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Use constants for material sort key names
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@ -880,6 +880,8 @@ namespace IW4
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// water related = 19, // maybe underwater
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// water related = 20, // maybe transparent water
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// ? = 21,
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// - = 22,
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// - = 23,
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SORTKEY_WINDOW_INSIDE = 24, // prob window inside
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SORTKEY_WINDOW_OUTSIDE = 25, // prob window outside
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// ? = 26, // includes motiontracker3d, impact fx, atmos
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@ -888,18 +890,30 @@ namespace IW4
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// ? = 29,
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// ? = 30,
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// ? = 31,
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// - = 32,
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// ? = 33,
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// some ui/2d/fullscreen sort = 34,
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// - = 35,
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// - = 36,
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// - = 37,
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// - = 38,
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// - = 39,
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// - = 40,
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// framecolordebug = 41, // multiplicative?
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// - = 42,
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SORTKEY_DISTORTION = 43,
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// ? = 44,
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// ? = 45,
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// - = 46,
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SORTKEY_BLEND_ADDITIVE = 47, // most likely blend / additive
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SORTKEY_EFFECT_AUTO_SORT = 48, // most likely effect - auto sort
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SORTKEY_AFTER_EFFECTS_BOTTOM = 49,
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SORTKEY_AFTER_EFFECTS_MIDDLE = 50, // prob after effects - middle
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SORTKEY_AFTER_EFFECTS_TOP = 51, // prob after effects - top
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// - = 52,
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SORTKEY_VIEWMODEL_EFFECT = 53, // maybe viewmodel effect
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SORTKEY_MAX
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};
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struct MaterialInfo
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@ -361,4 +361,63 @@ namespace IW4
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"Decr"
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};
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static_assert(std::extent_v<decltype(GdtStencilOpNames)> == static_cast<size_t>(StencilOp_e::COUNT));
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inline const char* SortKeyNames[]
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{
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"opaque ambient", // 0
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"opaque", // 1
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"sky", // 2
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"skybox", // 3
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"?", // 4
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"?", // 5
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"decal - bottom 1", // 6
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"decal - bottom 2", // 7
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"decal - bottom 3", // 8
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"decal - static decal", // 9
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"decal - middle 1", // 10
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"decal - middle 2", // 11
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"decal - middle 3", // 12
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"decal - weapon impact", // 13
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"?", // 14
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"?", // 15
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"?", // 16
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"?", // 17
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"?", // 18
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"?", // 19
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"?", // 20
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"?", // 21
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"-", // 22
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"-", // 23
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"window inside", // 24
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"window outside", // 25
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"?", // 26
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"?", // 27
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"?", // 28
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"?", // 29
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"?", // 30
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"?", // 31
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"?", // 32
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"?", // 33
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"?", // 34
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"?", // 35
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"?", // 36
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"?", // 37
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"?", // 38
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"?", // 39
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"?", // 40
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"?", // 41
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"?", // 42
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"distortion", // 43
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"?", // 44
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"?", // 45
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"-", // 46
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"blend / additive", // 47
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"effect - auto sort", // 48
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"after effects - bottom", // 49
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"after effects - middle", // 50
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"after effects - top", // 51
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"-", // 52
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"viewmodel effect", // 53
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};
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static_assert(std::extent_v<decltype(SortKeyNames)> == static_cast<size_t>(SORTKEY_MAX));
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}
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@ -8,6 +8,7 @@
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#include "AssetLoading/AbstractGdtEntryReader.h"
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#include "Game/IW4/CommonIW4.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/MaterialConstantsIW4.h"
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#include "Game/IW4/ObjConstantsIW4.h"
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#include "Pool/GlobalAssetPool.h"
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@ -280,82 +281,39 @@ namespace IW4
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if (sort.empty() || sort == "<default>")
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{
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if (materialType == "distortion")
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sortKey = "distortion";
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sortKey = SortKeyNames[SORTKEY_DISTORTION];
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else if (polygonOffset == "Static Decal")
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sortKey = "decal - static decal";
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sortKey = SortKeyNames[SORTKEY_DECAL_STATIC_DECAL];
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else if (polygonOffset == "Weapon Impact")
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sortKey = "decal - weapon impact";
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sortKey = SortKeyNames[SORTKEY_DECAL_WEAPON_IMPACT];
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else if (materialType == "effect")
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sortKey = "effect - auto sort";
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sortKey = SortKeyNames[SORTKEY_EFFECT_AUTO_SORT];
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else if (materialType == "objective" || blendFunc == "Blend" || blendFunc == "Add" || blendFunc == "Screen Add")
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sortKey = "blend / additive";
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else if (blendFunc == "Multiply")
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sortKey = "multiplicative";
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sortKey = SortKeyNames[SORTKEY_BLEND_ADDITIVE];
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// else if (blendFunc == "Multiply")
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// sortKey = SortKeyNames[SORTKEY_MULTIPLICATIVE];
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else if (materialType == "sky")
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sortKey = "sky";
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sortKey = SortKeyNames[SORTKEY_SKY];
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else if (materialType == "model ambient")
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sortKey = "opaque ambient";
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sortKey = SortKeyNames[SORTKEY_OPAQUE_AMBIENT];
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else
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sortKey = "opaque";
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sortKey = SortKeyNames[SORTKEY_OPAQUE];
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}
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else
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sortKey = sort;
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// if (sortKey == "opaque water")
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// SetSort(?);
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// else if (sortKey == "boat hull")
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// SetSort(?);
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if (sortKey == "opaque ambient")
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SetSort(SORTKEY_OPAQUE_AMBIENT);
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else if (sortKey == "opaque")
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SetSort(SORTKEY_OPAQUE);
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else if (sortKey == "sky")
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SetSort(SORTKEY_SKY);
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else if (sortKey == "skybox")
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SetSort(SORTKEY_SKYBOX);
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else if (sortKey == "decal - bottom 1")
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SetSort(SORTKEY_DECAL_BOTTOM_1);
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else if (sortKey == "decal - bottom 2")
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SetSort(SORTKEY_DECAL_BOTTOM_2);
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else if (sortKey == "decal - bottom 3")
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SetSort(SORTKEY_DECAL_BOTTOM_3);
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else if (sortKey == "decal - static decal")
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SetSort(SORTKEY_DECAL_STATIC_DECAL);
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else if (sortKey == "decal - middle 1")
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SetSort(SORTKEY_DECAL_MIDDLE_1);
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else if (sortKey == "decal - middle 2")
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SetSort(SORTKEY_DECAL_MIDDLE_2);
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else if (sortKey == "decal - middle 3")
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SetSort(SORTKEY_DECAL_MIDDLE_3);
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else if (sortKey == "decal - weapon impact")
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SetSort(SORTKEY_DECAL_WEAPON_IMPACT);
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// else if (sortKey == "decal - top 1")
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// SetSort(SORTKEY_DECAL_TOP_1);
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// else if (sortKey == "decal - top 2")
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// SetSort(SORTKEY_DECAL_TOP_2);
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// else if (sortKey == "decal - top 3")
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// SetSort(SORTKEY_DECAL_TOP_3);
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// else if (sortKey == "multiplicative")
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// SetSort(SORTKEY_MULTIPLICATIVE);
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else if (sortKey == "window inside")
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SetSort(SORTKEY_WINDOW_INSIDE);
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else if (sortKey == "window outside")
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SetSort(SORTKEY_WINDOW_OUTSIDE);
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else if (sortKey == "distortion")
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SetSort(SORTKEY_DISTORTION);
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else if (sortKey == "blend / additive")
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SetSort(SORTKEY_BLEND_ADDITIVE);
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else if (sortKey == "effect - auto sort")
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SetSort(SORTKEY_EFFECT_AUTO_SORT);
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else if (sortKey == "after effects - bottom")
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SetSort(SORTKEY_AFTER_EFFECTS_BOTTOM);
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else if (sortKey == "after effects - middle")
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SetSort(SORTKEY_AFTER_EFFECTS_MIDDLE);
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else if (sortKey == "after effects - top")
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SetSort(SORTKEY_AFTER_EFFECTS_TOP);
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else if (sortKey == "viewmodel effect")
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SetSort(SORTKEY_VIEWMODEL_EFFECT);
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else
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bool foundSortKey = false;
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for (auto sortKeyIndex = 0u; sortKeyIndex < SORTKEY_MAX; sortKeyIndex++)
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{
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if (sortKey == SortKeyNames[sortKeyIndex])
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{
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SetSort(static_cast<unsigned char>(sortKeyIndex));
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foundSortKey = true;
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break;
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}
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}
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if (!foundSortKey)
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{
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char* endPtr;
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const auto sortKeyNum = strtoul(sortKey.c_str(), &endPtr, 10);
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@ -422,7 +380,7 @@ namespace IW4
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m_textures.push_back(textureDef);
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}
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void SetSort(const unsigned char sort)
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void SetSort(const unsigned char sort) const
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{
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m_material->info.sortKey = sort;
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}
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