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Use fixed-width skin IDs in DLC files
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parent
a798d0f174
commit
491783c301
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@ -23,4 +23,4 @@ DLCFile::DLCFile(DLCManager::EDLCType type, const std::wstring &path)
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{
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m_dwSkinId=0;
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}
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}
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}
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@ -7,7 +7,7 @@ class DLCFile
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protected:
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DLCManager::EDLCType m_type;
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std::wstring m_path;
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DWORD m_dwSkinId;
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std::uint32_t m_dwSkinId;
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public:
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DLCFile(DLCManager::EDLCType type, const std::wstring &path);
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@ -15,7 +15,7 @@ public:
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DLCManager::EDLCType getType() { return m_type; }
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std::wstring getPath() { return m_path; }
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DWORD getSkinID() { return m_dwSkinId; }
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std::uint32_t getSkinID() { return m_dwSkinId; }
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virtual void addData(std::uint8_t *pbData, std::uint32_t dataBytes) {}
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virtual std::uint8_t *getData(std::uint32_t &dataBytes) { dataBytes = 0; return NULL; }
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@ -157,7 +157,7 @@ void DLCSkinFile::addParameter(DLCManager::EDLCParameterType type, const std::ws
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case DLCManager::e_DLCParamType_Anim:
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// 4J Stu - The Xbox version used swscanf_s which isn't available in GCC.
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swscanf(value.c_str(), L"%X", &m_uiAnimOverrideBitmask);
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DWORD skinId = app.getSkinIdFromPath(m_path);
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std::uint32_t skinId = app.getSkinIdFromPath(m_path);
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app.SetAnimOverrideBitmask(skinId, m_uiAnimOverrideBitmask);
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break;
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}
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