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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef OPTIMIZE_H
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#define OPTIMIZE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "studio.h"
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// NOTE: You can change this without affecting the vtx file format.
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#define MAX_NUM_BONES_PER_TRI ( MAX_NUM_BONES_PER_VERT * 3 )
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#define MAX_NUM_BONES_PER_STRIP 512
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#define OPTIMIZED_MODEL_FILE_VERSION 7
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extern bool g_bDumpGLViewFiles;
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struct s_bodypart_t;
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namespace OptimizedModel
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{
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#pragma pack(1)
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struct BoneStateChangeHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int hardwareID;
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int newBoneID;
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};
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struct Vertex_t
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{
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DECLARE_BYTESWAP_DATADESC();
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// these index into the mesh's vert[origMeshVertID]'s bones
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unsigned char boneWeightIndex[MAX_NUM_BONES_PER_VERT];
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unsigned char numBones;
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unsigned short origMeshVertID;
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// for sw skinned verts, these are indices into the global list of bones
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// for hw skinned verts, these are hardware bone indices
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byte boneID[MAX_NUM_BONES_PER_VERT];
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};
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enum StripHeaderFlags_t {
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STRIP_IS_TRILIST = 0x01,
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STRIP_IS_TRISTRIP = 0x02
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};
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// a strip is a piece of a stripgroup that is divided by bones
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// (and potentially tristrips if we remove some degenerates.)
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struct StripHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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// indexOffset offsets into the mesh's index array.
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int numIndices;
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int indexOffset;
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// vertexOffset offsets into the mesh's vert array.
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int numVerts;
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int vertOffset;
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// use this to enable/disable skinning.
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// May decide (in optimize.cpp) to put all with 1 bone in a different strip
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// than those that need skinning.
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short numBones;
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unsigned char flags;
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int numBoneStateChanges;
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int boneStateChangeOffset;
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inline BoneStateChangeHeader_t *pBoneStateChange( int i ) const
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{
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return (BoneStateChangeHeader_t *)(((byte *)this) + boneStateChangeOffset) + i;
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};
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};
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enum StripGroupFlags_t
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{
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STRIPGROUP_IS_FLEXED = 0x01,
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STRIPGROUP_IS_HWSKINNED = 0x02,
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STRIPGROUP_IS_DELTA_FLEXED = 0x04,
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STRIPGROUP_SUPPRESS_HW_MORPH = 0x08, // NOTE: This is a temporary flag used at run time.
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};
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// a locking group
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// a single vertex buffer
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// a single index buffer
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struct StripGroupHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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// These are the arrays of all verts and indices for this mesh. strips index into this.
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int numVerts;
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int vertOffset;
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inline Vertex_t *pVertex( int i ) const
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{
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return (Vertex_t *)(((byte *)this) + vertOffset) + i;
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};
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int numIndices;
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int indexOffset;
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inline unsigned short *pIndex( int i ) const
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{
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return (unsigned short *)(((byte *)this) + indexOffset) + i;
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};
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int numStrips;
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int stripOffset;
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inline StripHeader_t *pStrip( int i ) const
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{
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return (StripHeader_t *)(((byte *)this) + stripOffset) + i;
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};
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unsigned char flags;
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};
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enum MeshFlags_t {
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// these are both material properties, and a mesh has a single material.
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MESH_IS_TEETH = 0x01,
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MESH_IS_EYES = 0x02
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};
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// a collection of locking groups:
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// up to 4:
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// non-flexed, hardware skinned
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// flexed, hardware skinned
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// non-flexed, software skinned
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// flexed, software skinned
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//
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// A mesh has a material associated with it.
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struct MeshHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int numStripGroups;
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int stripGroupHeaderOffset;
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inline StripGroupHeader_t *pStripGroup( int i ) const
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{
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StripGroupHeader_t *pDebug = (StripGroupHeader_t *)(((byte *)this) + stripGroupHeaderOffset) + i;
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return pDebug;
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};
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unsigned char flags;
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};
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struct ModelLODHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int numMeshes;
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int meshOffset;
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float switchPoint;
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inline MeshHeader_t *pMesh( int i ) const
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{
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MeshHeader_t *pDebug = (MeshHeader_t *)(((byte *)this) + meshOffset) + i;
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return pDebug;
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};
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};
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// This maps one to one with models in the mdl file.
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// There are a bunch of model LODs stored inside potentially due to the qc $lod command
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struct ModelHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int numLODs; // garymcthack - this is also specified in FileHeader_t
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int lodOffset;
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inline ModelLODHeader_t *pLOD( int i ) const
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{
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ModelLODHeader_t *pDebug = ( ModelLODHeader_t *)(((byte *)this) + lodOffset) + i;
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return pDebug;
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};
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};
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struct BodyPartHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int numModels;
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int modelOffset;
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inline ModelHeader_t *pModel( int i ) const
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{
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ModelHeader_t *pDebug = (ModelHeader_t *)(((byte *)this) + modelOffset) + i;
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return pDebug;
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};
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};
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struct MaterialReplacementHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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short materialID;
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int replacementMaterialNameOffset;
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inline const char *pMaterialReplacementName( void )
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{
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const char *pDebug = (const char *)(((byte *)this) + replacementMaterialNameOffset);
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return pDebug;
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}
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};
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struct MaterialReplacementListHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int numReplacements;
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int replacementOffset;
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inline MaterialReplacementHeader_t *pMaterialReplacement( int i ) const
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{
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MaterialReplacementHeader_t *pDebug = ( MaterialReplacementHeader_t *)(((byte *)this) + replacementOffset) + i;
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return pDebug;
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}
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};
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struct FileHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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// file version as defined by OPTIMIZED_MODEL_FILE_VERSION
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int version;
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// hardware params that affect how the model is to be optimized.
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int vertCacheSize;
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unsigned short maxBonesPerStrip;
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unsigned short maxBonesPerTri;
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int maxBonesPerVert;
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// must match checkSum in the .mdl
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int checkSum;
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int numLODs; // garymcthack - this is also specified in ModelHeader_t and should match
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// one of these for each LOD
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int materialReplacementListOffset;
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MaterialReplacementListHeader_t *pMaterialReplacementList( int lodID ) const
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{
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MaterialReplacementListHeader_t *pDebug =
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(MaterialReplacementListHeader_t *)(((byte *)this) + materialReplacementListOffset) + lodID;
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return pDebug;
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}
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int numBodyParts;
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int bodyPartOffset;
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inline BodyPartHeader_t *pBodyPart( int i ) const
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{
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BodyPartHeader_t *pDebug = (BodyPartHeader_t *)(((byte *)this) + bodyPartOffset) + i;
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return pDebug;
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};
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};
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#pragma pack()
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void WriteOptimizedFiles( studiohdr_t *phdr, s_bodypart_t *pSrcBodyParts );
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}; // namespace OptimizedModel
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#endif // OPTIMIZE_H
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