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chore: use enum class for non-game enums
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@@ -67,12 +67,12 @@ namespace
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if (mesh->materials.count == 0)
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{
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surface.material.materialType = MATERIAL_TYPE_EMPTY;
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surface.material.materialType = BSPMaterialType::MATERIAL_TYPE_EMPTY;
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surface.material.materialName = "";
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}
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else
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{
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surface.material.materialType = MATERIAL_TYPE_TEXTURE;
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surface.material.materialType = BSPMaterialType::MATERIAL_TYPE_TEXTURE;
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surface.material.materialName = mesh->materials.data[meshPart.index]->name.data;
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}
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@@ -98,15 +98,18 @@ namespace
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blenderCoords.z = static_cast<float>(transformedPos.z);
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vertex.pos = BSPUtil::convertToBO2Coords(blenderCoords);
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if (surface.material.materialType == MATERIAL_TYPE_TEXTURE || surface.material.materialType == MATERIAL_TYPE_EMPTY)
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if (surface.material.materialType == BSPMaterialType::MATERIAL_TYPE_TEXTURE
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|| surface.material.materialType == BSPMaterialType::MATERIAL_TYPE_EMPTY)
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{
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vertex.color.x = 1.0f;
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vertex.color.y = 1.0f;
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vertex.color.z = 1.0f;
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vertex.color.w = 1.0f;
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}
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else // surface->material.materialType == MATERIAL_TYPE_COLOUR
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else
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{
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assert(surface.material.materialType == BSPMaterialType::MATERIAL_TYPE_COLOUR);
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float factor = static_cast<float>(mesh->materials.data[meshPart.index]->fbx.diffuse_factor.value_real);
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ufbx_vec4 diffuse = mesh->materials.data[meshPart.index]->fbx.diffuse_color.value_vec4;
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vertex.color.x = static_cast<float>(diffuse.x * factor);
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