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#4 rename a few variables and structs
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AlexKimov committed Nov 12, 2019
1 parent 0987c42 commit 88a8f37
Showing 1 changed file with 7 additions and 7 deletions.
14 changes: 7 additions & 7 deletions templates/CFF.bt
Original file line number Diff line number Diff line change
Expand Up @@ -87,7 +87,7 @@ typedef struct {
UINT Unknown; // always 1
UINT AnimationKeyCount;
char Name[4];
} HEADER <name="Header">;
} HEADER <name="Mesh header">;

VERTEX VERTEXES[HEADER.VertexCount];

Expand Down Expand Up @@ -136,10 +136,10 @@ struct {
FLOAT Z;
} OBJECT_SCALE <name="Scale">;
UINT TextureCount <name="Number of textures">;
UINT TPCount <name="Number of texture properties">;
UINT ModelCount; // some kind of flag
UINT MaterialCount <name="Number of materials">;
UINT LOD <name="Number of objects (LOD)">;
UINT SectionOffset <name="Offset">;
FLOAT radius <name="Object culling radius?">;
FLOAT LODSwitchDistance <name="Distance to switch LOD models">;
P_X = OBJECT_ORIGIN.X;
P_Y = OBJECT_ORIGIN.Y;
P_Z = OBJECT_ORIGIN.Z;
Expand All @@ -151,16 +151,16 @@ struct {
FILE_LIST Textures(FILE_HEADER.TextureCount) <name="Textures List">;

struct {
MATERIALS TexProperties[FILE_HEADER.TPCount] <name="Materials">;
MATERIALS TexProperties[FILE_HEADER.MaterialCount] <name="Materials">;
} MATS;

typedef struct {
UINT MeshCount;
UINT Zero; // not used
MESH_ARRAY Meshes(MeshCount);
} MODEL;
} LOD_MODEL;

MODEL Models[FILE_HEADER.ModelCount] <optimize=false>;
LOD_MODEL LODModels[FILE_HEADER.LOD] <optimize=false>;

if (FILE_HEADER.SectionOffset > 0) {
struct {
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