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@ -1133,7 +1133,7 @@ namespace CodeWalker.GameFiles
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{
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BuildMaterials();
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CalculateQuantum();
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//UpdateEdgeIndices(); //TODO: reinstate this?
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UpdateEdgeIndices();
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var list = new List<IResourceBlock>(base.GetReferences());
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if (Vertices2 != null)
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@ -1558,9 +1558,10 @@ namespace CodeWalker.GameFiles
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{
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//update all triangle edge indices, based on shared vertex indices
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if (Polygons == null)
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{ return; }
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var edgedict = new Dictionary<BoundEdgeRef, BoundEdge>();
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if (Polygons != null)
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{
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foreach (var poly in Polygons)
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{
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if (poly is BoundPolygonTriangle btri)
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@ -1572,10 +1573,15 @@ namespace CodeWalker.GameFiles
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if (edgedict.TryGetValue(e1, out BoundEdge edge1))
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{
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if (edge1.Triangle2 != null)
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{ }
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{
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btri.SetEdgeIndex(1, (short)edge1.Triangle1.Index);
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}
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else
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{
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edge1.Triangle2 = btri;
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edge1.EdgeID2 = 1;
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}
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}
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else
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{
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edgedict[e1] = new BoundEdge(btri, 1);
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@ -1583,10 +1589,15 @@ namespace CodeWalker.GameFiles
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if (edgedict.TryGetValue(e2, out BoundEdge edge2))
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{
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if (edge2.Triangle2 != null)
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{ }
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{
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btri.SetEdgeIndex(2, (short)edge2.Triangle1.Index);
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}
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else
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{
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edge2.Triangle2 = btri;
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edge2.EdgeID2 = 2;
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}
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}
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else
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{
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edgedict[e2] = new BoundEdge(btri, 2);
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@ -1594,10 +1605,15 @@ namespace CodeWalker.GameFiles
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if (edgedict.TryGetValue(e3, out BoundEdge edge3))
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{
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if (edge3.Triangle2 != null)
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{ }
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{
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btri.SetEdgeIndex(3, (short)edge3.Triangle1.Index);
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}
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else
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{
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edge3.Triangle2 = btri;
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edge3.EdgeID2 = 3;
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}
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}
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else
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{
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edgedict[e3] = new BoundEdge(btri, 3);
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@ -1626,6 +1642,18 @@ namespace CodeWalker.GameFiles
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}
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}
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foreach (var poly in Polygons)
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{
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if (poly is BoundPolygonTriangle btri)
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{
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if (btri.edgeIndex1 >= Polygons.Length)
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{ } //just checking....
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if (btri.edgeIndex2 >= Polygons.Length)
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{ }
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if (btri.edgeIndex3 >= Polygons.Length)
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{ }
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}
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}
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}
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