -0,0 +1,11 @@
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namespace SabreTools.Models.BSP
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{
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/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
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public sealed class PhysCollideLump : Lump
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{
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/// <summary>
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/// Models
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/// </summary>
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public PhysModel[]? Models { get; set; }
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}
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}
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42
SabreTools.Models/BSP/PhysModel.cs
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42
SabreTools.Models/BSP/PhysModel.cs
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@@ -0,0 +1,42 @@
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using System.Runtime.InteropServices;
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namespace SabreTools.Models.BSP
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{
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/// <summary>
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/// The physcollide lump (Lump 29) contains physics data for the world.
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/// </summary>
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/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
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[StructLayout(LayoutKind.Sequential)]
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public sealed class PhysModel
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{
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/// <summary>
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/// Perhaps the index of the model to which this physics model applies?
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/// </summary>
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public int ModelIndex;
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/// <summary>
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/// Total size of the collision data sections
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/// </summary>
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public int DataSize;
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/// <summary>
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/// Size of the text section
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/// </summary>
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public int KeydataSize;
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/// <summary>
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/// Number of collision data sections
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/// </summary>
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public int SolidCount;
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/// <summary>
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/// Collision data of length <see cref="SolidCount"/>
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/// </summary>
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public PhysSolid[]? Solids;
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/// <summary>
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/// Key data of size <see cref="KeydataSize"/>
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/// </summary>
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public byte[]? TextData;
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}
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}
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25
SabreTools.Models/BSP/PhysSolid.cs
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25
SabreTools.Models/BSP/PhysSolid.cs
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@@ -0,0 +1,25 @@
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using System.Runtime.InteropServices;
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namespace SabreTools.Models.BSP
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{
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/// <summary>
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/// The last two parts appear to be identical to the PHY file format,
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/// which means their exact contents are unknown. Note that the
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/// compactsurfaceheader_t structure contains the data size of each
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/// collision data section (including the rest of the header)
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/// </summary>
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/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
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[StructLayout(LayoutKind.Sequential)]
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public sealed class PhysSolid
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{
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/// <summary>
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/// Size of the collision data
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/// </summary>
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public int Size;
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/// <summary>
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/// Collision data of length <see cref="Size"/>
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/// </summary>
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public byte[]? CollisionData;
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}
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}
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@@ -19,6 +19,6 @@ namespace SabreTools.Models.BSP
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/// Model name
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/// </summary>
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/// <remarks>[dictEntries][128]</remarks>
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public char[,]? Name;
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public char[][]? Name;
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}
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}
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@@ -153,7 +153,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// LUMP_DISPINFO [26]
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/// </summary>
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public DispInfosLump? DispInfoLump { get; set; }
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public DispInfosLump? DispInfosLump { get; set; }
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/// <summary>
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/// LUMP_ORIGINALFACES [27]
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@@ -166,8 +166,10 @@ namespace SabreTools.Models.BSP
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/// TODO: Find definition and implement
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// public PhysDispLump? PhysDispLump { get; set; }
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// TODO: Implement Lump 29
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// https://developer.valvesoftware.com/wiki/BSP_(Source)#Physics
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/// <summary>
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/// LUMP_PHYSCOLLIDE [29]
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/// </summary>
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public PhysCollideLump? PhysCollideLump { get; set; }
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/// <summary>
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/// LUMP_VERTNORMALS [30]
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@@ -190,7 +192,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// LUMP_DISP_VERTS [33]
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/// </summary>
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public DispVertsLump? DispVertLump { get; set; }
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public DispVertsLump? DispVertsLump { get; set; }
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/// <summary>
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/// LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS [34]
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@@ -227,8 +229,10 @@ namespace SabreTools.Models.BSP
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/// TODO: Find definition and implement
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// public PrimIndicesLump? PrimIndicesLump { get; set; }
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// TODO: Implement Lump 40
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// https://developer.valvesoftware.com/wiki/BSP_(Source)#Pakfile
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/// <summary>
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/// LUMP_PAKFILE [40]
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/// </summary>
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public PakfileLump? PakfileLump { get; set; }
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/// <summary>
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/// LUMP_CLIPPORTALVERTS [41]
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@@ -239,7 +243,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// LUMP_CUBEMAPS [42]
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/// </summary>
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public CubemapsLump? CubemapLump { get; set; }
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public CubemapsLump? CubemapsLump { get; set; }
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/// <summary>
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/// LUMP_TEXDATA_STRING_DATA [43]
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@@ -304,7 +308,7 @@ namespace SabreTools.Models.BSP
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/// <summary>
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/// LUMP_WORLDLIGHTS_HDR [54]
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/// </summary>
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public WorldLightsLump? WorldLightsLump { get; set; }
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public WorldLightsLump? HDRWorldLightsLump { get; set; }
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/// <summary>
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/// LUMP_LEAF_AMBIENT_LIGHTING_HDR [55]
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@@ -353,7 +357,7 @@ namespace SabreTools.Models.BSP
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// public PhysLevelLump? PhysLevelLump { get; set; }
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/// <summary>
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/// LUMP_DISP_MULTIBLEND [64]
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/// LUMP_DISP_MULTIBLEND [63]
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/// </summary>
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/// TODO: Find definition and implement
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// public DispMultiBlendLump? DispMultiBlendLump { get; set; }
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@@ -17,6 +17,6 @@ namespace SabreTools.Models.BSP
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public int NumClusters { get; set; }
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/// <remarks>[numclusters][2]</remarks>
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public int[,]? ByteOffsets { get; set; }
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public int[][]? ByteOffsets { get; set; }
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}
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}
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@@ -7,7 +7,7 @@
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<NoWarn>CS0618</NoWarn>
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<Nullable>enable</Nullable>
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<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
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<Version>1.5.2</Version>
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<Version>1.5.3</Version>
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<!-- Package Properties -->
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<Authors>Matt Nadareski</Authors>
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@@ -24,7 +24,7 @@ namespace SabreTools.Models.WAD3
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public CharInfo[] FontInfo = new CharInfo[256];
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/// <remarks>[width][height]</remarks>
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public byte[,]? Data;
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public byte[][]? Data;
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/// <summary>
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/// Number of colors used in the palette (always 256 for GoldSrc)
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@@ -35,6 +35,6 @@ namespace SabreTools.Models.WAD3
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/// The color palette for the mipmaps (always 256 * 3 = 768 for GoldSrc)
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/// </summary>
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/// <remarks>[ColorsUsed][3]</remarks>
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public byte[,]? Palette { get; set; }
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public byte[][]? Palette { get; set; }
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}
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}
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@@ -1,5 +1,3 @@
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using System.Runtime.InteropServices;
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namespace SabreTools.Models.WAD3
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{
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/// <see href="https://twhl.info/wiki/page/Specification:_WAD3"/>
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@@ -9,6 +7,6 @@ namespace SabreTools.Models.WAD3
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/// Raw image data. Each byte points to an index in the palette
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/// </summary>
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/// <remarks>[width][height]</remarks>
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public byte[,]? Data { get; set; }
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public byte[][]? Data { get; set; }
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}
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}
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@@ -43,6 +43,6 @@ namespace SabreTools.Models.WAD3
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/// The color palette for the mipmaps (always 256 * 3 = 768 for GoldSrc)
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/// </summary>
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/// <remarks>[ColorsUsed][3]</remarks>
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public byte[,]? Palette { get; set; }
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public byte[][]? Palette { get; set; }
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}
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}
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@@ -17,7 +17,7 @@ namespace SabreTools.Models.WAD3
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/// Raw image data. Each byte points to an index in the palette
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/// </summary>
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/// <remarks>[height][width]</remarks>
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public byte[,]? Data { get; set; }
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public byte[][]? Data { get; set; }
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/// <summary>
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/// Number of colors used in the palette (always 256 for GoldSrc)
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@@ -28,6 +28,6 @@ namespace SabreTools.Models.WAD3
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/// The color palette for the mipmaps (always 256 * 3 = 768 for GoldSrc)
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/// </summary>
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/// <remarks>[ColorsUsed][3]</remarks>
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public byte[,]? Palette { get; set; }
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public byte[][]? Palette { get; set; }
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}
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}
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