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https://github.com/Laupetin/OpenAssetTools.git
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Formatted all BSP loading files using clang.
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@@ -1,39 +1,39 @@
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#pragma once
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#include "../BSP.h"
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#include "../BSPCalculation.h"
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#include "Asset/IAssetCreator.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include "../BSPCalculation.h"
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namespace BSP
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{
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class ClipMapLinker
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{
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public:
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ClipMapLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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AssetCreationResult linkClipMap(BSPData* bsp);
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class ClipMapLinker
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{
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public:
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ClipMapLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context);
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AssetCreationResult linkClipMap(BSPData* bsp);
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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AssetCreationContext& m_context;
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void loadBoxData(clipMap_t* clipMap);
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void loadVisibility(clipMap_t* clipMap);
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void loadDynEnts(clipMap_t* clipMap);
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void loadRopesAndConstraints(clipMap_t* clipMap);
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void loadSubModelCollision(clipMap_t* clipMap, BSPData* bsp);
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void loadXModelCollision(clipMap_t* clipMap);
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void loadBoxData(clipMap_t* clipMap);
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void loadVisibility(clipMap_t* clipMap);
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void loadDynEnts(clipMap_t* clipMap);
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void loadRopesAndConstraints(clipMap_t* clipMap);
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void loadSubModelCollision(clipMap_t* clipMap, BSPData* bsp);
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void loadXModelCollision(clipMap_t* clipMap);
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std::vector<cplane_s> planeVec;
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std::vector<cNode_t> nodeVec;
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std::vector<cLeaf_s> leafVec;
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std::vector<CollisionAabbTree> AABBTreeVec;
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int addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap);
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int16_t loadBSPNode(clipMap_t* clipMap, BSPTree* tree);
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void loadBSPTree(clipMap_t* clipMap, BSPData* bsp);
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bool loadPartitions(clipMap_t* clipMap, BSPData* bsp);
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bool loadWorldCollision(clipMap_t* clipMap, BSPData* bsp);
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};
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}
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std::vector<cplane_s> planeVec;
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std::vector<cNode_t> nodeVec;
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std::vector<cLeaf_s> leafVec;
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std::vector<CollisionAabbTree> AABBTreeVec;
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int addAABBTreeFromLeaf(BSPTree* node, clipMap_t* clipMap);
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int16_t loadBSPNode(clipMap_t* clipMap, BSPTree* tree);
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void loadBSPTree(clipMap_t* clipMap, BSPData* bsp);
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bool loadPartitions(clipMap_t* clipMap, BSPData* bsp);
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bool loadWorldCollision(clipMap_t* clipMap, BSPData* bsp);
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};
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} // namespace BSP
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