diff --git a/Core/GameEngine/Include/Common/Debug.h b/Core/GameEngine/Include/Common/Debug.h index 0fd8814fdf..673e7d58e7 100644 --- a/Core/GameEngine/Include/Common/Debug.h +++ b/Core/GameEngine/Include/Common/Debug.h @@ -45,6 +45,8 @@ #pragma once +#include + class AsciiString; #define NO_RELEASE_DEBUG_LOGGING @@ -190,7 +192,7 @@ class AsciiString; if (!ignoreCrash) { \ TheCurrentIgnoreCrashPtr = &ignoreCrash; \ DebugCrash m ; \ - TheCurrentIgnoreCrashPtr = NULL; \ + TheCurrentIgnoreCrashPtr = nullptr; \ } \ } \ } while (0) diff --git a/Core/Libraries/Source/WWVegas/WW3D2/aabtree.h b/Core/Libraries/Source/WWVegas/WW3D2/aabtree.h index a7c9171422..d38dc9d6d0 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/aabtree.h +++ b/Core/Libraries/Source/WWVegas/WW3D2/aabtree.h @@ -40,7 +40,6 @@ #pragma once #include "always.h" -#include "refcount.h" #include "simplevec.h" #include "vector3.h" #include "Vector3i.h" diff --git a/Core/Libraries/Source/WWVegas/WW3D2/font3d.h b/Core/Libraries/Source/WWVegas/WW3D2/font3d.h index aecc6a55e2..9528585b67 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/font3d.h +++ b/Core/Libraries/Source/WWVegas/WW3D2/font3d.h @@ -35,7 +35,6 @@ #pragma once #include "always.h" -#include "refcount.h" #include "vector4.h" #include "widestring.h" #include "rect.h" diff --git a/Core/Libraries/Source/WWVegas/WW3D2/hanim.h b/Core/Libraries/Source/WWVegas/WW3D2/hanim.h index 958960a87e..a01069917c 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/hanim.h +++ b/Core/Libraries/Source/WWVegas/WW3D2/hanim.h @@ -39,11 +39,9 @@ #include "always.h" #include "quat.h" -#include "refcount.h" #include "w3d_file.h" #include "hash.h" #include "mempool.h" -#include #include #include diff --git a/Core/Libraries/Source/WWVegas/WW3D2/hcanim.h b/Core/Libraries/Source/WWVegas/WW3D2/hcanim.h index 0702c3cb50..ad8cb6a4f4 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/hcanim.h +++ b/Core/Libraries/Source/WWVegas/WW3D2/hcanim.h @@ -39,7 +39,6 @@ #include "always.h" #include "quat.h" -#include "refcount.h" #include "w3d_file.h" #include "SLIST.h" #include "Vector.h" diff --git a/Core/Libraries/Source/WWVegas/WW3D2/projector.cpp b/Core/Libraries/Source/WWVegas/WW3D2/projector.cpp index c1eda99ceb..1ce6e7bdf2 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/projector.cpp +++ b/Core/Libraries/Source/WWVegas/WW3D2/projector.cpp @@ -46,7 +46,6 @@ * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "projector.h" -#include "refcount.h" #include "matrixmapper.h" diff --git a/Core/Libraries/Source/WWVegas/WW3D2/render2dsentence.h b/Core/Libraries/Source/WWVegas/WW3D2/render2dsentence.h index 12711931f7..04817e196b 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/render2dsentence.h +++ b/Core/Libraries/Source/WWVegas/WW3D2/render2dsentence.h @@ -36,8 +36,8 @@ #pragma once +#include "always.h" #include "render2d.h" -#include "refcount.h" #include "Vector.h" #include "vector2i.h" #include "wwstring.h" diff --git a/Core/Libraries/Source/WWVegas/WW3D2/rendobj.h b/Core/Libraries/Source/WWVegas/WW3D2/rendobj.h index 41440091ec..95fa52d698 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/rendobj.h +++ b/Core/Libraries/Source/WWVegas/WW3D2/rendobj.h @@ -41,7 +41,6 @@ #pragma once #include "always.h" -#include "refcount.h" #include "sphere.h" #include "coltype.h" #include "aabox.h" diff --git a/Core/Libraries/Source/WWVegas/WW3D2/snapPts.h b/Core/Libraries/Source/WWVegas/WW3D2/snapPts.h index 47fd79414c..c44cec588e 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/snapPts.h +++ b/Core/Libraries/Source/WWVegas/WW3D2/snapPts.h @@ -36,7 +36,7 @@ #pragma once -#include "refcount.h" +#include "always.h" #include "Vector.h" #include "vector3.h" #include "w3derr.h" diff --git a/Core/Libraries/Source/WWVegas/WW3D2/surfaceclass.h b/Core/Libraries/Source/WWVegas/WW3D2/surfaceclass.h index f9986efb2b..947199f2cd 100644 --- a/Core/Libraries/Source/WWVegas/WW3D2/surfaceclass.h +++ b/Core/Libraries/Source/WWVegas/WW3D2/surfaceclass.h @@ -38,8 +38,8 @@ #pragma once +#include "always.h" #include "ww3dformat.h" -#include "refcount.h" struct IDirect3DSurface8; class Vector2i; diff --git a/Core/Libraries/Source/WWVegas/WWAudio/AudibleSound.h b/Core/Libraries/Source/WWVegas/WWAudio/AudibleSound.h index 706e8a3135..bec8f15b5a 100644 --- a/Core/Libraries/Source/WWVegas/WWAudio/AudibleSound.h +++ b/Core/Libraries/Source/WWVegas/WWAudio/AudibleSound.h @@ -41,9 +41,9 @@ #pragma warning (pop) //#include +#include "always.h" #include "vector3.h" #include "matrix3d.h" -#include "refcount.h" #include "RAWFILE.h" #include "SoundSceneObj.h" #include "Vector.h" diff --git a/Core/Libraries/Source/WWVegas/WWAudio/SoundBuffer.h b/Core/Libraries/Source/WWVegas/WWAudio/SoundBuffer.h index 8e66f5b4ae..45c48ad00f 100644 --- a/Core/Libraries/Source/WWVegas/WWAudio/SoundBuffer.h +++ b/Core/Libraries/Source/WWVegas/WWAudio/SoundBuffer.h @@ -40,7 +40,7 @@ #include "mss.h" #pragma warning (pop) -#include "refcount.h" +#include "always.h" // Forward declarations diff --git a/Core/Libraries/Source/WWVegas/WWAudio/SoundCullObj.h b/Core/Libraries/Source/WWVegas/WWAudio/SoundCullObj.h index c9aea3c389..299a37aac9 100644 --- a/Core/Libraries/Source/WWVegas/WWAudio/SoundCullObj.h +++ b/Core/Libraries/Source/WWVegas/WWAudio/SoundCullObj.h @@ -36,9 +36,9 @@ #pragma once +#include "always.h" #include "SoundSceneObj.h" #include "cullsys.h" -#include "refcount.h" #include "mempool.h" #include "multilist.h" diff --git a/Core/Libraries/Source/WWVegas/WWAudio/SoundSceneObj.h b/Core/Libraries/Source/WWVegas/WWAudio/SoundSceneObj.h index c6d63a410a..f0580edfb6 100644 --- a/Core/Libraries/Source/WWVegas/WWAudio/SoundSceneObj.h +++ b/Core/Libraries/Source/WWVegas/WWAudio/SoundSceneObj.h @@ -34,7 +34,7 @@ #pragma once -#include "refcount.h" +#include "always.h" #include "WWAudio.h" #include "bittype.h" #include "persist.h" diff --git a/Core/Libraries/Source/WWVegas/WWAudio/Threads.cpp b/Core/Libraries/Source/WWVegas/WWAudio/Threads.cpp index 007ae7f4b4..65d62e83a8 100644 --- a/Core/Libraries/Source/WWVegas/WWAudio/Threads.cpp +++ b/Core/Libraries/Source/WWVegas/WWAudio/Threads.cpp @@ -30,12 +30,10 @@ * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ - +#include "always.h" #include "Threads.h" -#include "refcount.h" #include "Utils.h" #include -#include "wwdebug.h" /////////////////////////////////////////////////////////////////////////////////////////// diff --git a/Core/Libraries/Source/WWVegas/WWDebug/wwdebug.h b/Core/Libraries/Source/WWVegas/WWDebug/wwdebug.h index 4d265cbbe6..2db3048d26 100644 --- a/Core/Libraries/Source/WWVegas/WWDebug/wwdebug.h +++ b/Core/Libraries/Source/WWVegas/WWDebug/wwdebug.h @@ -41,14 +41,16 @@ #include #endif +#include "../../../../../Core/GameEngine/Include/Common/Debug.h" + // The macro MESSAGE allows user to put: // #pragma MESSAGE("Hello world") // anywhere in a source file. The message: // sourcefname.cpp (123) : Hello world // would be printed if put in sourcefname.cpp on line 123 in compile window like an error. // You can then use next/prev error hot keys to see where comment is. It is not an error and -// will be printed everytime it is compiled. Very useful to put comments in code that cannot -// be forgoten. +// will be printed every time it is compiled. Very useful to put comments in code that cannot +// be forgotten. #define STRING_IT(a) #a #define TOKEN_IT(a) STRING_IT(,##a) #define MESSAGE(a) message (__FILE__ "(" TOKEN_IT(__LINE__) ") : " a) @@ -105,8 +107,6 @@ void WWDebug_DBWin32_Message_Handler( const char * message); ** WWDEBUG_SAY(("dir = %f",dir)); */ -#include "../../../../../Core/GameEngine/Include/Common/Debug.h" - #ifdef DEBUG_LOGGING #define WWDEBUG_SAY(x) DEBUG_LOG(x) #define WWDEBUG_WARNING(x) DEBUG_LOG(x) diff --git a/Core/Libraries/Source/WWVegas/WWLib/WWCommon.h b/Core/Libraries/Source/WWVegas/WWLib/WWCommon.h index 253c500bb8..11ab4616a4 100644 --- a/Core/Libraries/Source/WWVegas/WWLib/WWCommon.h +++ b/Core/Libraries/Source/WWVegas/WWLib/WWCommon.h @@ -18,6 +18,7 @@ #pragma once +#include "refcount.h" #include "STLUtils.h" #include "stringex.h" #include diff --git a/Core/Libraries/Source/WWVegas/WWLib/always.h b/Core/Libraries/Source/WWVegas/WWLib/always.h index f70557e60f..211c0bedab 100644 --- a/Core/Libraries/Source/WWVegas/WWLib/always.h +++ b/Core/Libraries/Source/WWVegas/WWLib/always.h @@ -109,13 +109,20 @@ #define MSGW3DNEWARRAY(MSG) new( MSG, 0 ) #define W3DNEW new("W3D_" __FILE__, 0) #define W3DNEWARRAY new("W3A_" __FILE__, 0) + + #define NEW_REF( C, P ) ( (C*)RefCountClass::Set_Ref_Owner( W3DNEW C P, __FILE__, __LINE__ ) ) + #define SET_REF_OWNER( P ) ( RefCountClass::Set_Ref_Owner( P, __FILE__, __LINE__ ) ) #else #define MSGW3DNEW(MSG) new #define MSGW3DNEWARRAY(MSG) new #define W3DNEW new #define W3DNEWARRAY new + + #define NEW_REF( C, P ) ( W3DNEW C P ) + #define SET_REF_OWNER( P ) P #endif + // ---------------------------------------------------------------------------- extern void* createW3DMemPool(const char *poolName, int allocationSize); extern void* allocateFromW3DMemPool(void* p, int allocationSize); @@ -187,7 +194,7 @@ class W3DMPO ** Define the MIN and MAX macros. ** NOTE: Joe used to #include in the various compiler header files. This ** header defines 'min' and 'max' macros which conflict with the surrender code so -** I'm relpacing all occurances of 'min' and 'max with 'MIN' and 'MAX'. For code which +** I'm replacing all occurrences of 'min' and 'max with 'MIN' and 'MAX'. For code which ** is out of our domain (e.g. Max sdk) I'm declaring template functions for 'min' and 'max' */ #define NOMINMAX diff --git a/Core/Libraries/Source/WWVegas/WWLib/ntree.h b/Core/Libraries/Source/WWVegas/WWLib/ntree.h index 8aa9e1a621..075bfd9e0b 100644 --- a/Core/Libraries/Source/WWVegas/WWLib/ntree.h +++ b/Core/Libraries/Source/WWVegas/WWLib/ntree.h @@ -36,7 +36,7 @@ #pragma once -#include "refcount.h" +#include "always.h" #include "wwstring.h" diff --git a/Core/Libraries/Source/WWVegas/WWLib/refcount.h b/Core/Libraries/Source/WWVegas/WWLib/refcount.h index 2c3d3cd12b..9e39b9ba02 100644 --- a/Core/Libraries/Source/WWVegas/WWLib/refcount.h +++ b/Core/Libraries/Source/WWVegas/WWLib/refcount.h @@ -36,9 +36,9 @@ #pragma once -#include "always.h" #include "LISTNODE.h" -#include "wwdebug.h" +#include "WWDebug/wwdebug.h" + class RefCountClass; @@ -51,14 +51,6 @@ struct ActiveRefStruct int Line; }; -#define NEW_REF( C, P ) ( (C*)RefCountClass::Set_Ref_Owner( W3DNEW C P, __FILE__, __LINE__ ) ) -#define SET_REF_OWNER( P ) ( RefCountClass::Set_Ref_Owner( P, __FILE__, __LINE__ ) ) - -#else - -#define NEW_REF( C, P ) ( W3DNEW C P ) -#define SET_REF_OWNER( P ) P - #endif // RTS_DEBUG @@ -69,7 +61,7 @@ struct ActiveRefStruct ** point it at the new object, and add-ref the new object (if its not null...) */ #define REF_PTR_SET(dst,src) { if (src) (src)->Add_Ref(); if (dst) (dst)->Release_Ref(); (dst) = (src); } -#define REF_PTR_RELEASE(x) { if (x) x->Release_Ref(); x = NULL; } +#define REF_PTR_RELEASE(x) { if (x) x->Release_Ref(); x = nullptr; } /* @@ -137,14 +129,14 @@ class RefCountClass #ifdef RTS_DEBUG void Add_Ref(void) const; #else - WWINLINE void Add_Ref(void) const { NumRefs++; } + void Add_Ref(void) const { NumRefs++; } #endif /* ** Release_Ref, call this function when you no longer need the pointer ** to this object. */ - WWINLINE void Release_Ref(void) const + void Release_Ref(void) const { #ifdef RTS_DEBUG Dec_Total_Refs(this); diff --git a/Core/Libraries/Source/WWVegas/WWLib/sharebuf.h b/Core/Libraries/Source/WWVegas/WWLib/sharebuf.h index ce8fcf8584..05f75027b6 100644 --- a/Core/Libraries/Source/WWVegas/WWLib/sharebuf.h +++ b/Core/Libraries/Source/WWVegas/WWLib/sharebuf.h @@ -36,7 +36,7 @@ #pragma once -#include "refcount.h" +#include "always.h" /* diff --git a/Core/Libraries/Source/WWVegas/WWMath/cullsys.h b/Core/Libraries/Source/WWVegas/WWMath/cullsys.h index a493fd1641..38a201d8ba 100644 --- a/Core/Libraries/Source/WWVegas/WWMath/cullsys.h +++ b/Core/Libraries/Source/WWVegas/WWMath/cullsys.h @@ -36,9 +36,8 @@ #pragma once -#include "wwdebug.h" +#include "always.h" #include "stdlib.h" -#include "refcount.h" #include "aabox.h" class CullableClass; diff --git a/Core/Libraries/Source/WWVegas/WWMath/lookuptable.h b/Core/Libraries/Source/WWVegas/WWMath/lookuptable.h index 489adeff57..c37923f4d7 100644 --- a/Core/Libraries/Source/WWVegas/WWMath/lookuptable.h +++ b/Core/Libraries/Source/WWVegas/WWMath/lookuptable.h @@ -41,7 +41,6 @@ #include "always.h" #include "simplevec.h" #include "wwstring.h" -#include "refcount.h" #include "multilist.h" #include "wwmath.h" diff --git a/Core/Libraries/Source/WWVegas/WWSaveLoad/persist.h b/Core/Libraries/Source/WWVegas/WWSaveLoad/persist.h index 8c544127cb..ce46315ce9 100644 --- a/Core/Libraries/Source/WWVegas/WWSaveLoad/persist.h +++ b/Core/Libraries/Source/WWVegas/WWSaveLoad/persist.h @@ -37,7 +37,6 @@ #pragma once #include "always.h" -#include "refcount.h" #include "postloadable.h" class PersistFactoryClass; diff --git a/Core/Libraries/Source/WWVegas/WWSaveLoad/pointerremap.cpp b/Core/Libraries/Source/WWVegas/WWSaveLoad/pointerremap.cpp index f83f0673e5..21dc60f1bf 100644 --- a/Core/Libraries/Source/WWVegas/WWSaveLoad/pointerremap.cpp +++ b/Core/Libraries/Source/WWVegas/WWSaveLoad/pointerremap.cpp @@ -36,7 +36,6 @@ #include "pointerremap.h" -#include "refcount.h" #include "wwdebug.h" diff --git a/Dependencies/Utility/Utility/CppMacros.h b/Dependencies/Utility/Utility/CppMacros.h index fc973791ab..8bfb0297f2 100644 --- a/Dependencies/Utility/Utility/CppMacros.h +++ b/Dependencies/Utility/Utility/CppMacros.h @@ -37,9 +37,10 @@ #endif #if __cplusplus >= 201103L - #define CPP_11(code) code +#define CPP_11(code) code #else - #define CPP_11(code) - #define static_assert(expr, msg) - #define constexpr +#define CPP_11(code) +#define static_assert(expr, msg) +#define constexpr +#define nullptr 0 #endif diff --git a/Generals/Code/GameEngine/Include/Common/StateMachine.h b/Generals/Code/GameEngine/Include/Common/StateMachine.h index 30897106e7..d60ba6dc02 100644 --- a/Generals/Code/GameEngine/Include/Common/StateMachine.h +++ b/Generals/Code/GameEngine/Include/Common/StateMachine.h @@ -34,8 +34,6 @@ #include "Common/Snapshot.h" #include "Common/Xfer.h" -#include "refcount.h" - //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- diff --git a/Generals/Code/GameEngine/Include/GameLogic/AI.h b/Generals/Code/GameEngine/Include/GameLogic/AI.h index 30e6e84925..502a2723cf 100644 --- a/Generals/Code/GameEngine/Include/GameLogic/AI.h +++ b/Generals/Code/GameEngine/Include/GameLogic/AI.h @@ -34,7 +34,6 @@ #include "Common/GameType.h" #include "GameLogic/Damage.h" #include "Common/STLTypedefs.h" -#include "refcount.h" #include "ref_ptr.h" class AIGroup; diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8indexbuffer.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8indexbuffer.h index 4d78c097a1..27550f5aa2 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8indexbuffer.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8indexbuffer.h @@ -40,7 +40,6 @@ #include "always.h" #include "wwdebug.h" -#include "refcount.h" #include "sphere.h" class DX8Wrapper; diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8renderer.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8renderer.h index bb45c739d1..e9c0449ed4 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8renderer.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8renderer.h @@ -41,7 +41,6 @@ #include "always.h" #include "wwstring.h" #include "simplevec.h" -#include "refcount.h" #include "Vector.h" #include "dx8list.h" #include "shader.h" diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8vertexbuffer.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8vertexbuffer.h index 9c77bd48ec..193a9ab845 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8vertexbuffer.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8vertexbuffer.h @@ -40,7 +40,6 @@ #include "always.h" #include "wwdebug.h" -#include "refcount.h" #include "dx8fvf.h" const unsigned dynamic_fvf_type=D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2|D3DFVF_DIFFUSE; diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/mapper.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/mapper.h index f9a33656f5..26a2057cf4 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/mapper.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/mapper.h @@ -39,10 +39,9 @@ #pragma once -#include "refcount.h" +#include "always.h" #include "w3d_file.h" #include "w3derr.h" -#include "wwdebug.h" #include "vector2.h" #include "vector3.h" #include "ww3d.h" diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/matpass.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/matpass.h index 737c05f228..a6d9a3f7f9 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/matpass.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/matpass.h @@ -38,9 +38,8 @@ #pragma once -#include "refcount.h" +#include "always.h" #include "shader.h" -#include "wwdebug.h" class TextureClass; diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshgeometry.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshgeometry.h index 3f2d7637d9..15474c20fa 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshgeometry.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/meshgeometry.h @@ -39,7 +39,6 @@ #pragma once #include "always.h" -#include "refcount.h" #include "bittype.h" #include "simplevec.h" #include "sharebuf.h" diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.cpp b/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.cpp index 1284870662..1856a8c1ef 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.cpp +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/render2d.cpp @@ -35,7 +35,6 @@ #include "render2d.h" #include "mutex.h" #include "ww3d.h" -#include "refcount.h" #include "font3d.h" #include "rect.h" #include "texture.h" diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h index 8f7d0b78c7..c90d827230 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/scene.h @@ -37,7 +37,6 @@ #pragma once #include "always.h" -#include "refcount.h" #include "vector3.h" #include "robjlist.h" #include "wwdebug.h" diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/texture.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/texture.h index 3f2f2de4bd..2efaef8a16 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/texture.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/texture.h @@ -37,7 +37,6 @@ #pragma once #include "always.h" -#include "refcount.h" #include "chunkio.h" #include "surfaceclass.h" #include "ww3dformat.h" diff --git a/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h b/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h index 90832cbf10..143c3b9798 100644 --- a/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h +++ b/Generals/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h @@ -38,7 +38,6 @@ #include "always.h" -#include "refcount.h" #include "vector3.h" #include "w3d_file.h" #include "meshbuild.h" diff --git a/Generals/Code/Tools/WorldBuilder/include/CUndoable.h b/Generals/Code/Tools/WorldBuilder/include/CUndoable.h index aef477a1ba..9d81a9db14 100644 --- a/Generals/Code/Tools/WorldBuilder/include/CUndoable.h +++ b/Generals/Code/Tools/WorldBuilder/include/CUndoable.h @@ -26,7 +26,6 @@ #include "../../GameEngine/Include/Common/MapObject.h" #include "../../GameEngine/Include/Common/GameCommon.h" #include "../../GameEngine/Include/GameLogic/SidesList.h" -#include "refcount.h" #include class PolygonTrigger; diff --git a/GeneralsMD/Code/GameEngine/Include/Common/StateMachine.h b/GeneralsMD/Code/GameEngine/Include/Common/StateMachine.h index 2425fc2682..4d62c8c546 100644 --- a/GeneralsMD/Code/GameEngine/Include/Common/StateMachine.h +++ b/GeneralsMD/Code/GameEngine/Include/Common/StateMachine.h @@ -34,8 +34,6 @@ #include "Common/Snapshot.h" #include "Common/Xfer.h" -#include "refcount.h" - //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- diff --git a/GeneralsMD/Code/GameEngine/Include/GameLogic/AI.h b/GeneralsMD/Code/GameEngine/Include/GameLogic/AI.h index 50427c2fb1..710bdf2f0a 100644 --- a/GeneralsMD/Code/GameEngine/Include/GameLogic/AI.h +++ b/GeneralsMD/Code/GameEngine/Include/GameLogic/AI.h @@ -34,7 +34,6 @@ #include "Common/GameType.h" #include "GameLogic/Damage.h" #include "Common/STLTypedefs.h" -#include "refcount.h" #include "ref_ptr.h" class AIGroup; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8indexbuffer.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8indexbuffer.h index 41c410388e..d036d85ee7 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8indexbuffer.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8indexbuffer.h @@ -40,7 +40,6 @@ #include "always.h" #include "wwdebug.h" -#include "refcount.h" #include "sphere.h" class DX8Wrapper; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8renderer.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8renderer.h index 164e23a224..9894b19ecc 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8renderer.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8renderer.h @@ -42,7 +42,6 @@ #include "always.h" #include "wwstring.h" #include "simplevec.h" -#include "refcount.h" #include "Vector.h" #include "dx8list.h" #include "shader.h" diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8vertexbuffer.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8vertexbuffer.h index b198ec9ec8..e065bb472f 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8vertexbuffer.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8vertexbuffer.h @@ -41,7 +41,6 @@ #include "always.h" #include "wwdebug.h" -#include "refcount.h" #include "dx8fvf.h" const unsigned dynamic_fvf_type=D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX2|D3DFVF_DIFFUSE; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mapper.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mapper.h index 70eae24e3c..a22c3bb469 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mapper.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/mapper.h @@ -39,10 +39,9 @@ #pragma once -#include "refcount.h" +#include "always.h" #include "w3d_file.h" #include "w3derr.h" -#include "wwdebug.h" #include "vector2.h" #include "vector3.h" #include "ww3d.h" diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matpass.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matpass.h index 2bf12e2780..3dad1fc9df 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matpass.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/matpass.h @@ -39,9 +39,8 @@ #pragma once -#include "refcount.h" +#include "always.h" #include "shader.h" -#include "wwdebug.h" class TextureClass; class VertexMaterialClass; diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshgeometry.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshgeometry.h index 1c571f94a1..beced9e158 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshgeometry.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/meshgeometry.h @@ -39,7 +39,6 @@ #pragma once #include "always.h" -#include "refcount.h" #include "bittype.h" #include "simplevec.h" #include "sharebuf.h" diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.cpp b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.cpp index b85a955a1b..5272e27f40 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.cpp +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/render2d.cpp @@ -38,10 +38,10 @@ * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ +#include "always.h" #include "render2d.h" #include "mutex.h" #include "ww3d.h" -#include "refcount.h" #include "font3d.h" #include "rect.h" #include "texture.h" diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h index 50f8bbc128..3b243968bd 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/scene.h @@ -37,7 +37,6 @@ #pragma once #include "always.h" -#include "refcount.h" #include "vector3.h" #include "robjlist.h" #include "wwdebug.h" diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/texture.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/texture.h index f1130c9a15..06e623fb6b 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/texture.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/texture.h @@ -42,7 +42,6 @@ #pragma once #include "always.h" -#include "refcount.h" #include "chunkio.h" #include "surfaceclass.h" #include "ww3dformat.h" diff --git a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h index 1679071d1c..b05294a0a1 100644 --- a/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h +++ b/GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/vertmaterial.h @@ -38,7 +38,6 @@ #include "always.h" -#include "refcount.h" #include "vector3.h" #include "w3d_file.h" #include "meshbuild.h" diff --git a/GeneralsMD/Code/Tools/WorldBuilder/include/CUndoable.h b/GeneralsMD/Code/Tools/WorldBuilder/include/CUndoable.h index 683e45cded..32c27ecd8b 100644 --- a/GeneralsMD/Code/Tools/WorldBuilder/include/CUndoable.h +++ b/GeneralsMD/Code/Tools/WorldBuilder/include/CUndoable.h @@ -26,7 +26,6 @@ #include "../../GameEngine/Include/Common/MapObject.h" #include "../../GameEngine/Include/Common/GameCommon.h" #include "../../GameEngine/Include/GameLogic/SidesList.h" -#include "refcount.h" #include class PolygonTrigger; diff --git a/GeneralsMD/Code/Tools/wdump/chunk_d.cpp b/GeneralsMD/Code/Tools/wdump/chunk_d.cpp index ffcb136076..9480b5ae11 100644 --- a/GeneralsMD/Code/Tools/wdump/chunk_d.cpp +++ b/GeneralsMD/Code/Tools/wdump/chunk_d.cpp @@ -66,41 +66,41 @@ void ChunkTableClass::NewType(int ID, const char *name, void (*callback)(ChunkIt ChunkType *chunktype = new ChunkType(name, callback, wrapper); Types.SetAt((void *) ID, (void *) chunktype); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, const char *Value, const char *Type) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, const char *Value, const char *Type) { - if (List != NULL) { - int list_item = List->InsertItem(Counter++, Name); - List->SetItemText(list_item, 1, Type); - List->SetItemText(list_item, 2, Value); + if (list != NULL) { + int list_item = list->InsertItem(Counter++, Name); + list->SetItemText(list_item, 1, Type); + list->SetItemText(list_item, 2, Value); } else { FindDialog::Compare (Value); } } -void ChunkTableClass::AddItemVersion(CListCtrl *List,int &Counter,uint32 version) +void ChunkTableClass::AddItemVersion(CListCtrl *list,int &Counter,uint32 version) { char buf[64]; sprintf(buf,"%d.%d",W3D_GET_MAJOR_VERSION(version),W3D_GET_MINOR_VERSION(version)); - AddItem(List,Counter,"Version",buf); + AddItem(list,Counter,"Version",buf); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, uint32 Value) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, uint32 Value) { char buf[256]; sprintf(buf, "%d", Value); - AddItem(List, Counter, Name, buf, "int32"); + AddItem(list, Counter, Name, buf, "int32"); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, uint16 Value) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, uint16 Value) { char buf[256]; sprintf(buf, "%d", Value); - AddItem(List, Counter, Name, buf, "int16"); + AddItem(list, Counter, Name, buf, "int16"); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, uint8 Value) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, uint8 Value) { char buf[256]; sprintf(buf, "%d", Value); - AddItem(List, Counter, Name, buf, "int8"); + AddItem(list, Counter, Name, buf, "int8"); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, uint8 *Value, int Count) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, uint8 *Value, int Count) { CString buffer; CString temp; int counter = 0; @@ -110,14 +110,14 @@ void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, u } char type[256]; sprintf(type, "int8[%d]", Count); - AddItem(List, Counter, Name, (LPCTSTR) buffer, type); + AddItem(list, Counter, Name, (LPCTSTR) buffer, type); } -void ChunkTableClass::AddItem(CListCtrl *List,int &Counter, const char *Name, float32 Value) { +void ChunkTableClass::AddItem(CListCtrl *list,int &Counter, const char *Name, float32 Value) { char buf[256]; sprintf(buf, "%f", Value); - AddItem(List, Counter, Name, buf, "float"); + AddItem(list, Counter, Name, buf, "float"); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, uint32 *Value, int Count) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, uint32 *Value, int Count) { CString buffer; CString temp; int counter = 0; @@ -127,9 +127,9 @@ void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, u } char type[256]; sprintf(type, "int32[%d]", Count); - AddItem(List, Counter, Name, (LPCTSTR) buffer, type); + AddItem(list, Counter, Name, (LPCTSTR) buffer, type); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, float32 *Value, int Count) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, float32 *Value, int Count) { CString buffer; CString temp; int counter = 0; @@ -139,34 +139,34 @@ void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, f } char type[256]; sprintf(type, "float[%d]", Count); - AddItem(List, Counter, Name, (LPCTSTR) buffer, type); + AddItem(list, Counter, Name, (LPCTSTR) buffer, type); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, IOVector3Struct *Value) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, IOVector3Struct *Value) { char buf[256]; sprintf(buf, "%f %f %f", Value->X, Value->Y, Value->Z); - AddItem(List, Counter, Name, buf, "vector"); + AddItem(list, Counter, Name, buf, "vector"); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, IOVector4Struct *Value) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, IOVector4Struct *Value) { char buf[256]; sprintf(buf, "%f %f %f %f", Value->X, Value->Y, Value->Z, Value->W); - AddItem(List, Counter, Name, buf, "vector4"); + AddItem(list, Counter, Name, buf, "vector4"); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, W3dQuaternionStruct *Value) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, W3dQuaternionStruct *Value) { char buf[256]; sprintf(buf, "%f %f %f %f", Value->Q[0], Value->Q[1], Value->Q[2], Value->Q[3]); - AddItem(List, Counter, Name, buf, "quaternion"); + AddItem(list, Counter, Name, buf, "quaternion"); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, W3dRGBStruct *Value) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, W3dRGBStruct *Value) { CString buffer; buffer.Format( "(%d %d %d) ", Value->R, Value->G, Value->B); - AddItem(List, Counter, Name, (LPCTSTR) buffer, "RGB"); + AddItem(list, Counter, Name, (LPCTSTR) buffer, "RGB"); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, W3dRGBStruct *Value, int Count) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, W3dRGBStruct *Value, int Count) { CString buffer; CString temp; int counter = 0; @@ -177,34 +177,34 @@ void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, W } char type[256]; sprintf(type, "RGB[%d]", Count); - AddItem(List, Counter, Name, (LPCTSTR) buffer, type); + AddItem(list, Counter, Name, (LPCTSTR) buffer, type); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, W3dRGBAStruct *Value) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, W3dRGBAStruct *Value) { CString buffer; buffer.Format( "(%d %d %d %d) ", Value->R, Value->G, Value->B, Value->A); - AddItem(List, Counter, Name, (LPCTSTR) buffer, "RGBA"); + AddItem(list, Counter, Name, (LPCTSTR) buffer, "RGBA"); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, W3dTexCoordStruct *Value, int Count) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, W3dTexCoordStruct *Value, int Count) { CString temp; int counter = 0; while(counter < Count) { char type[256]; sprintf(type, "%s.TexCoord[%d]", Name, counter); - AddItem(List, Counter, type, &Value[counter]); + AddItem(list, Counter, type, &Value[counter]); counter++; } } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, W3dTexCoordStruct *Value) +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, W3dTexCoordStruct *Value) { char buf[256]; sprintf(buf, "%f %f", Value->U, Value->V); - AddItem(List, Counter, Name, buf, "UV"); + AddItem(list, Counter, Name, buf, "UV"); } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *name, W3dShaderStruct * shader) +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *name, W3dShaderStruct * shader) { static const char * _depth_compare[] = { "Pass Never","Pass Less","Pass Equal","Pass Less or Equal", "Pass Greater","Pass Not Equal","Pass Greater or Equal","Pass Always" }; static const char * _depth_mask[] = { "Write Disable", "Write Enable" }; @@ -225,31 +225,31 @@ void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *name, W char label[256]; sprintf(label,"%s.DepthCompare",name); - AddItem(List, Counter, label, _depth_compare[W3d_Shader_Get_Depth_Compare(shader)]); + AddItem(list, Counter, label, _depth_compare[W3d_Shader_Get_Depth_Compare(shader)]); sprintf(label,"%s.DepthMask",name); - AddItem(List, Counter, label, _depth_mask[W3d_Shader_Get_Depth_Mask(shader)]); + AddItem(list, Counter, label, _depth_mask[W3d_Shader_Get_Depth_Mask(shader)]); sprintf(label,"%s.DestBlend",name); - AddItem(List, Counter, label, _destblend[W3d_Shader_Get_Dest_Blend_Func(shader)]); + AddItem(list, Counter, label, _destblend[W3d_Shader_Get_Dest_Blend_Func(shader)]); sprintf(label,"%s.PriGradient",name); - AddItem(List, Counter, label, _prigradient[W3d_Shader_Get_Pri_Gradient(shader)]); + AddItem(list, Counter, label, _prigradient[W3d_Shader_Get_Pri_Gradient(shader)]); sprintf(label,"%s.SecGradient",name); - AddItem(List, Counter, label, _secgradient[W3d_Shader_Get_Sec_Gradient(shader)]); + AddItem(list, Counter, label, _secgradient[W3d_Shader_Get_Sec_Gradient(shader)]); sprintf(label,"%s.SrcBlend",name); - AddItem(List, Counter, label, _srcblend[W3d_Shader_Get_Src_Blend_Func(shader)]); + AddItem(list, Counter, label, _srcblend[W3d_Shader_Get_Src_Blend_Func(shader)]); sprintf(label,"%s.Texturing",name); - AddItem(List, Counter, label, _texturing[W3d_Shader_Get_Texturing(shader)]); + AddItem(list, Counter, label, _texturing[W3d_Shader_Get_Texturing(shader)]); sprintf(label,"%s.DetailColor",name); - AddItem(List, Counter, label, _detailcolor[W3d_Shader_Get_Detail_Color_Func(shader)]); + AddItem(list, Counter, label, _detailcolor[W3d_Shader_Get_Detail_Color_Func(shader)]); sprintf(label,"%s.DetailAlpha",name); - AddItem(List, Counter, label, _detailalpha[W3d_Shader_Get_Detail_Alpha_Func(shader)]); + AddItem(list, Counter, label, _detailalpha[W3d_Shader_Get_Detail_Alpha_Func(shader)]); sprintf(label,"%s.AlphaTest",name); - AddItem(List, Counter, label, _alphatest[W3d_Shader_Get_Alpha_Test(shader)]); + AddItem(list, Counter, label, _alphatest[W3d_Shader_Get_Alpha_Test(shader)]); counter++; shader++; } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *name, W3dPS2ShaderStruct * shader) +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *name, W3dPS2ShaderStruct * shader) { static const char * _depth_compare[] = { "Pass Never","Pass Less","Pass Always","Pass Less or Equal"}; static const char * _depth_mask[] = { "Write Disable", "Write Enable" }; @@ -269,95 +269,95 @@ void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *name, W char label[256]; sprintf(label,"%s.DepthCompare",name); - AddItem(List, Counter, label, _depth_compare[W3d_Shader_Get_Depth_Compare(shader)]); + AddItem(list, Counter, label, _depth_compare[W3d_Shader_Get_Depth_Compare(shader)]); sprintf(label,"%s.DepthMask",name); - AddItem(List, Counter, label, _depth_mask[W3d_Shader_Get_Depth_Mask(shader)]); + AddItem(list, Counter, label, _depth_mask[W3d_Shader_Get_Depth_Mask(shader)]); sprintf(label,"%s.PriGradient",name); - AddItem(List, Counter, label, _prigradient[W3d_Shader_Get_Pri_Gradient(shader)]); + AddItem(list, Counter, label, _prigradient[W3d_Shader_Get_Pri_Gradient(shader)]); sprintf(label,"%s.Texturing",name); - AddItem(List, Counter, label, _texturing[W3d_Shader_Get_Texturing(shader)]); + AddItem(list, Counter, label, _texturing[W3d_Shader_Get_Texturing(shader)]); sprintf(label,"%s.AParam",name); - AddItem(List, Counter, label, _ablend[W3d_Shader_Get_PS2_Param_A(shader)]); + AddItem(list, Counter, label, _ablend[W3d_Shader_Get_PS2_Param_A(shader)]); sprintf(label,"%s.BParam",name); - AddItem(List, Counter, label, _ablend[W3d_Shader_Get_PS2_Param_B(shader)]); + AddItem(list, Counter, label, _ablend[W3d_Shader_Get_PS2_Param_B(shader)]); sprintf(label,"%s.CParam",name); - AddItem(List, Counter, label, _cblend[W3d_Shader_Get_PS2_Param_C(shader)]); + AddItem(list, Counter, label, _cblend[W3d_Shader_Get_PS2_Param_C(shader)]); sprintf(label,"%s.DParam",name); - AddItem(List, Counter, label, _ablend[W3d_Shader_Get_PS2_Param_D(shader)]); + AddItem(list, Counter, label, _ablend[W3d_Shader_Get_PS2_Param_D(shader)]); counter++; shader++; } -void ChunkTableClass::AddItem(CListCtrl *List, int &Counter, const char *Name, Vector3i *Value) { +void ChunkTableClass::AddItem(CListCtrl *list, int &Counter, const char *Name, Vector3i *Value) { char buf[256]; sprintf(buf, "%d %d %d", Value->I, Value->J, Value->K); - AddItem(List, Counter, Name, buf, "IJK"); + AddItem(list, Counter, Name, buf, "IJK"); } -void ChunkTableClass::List_Subitems(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_Subitems(ChunkItem *Item, CListCtrl *list) { int counter = 0; POSITION p = Item->Chunks.GetHeadPosition(); while(p) { ChunkItem *subitem = Item->Chunks.GetNext(p); if(subitem->Type) { - AddItem(List, counter,subitem->Type->Name, "", "chunk"); + AddItem(list, counter,subitem->Type->Name, "", "chunk"); } } } -void ChunkTableClass::List_W3D_CHUNK_MESH(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_MESH(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_MESH_HEADER(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_MESH_HEADER(ChunkItem *Item, CListCtrl *list) { W3dMeshHeaderStruct *data = (W3dMeshHeaderStruct *) Item->Data; int Counter = 0; char buf[64]; sprintf(buf,"%d.%d",W3D_GET_MAJOR_VERSION(data->Version),W3D_GET_MINOR_VERSION(data->Version)); - AddItem(List, Counter,"Version", buf); - AddItem(List, Counter,"MeshName", data->MeshName); - AddItem(List,Counter,"Attributes",data->Attributes); - if (data->Attributes & W3D_MESH_FLAG_COLLISION_BOX) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_BOX"); - if (data->Attributes & W3D_MESH_FLAG_SKIN) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_SKIN"); - if (data->Attributes & W3D_MESH_FLAG_SHADOW) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_SHADOW"); - if (data->Attributes & W3D_MESH_FLAG_ALIGNED) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_ALIGNED"); - if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL"); - if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE"); - AddItem(List, Counter,"NumTris", data->NumTris); - AddItem(List, Counter,"NumQuads", data->NumQuads); - AddItem(List, Counter,"NumSrTris", data->NumSrTris); - AddItem(List, Counter,"NumPovQuads", data->NumPovQuads); - AddItem(List, Counter,"NumVertices", data->NumVertices); - AddItem(List, Counter,"NumNormals", data->NumNormals); - AddItem(List, Counter,"NumSrNormals", data->NumSrNormals); - AddItem(List, Counter,"NumTexCoords", data->NumTexCoords); - AddItem(List, Counter,"NumMaterials", data->NumMaterials); - AddItem(List, Counter,"NumVertColors", data->NumVertColors); - AddItem(List, Counter,"NumVertInfluences", data->NumVertInfluences); - AddItem(List, Counter,"NumDamageStages", data->NumDamageStages); - AddItem(List, Counter,"FutureCounts", data->FutureCounts, 5); - AddItem(List, Counter,"LODMin", data->LODMin); - AddItem(List, Counter,"LODMax", data->LODMax); - AddItem(List, Counter,"Min", &data->Min); - AddItem(List, Counter,"Max", &data->Max); - AddItem(List, Counter,"SphCenter", &data->SphCenter); - AddItem(List, Counter,"SphRadius", data->SphRadius); - AddItem(List, Counter,"Translation", &data->Translation); - AddItem(List, Counter,"Rotation", data->Rotation, 9); - AddItem(List, Counter,"MassCenter", &data->MassCenter); - AddItem(List, Counter,"Inertia", data->Inertia, 9); - AddItem(List, Counter,"Volume", data->Volume); - AddItem(List, Counter,"HierarchyTreeName", data->HierarchyTreeName); - AddItem(List, Counter,"HierarchyModelName", data->HierarchyModelName); - AddItem(List, Counter,"FutureUse", data->FutureUse, 24); -} -void ChunkTableClass::List_W3D_CHUNK_VERTICES(ChunkItem *Item, CListCtrl *List) { + AddItem(list, Counter,"Version", buf); + AddItem(list, Counter,"MeshName", data->MeshName); + AddItem(list,Counter,"Attributes",data->Attributes); + if (data->Attributes & W3D_MESH_FLAG_COLLISION_BOX) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_BOX"); + if (data->Attributes & W3D_MESH_FLAG_SKIN) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_SKIN"); + if (data->Attributes & W3D_MESH_FLAG_SHADOW) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_SHADOW"); + if (data->Attributes & W3D_MESH_FLAG_ALIGNED) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_ALIGNED"); + if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL"); + if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE"); + AddItem(list, Counter,"NumTris", data->NumTris); + AddItem(list, Counter,"NumQuads", data->NumQuads); + AddItem(list, Counter,"NumSrTris", data->NumSrTris); + AddItem(list, Counter,"NumPovQuads", data->NumPovQuads); + AddItem(list, Counter,"NumVertices", data->NumVertices); + AddItem(list, Counter,"NumNormals", data->NumNormals); + AddItem(list, Counter,"NumSrNormals", data->NumSrNormals); + AddItem(list, Counter,"NumTexCoords", data->NumTexCoords); + AddItem(list, Counter,"NumMaterials", data->NumMaterials); + AddItem(list, Counter,"NumVertColors", data->NumVertColors); + AddItem(list, Counter,"NumVertInfluences", data->NumVertInfluences); + AddItem(list, Counter,"NumDamageStages", data->NumDamageStages); + AddItem(list, Counter,"FutureCounts", data->FutureCounts, 5); + AddItem(list, Counter,"LODMin", data->LODMin); + AddItem(list, Counter,"LODMax", data->LODMax); + AddItem(list, Counter,"Min", &data->Min); + AddItem(list, Counter,"Max", &data->Max); + AddItem(list, Counter,"SphCenter", &data->SphCenter); + AddItem(list, Counter,"SphRadius", data->SphRadius); + AddItem(list, Counter,"Translation", &data->Translation); + AddItem(list, Counter,"Rotation", data->Rotation, 9); + AddItem(list, Counter,"MassCenter", &data->MassCenter); + AddItem(list, Counter,"Inertia", data->Inertia, 9); + AddItem(list, Counter,"Volume", data->Volume); + AddItem(list, Counter,"HierarchyTreeName", data->HierarchyTreeName); + AddItem(list, Counter,"HierarchyModelName", data->HierarchyModelName); + AddItem(list, Counter,"FutureUse", data->FutureUse, 24); +} +void ChunkTableClass::List_W3D_CHUNK_VERTICES(ChunkItem *Item, CListCtrl *list) { W3dVectorStruct *data = (W3dVectorStruct *) Item->Data; int Counter = 0; void *max = (char *) Item->Data + Item->Length; @@ -366,11 +366,11 @@ void ChunkTableClass::List_W3D_CHUNK_VERTICES(ChunkItem *Item, CListCtrl *List) char buf[256]; while(data < max) { sprintf(buf, "Vertex[%d]", counter++); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); data++; } } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_NORMALS(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_VERTEX_NORMALS(ChunkItem *Item, CListCtrl *list) { W3dVectorStruct *data = (W3dVectorStruct *) Item->Data; int Counter = 0; void *max = (char *) Item->Data + Item->Length; @@ -379,11 +379,11 @@ void ChunkTableClass::List_W3D_CHUNK_VERTEX_NORMALS(ChunkItem *Item, CListCtrl * char buf[256]; while(data < max) { sprintf(buf, "Normal[%d]", counter++); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); data++; } } -void ChunkTableClass::List_W3D_CHUNK_SURRENDER_NORMALS(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_SURRENDER_NORMALS(ChunkItem *Item, CListCtrl *list) { W3dVectorStruct *data = (W3dVectorStruct *) Item->Data; int Counter = 0; void *max = (char *) Item->Data + Item->Length; @@ -392,11 +392,11 @@ void ChunkTableClass::List_W3D_CHUNK_SURRENDER_NORMALS(ChunkItem *Item, CListCtr char buf[256]; while(data < max) { sprintf(buf, "SRNormal[%d]", counter++); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); data++; } } -void ChunkTableClass::List_W3D_CHUNK_TEXCOORDS(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_TEXCOORDS(ChunkItem *Item, CListCtrl *list) { W3dTexCoordStruct *data = (W3dTexCoordStruct *) Item->Data; int Counter = 0; @@ -406,11 +406,11 @@ void ChunkTableClass::List_W3D_CHUNK_TEXCOORDS(ChunkItem *Item, CListCtrl *List) char buf[256]; while(data < max) { sprintf(buf, "TexCoord[%d]", counter++); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); data++; } } -void ChunkTableClass::List_O_W3D_CHUNK_MATERIALS(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_O_W3D_CHUNK_MATERIALS(ChunkItem *Item, CListCtrl *list) { W3dMaterialStruct *data = (W3dMaterialStruct *) Item->Data; int Counter = 0; @@ -421,25 +421,25 @@ void ChunkTableClass::List_O_W3D_CHUNK_MATERIALS(ChunkItem *Item, CListCtrl *Lis while(data < max) { sprintf(buf, "Material[%d].MaterialName", counter); - AddItem(List, Counter, buf, data->MaterialName); + AddItem(list, Counter, buf, data->MaterialName); sprintf(buf, "Material[%d].PrimaryName", counter); - AddItem(List, Counter, buf, data->PrimaryName); + AddItem(list, Counter, buf, data->PrimaryName); sprintf(buf, "Material[%d].SecondaryName", counter); - AddItem(List, Counter, buf, data->SecondaryName); + AddItem(list, Counter, buf, data->SecondaryName); sprintf(buf, "Material[%d].RenderFlags", counter); - AddItem(List, Counter, buf, data->RenderFlags); + AddItem(list, Counter, buf, data->RenderFlags); sprintf(buf, "Material[%d].Red", counter); - AddItem(List, Counter, buf, data->Red); + AddItem(list, Counter, buf, data->Red); sprintf(buf, "Material[%d].Green", counter); - AddItem(List, Counter, buf, data->Green); + AddItem(list, Counter, buf, data->Green); sprintf(buf, "Material[%d].Blue", counter); - AddItem(List, Counter, buf, data->Blue); + AddItem(list, Counter, buf, data->Blue); counter++; data++; @@ -448,16 +448,16 @@ void ChunkTableClass::List_O_W3D_CHUNK_MATERIALS(ChunkItem *Item, CListCtrl *Lis } -void ChunkTableClass::List_O_W3D_CHUNK_TRIANGLES(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_O_W3D_CHUNK_TRIANGLES(ChunkItem *Item, CListCtrl *list) { int Counter = 0; - AddItem(List, Counter, "Obsolete structure", ""); + AddItem(list, Counter, "Obsolete structure", ""); } -void ChunkTableClass::List_O_W3D_CHUNK_QUADRANGLES(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_O_W3D_CHUNK_QUADRANGLES(ChunkItem *Item, CListCtrl *list) { int Counter = 0; - AddItem(List, Counter, "Outdated structure", ""); + AddItem(list, Counter, "Outdated structure", ""); } -void ChunkTableClass::List_O_W3D_CHUNK_SURRENDER_TRIANGLES(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_O_W3D_CHUNK_SURRENDER_TRIANGLES(ChunkItem *Item, CListCtrl *list) { W3dSurrenderTriStruct *data = (W3dSurrenderTriStruct *) Item->Data; int Counter = 0; void *max = (char *) Item->Data + Item->Length; @@ -467,41 +467,41 @@ void ChunkTableClass::List_O_W3D_CHUNK_SURRENDER_TRIANGLES(ChunkItem *Item, CLis while(data < max) { sprintf(buf, "Triangle[%d].Attributes", counter); - AddItem(List, Counter, buf, data->Attributes); + AddItem(list, Counter, buf, data->Attributes); sprintf(buf, "Triangle[%d].Gouraud", counter); - AddItem(List, Counter, buf, data->Gouraud, 3); + AddItem(list, Counter, buf, data->Gouraud, 3); sprintf(buf, "Triangle[%d].VertexIndices", counter); - AddItem(List, Counter, buf, data->Vindex, 3); + AddItem(list, Counter, buf, data->Vindex, 3); sprintf(buf, "Triangle[%d].MaterialIdx", counter); - AddItem(List, Counter, buf, data->MaterialIdx); + AddItem(list, Counter, buf, data->MaterialIdx); sprintf(buf, "Triangle[%d].Normal", counter); - AddItem(List, Counter, buf, &data->Normal); + AddItem(list, Counter, buf, &data->Normal); sprintf(buf, "Triangle[%d].TexCoord", counter); - AddItem(List, Counter, buf, data->TexCoord, 3); + AddItem(list, Counter, buf, data->TexCoord, 3); counter++; data++; } } -void ChunkTableClass::List_O_W3D_CHUNK_POV_TRIANGLES(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_O_W3D_CHUNK_POV_TRIANGLES(ChunkItem *Item, CListCtrl *list) { int Counter = 0; - AddItem(List, Counter,"Contact Greg if you need to look at this!", "unsupported"); + AddItem(list, Counter,"Contact Greg if you need to look at this!", "unsupported"); } -void ChunkTableClass::List_O_W3D_CHUNK_POV_QUADRANGLES(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_O_W3D_CHUNK_POV_QUADRANGLES(ChunkItem *Item, CListCtrl *list) { int Counter = 0; - AddItem(List, Counter,"Contact Greg if you need to look at this!", "unsupported"); + AddItem(list, Counter,"Contact Greg if you need to look at this!", "unsupported"); } -void ChunkTableClass::List_W3D_CHUNK_MESH_USER_TEXT(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_MESH_USER_TEXT(ChunkItem *Item, CListCtrl *list) { int Counter = 0; - AddItem(List, Counter,"UserText", (char *) Item->Data); + AddItem(list, Counter,"UserText", (char *) Item->Data); } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_COLORS(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_VERTEX_COLORS(ChunkItem *Item, CListCtrl *list) { W3dRGBStruct *data = (W3dRGBStruct *) Item->Data; int Counter = 0; @@ -515,14 +515,14 @@ void ChunkTableClass::List_W3D_CHUNK_VERTEX_COLORS(ChunkItem *Item, CListCtrl *L while(data < max) { sprintf(buf, "Vertex[%d].RGB", counter); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_INFLUENCES(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_VERTEX_INFLUENCES(ChunkItem *Item, CListCtrl *list) { W3dVertInfStruct *data = (W3dVertInfStruct *) Item->Data; int Counter = 0; @@ -533,19 +533,19 @@ void ChunkTableClass::List_W3D_CHUNK_VERTEX_INFLUENCES(ChunkItem *Item, CListCtr while(data < max) { sprintf(buf, "VertexInfluence[%d].BoneIdx", counter); - AddItem(List, Counter, buf, data->BoneIdx); + AddItem(list, Counter, buf, data->BoneIdx); sprintf(buf, "VertexInfluence[%d].Pad", counter); - AddItem(List, Counter, buf, data->Pad, 6); + AddItem(list, Counter, buf, data->Pad, 6); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_DAMAGE(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_DAMAGE(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_DAMAGE_HEADER(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_DAMAGE_HEADER(ChunkItem *Item, CListCtrl *list) { W3dMeshDamageStruct *data = (W3dMeshDamageStruct *) Item->Data; int Counter = 0; @@ -556,20 +556,20 @@ void ChunkTableClass::List_W3D_CHUNK_DAMAGE_HEADER(ChunkItem *Item, CListCtrl *L while(data < max) { sprintf(buf, "DamageStruct[%d].NumDamageMaterials", counter); - AddItem(List, Counter, buf, data->NumDamageMaterials); + AddItem(list, Counter, buf, data->NumDamageMaterials); sprintf(buf, "DamageStruct[%d].NumDamageVerts", counter); - AddItem(List, Counter, buf, data->NumDamageVerts); + AddItem(list, Counter, buf, data->NumDamageVerts); sprintf(buf, "DamageStruct[%d].NumDamageColors", counter); - AddItem(List, Counter, buf, data->NumDamageColors); + AddItem(list, Counter, buf, data->NumDamageColors); sprintf(buf, "DamageStruct[%d].DamageIndex", counter); - AddItem(List, Counter, buf, data->DamageIndex); + AddItem(list, Counter, buf, data->DamageIndex); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_DAMAGE_VERTICES(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_DAMAGE_VERTICES(ChunkItem *Item, CListCtrl *list) { W3dMeshDamageVertexStruct *data = (W3dMeshDamageVertexStruct *) Item->Data; int Counter = 0; @@ -580,17 +580,17 @@ void ChunkTableClass::List_W3D_CHUNK_DAMAGE_VERTICES(ChunkItem *Item, CListCtrl while(data < max) { sprintf(buf, "DamageVertexStruct[%d].VertexIndex", counter); - AddItem(List, Counter, buf, data->VertexIndex); + AddItem(list, Counter, buf, data->VertexIndex); sprintf(buf, "DamageVertexStruct[%d].NewVertex", counter); - AddItem(List, Counter, buf, data->VertexIndex); + AddItem(list, Counter, buf, data->VertexIndex); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_DAMAGE_COLORS(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_DAMAGE_COLORS(ChunkItem *Item, CListCtrl *list) { W3dMeshDamageColorStruct *data = (W3dMeshDamageColorStruct *) Item->Data; int Counter = 0; @@ -601,17 +601,17 @@ void ChunkTableClass::List_W3D_CHUNK_DAMAGE_COLORS(ChunkItem *Item, CListCtrl *L while(data < max) { sprintf(buf, "DamageColorStruct[%d].VertexIndex", counter); - AddItem(List, Counter, buf, data->VertexIndex); + AddItem(list, Counter, buf, data->VertexIndex); sprintf(buf, "DamageColorStruct[%d].NewColor", counter); - AddItem(List, Counter, buf, &data->NewColor); + AddItem(list, Counter, buf, &data->NewColor); counter++; data++; } } -void ChunkTableClass::List_O_W3D_CHUNK_MATERIALS2(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_O_W3D_CHUNK_MATERIALS2(ChunkItem *Item, CListCtrl *list) { W3dMaterial2Struct *data = (W3dMaterial2Struct *) Item->Data; int Counter = 0; void *max = (char *) Item->Data + Item->Length; @@ -621,34 +621,34 @@ void ChunkTableClass::List_O_W3D_CHUNK_MATERIALS2(ChunkItem *Item, CListCtrl *Li while(data < max) { sprintf(buf, "Material[%d].MaterialName", counter); - AddItem(List, Counter, buf, data->MaterialName); + AddItem(list, Counter, buf, data->MaterialName); sprintf(buf, "Material[%d].PrimaryName", counter); - AddItem(List, Counter, buf, data->PrimaryName); + AddItem(list, Counter, buf, data->PrimaryName); sprintf(buf, "Material[%d].SecondaryName", counter); - AddItem(List, Counter, buf, data->SecondaryName); + AddItem(list, Counter, buf, data->SecondaryName); sprintf(buf, "Material[%d].RenderFlags", counter); - AddItem(List, Counter, buf, data->RenderFlags); + AddItem(list, Counter, buf, data->RenderFlags); sprintf(buf, "Material[%d].Red", counter); - AddItem(List, Counter, buf, data->Red); + AddItem(list, Counter, buf, data->Red); sprintf(buf, "Material[%d].Green", counter); - AddItem(List, Counter, buf, data->Green); + AddItem(list, Counter, buf, data->Green); sprintf(buf, "Material[%d].Blue", counter); - AddItem(List, Counter, buf, data->Blue); + AddItem(list, Counter, buf, data->Blue); sprintf(buf, "Material[%d].Alpha", counter); - AddItem(List, Counter, buf, data->Alpha); + AddItem(list, Counter, buf, data->Alpha); sprintf(buf, "Material[%d].PrimaryNumFrames", counter); - AddItem(List, Counter, buf, data->PrimaryNumFrames); + AddItem(list, Counter, buf, data->PrimaryNumFrames); sprintf(buf, "Material[%d].SecondaryNumFrames", counter); - AddItem(List, Counter, buf, data->SecondaryNumFrames); + AddItem(list, Counter, buf, data->SecondaryNumFrames); counter++; data++; @@ -656,145 +656,145 @@ void ChunkTableClass::List_O_W3D_CHUNK_MATERIALS2(ChunkItem *Item, CListCtrl *Li } -void ChunkTableClass::List_W3D_CHUNK_MATERIALS3(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_MATERIALS3(ChunkItem *Item, CListCtrl *list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_MATERIAL3(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_MATERIAL3(ChunkItem *Item, CListCtrl *list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_NAME(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_NAME(ChunkItem *Item, CListCtrl *list) { int Counter = 0; char * data = (char *)Item->Data; - AddItem(List, Counter,"Material Name:", data); + AddItem(list, Counter,"Material Name:", data); } -void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_INFO(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_INFO(ChunkItem *Item, CListCtrl *list) { int Counter = 0; W3dMaterial3Struct *data = (W3dMaterial3Struct *) Item->Data; - AddItem(List,Counter,"Attributes",data->Attributes); - if (data->Attributes & W3DMATERIAL_USE_ALPHA) AddItem(List,Counter,"Attributes","W3DMATERIAL_USE_ALPHA"); - if (data->Attributes & W3DMATERIAL_USE_SORTING) AddItem(List,Counter,"Attributes","W3DMATERIAL_USE_SORTING"); - if (data->Attributes & W3DMATERIAL_HINT_DIT_OVER_DCT) AddItem(List,Counter,"Attributes","W3DMATERIAL_HINT_DIT_OVER_DCT"); - if (data->Attributes & W3DMATERIAL_HINT_SIT_OVER_SCT) AddItem(List,Counter,"Attributes","W3DMATERIAL_HINT_SIT_OVER_SCT"); - if (data->Attributes & W3DMATERIAL_HINT_DIT_OVER_DIG) AddItem(List,Counter,"Attributes","W3DMATERIAL_HINT_DIT_OVER_DIG"); - if (data->Attributes & W3DMATERIAL_HINT_SIT_OVER_SIG) AddItem(List,Counter,"Attributes","W3DMATERIAL_HINT_SIT_OVER_SIG"); - if (data->Attributes & W3DMATERIAL_HINT_FAST_SPECULAR_AFTER_ALPHA) AddItem(List,Counter,"Attributes","W3DMATERIAL_HINT_FAST_SPECULAR_AFTER_ALPHA"); - if (data->Attributes & W3DMATERIAL_PSX_TRANS_100) AddItem(List,Counter,"Attributes","W3DMATERIAL_PSX_TRANS_100"); - if (data->Attributes & W3DMATERIAL_PSX_TRANS_50) AddItem(List,Counter,"Attributes","W3DMATERIAL_PSX_TRANS_50"); - if (data->Attributes & W3DMATERIAL_PSX_TRANS_25) AddItem(List,Counter,"Attributes","W3DMATERIAL_PSX_TRANS_25"); - if (data->Attributes & W3DMATERIAL_PSX_TRANS_MINUS_100) AddItem(List,Counter,"Attributes","W3DMATERIAL_PSX_TRANS_MINUS_100"); - if (data->Attributes & W3DMATERIAL_PSX_NO_RT_LIGHTING) AddItem(List,Counter,"Attributes","W3DMATERIAL_PSX_NO_RT_LIGHTING"); - AddItem(List, Counter,"Diffuse Color", &data->DiffuseColor); - AddItem(List, Counter,"Specular Color", &data->SpecularColor); - AddItem(List, Counter,"Emissive Coefficients", &data->EmissiveCoefficients); - AddItem(List, Counter,"Ambient Coefficients", &data->AmbientCoefficients); - AddItem(List, Counter,"Diffuse Coefficients", &data->DiffuseCoefficients); - AddItem(List, Counter,"Specular Coefficients", &data->SpecularCoefficients); - AddItem(List, Counter,"Shininess", data->Shininess); - AddItem(List, Counter,"Opacity", data->Opacity); - AddItem(List, Counter,"Translucency", data->Translucency); - AddItem(List, Counter,"Fog Coefficient", data->FogCoeff); -} - -void ChunkTableClass::List_W3D_CHUNK_MAP3_FILENAME(ChunkItem * Item,CListCtrl * List) + AddItem(list,Counter,"Attributes",data->Attributes); + if (data->Attributes & W3DMATERIAL_USE_ALPHA) AddItem(list,Counter,"Attributes","W3DMATERIAL_USE_ALPHA"); + if (data->Attributes & W3DMATERIAL_USE_SORTING) AddItem(list,Counter,"Attributes","W3DMATERIAL_USE_SORTING"); + if (data->Attributes & W3DMATERIAL_HINT_DIT_OVER_DCT) AddItem(list,Counter,"Attributes","W3DMATERIAL_HINT_DIT_OVER_DCT"); + if (data->Attributes & W3DMATERIAL_HINT_SIT_OVER_SCT) AddItem(list,Counter,"Attributes","W3DMATERIAL_HINT_SIT_OVER_SCT"); + if (data->Attributes & W3DMATERIAL_HINT_DIT_OVER_DIG) AddItem(list,Counter,"Attributes","W3DMATERIAL_HINT_DIT_OVER_DIG"); + if (data->Attributes & W3DMATERIAL_HINT_SIT_OVER_SIG) AddItem(list,Counter,"Attributes","W3DMATERIAL_HINT_SIT_OVER_SIG"); + if (data->Attributes & W3DMATERIAL_HINT_FAST_SPECULAR_AFTER_ALPHA) AddItem(list,Counter,"Attributes","W3DMATERIAL_HINT_FAST_SPECULAR_AFTER_ALPHA"); + if (data->Attributes & W3DMATERIAL_PSX_TRANS_100) AddItem(list,Counter,"Attributes","W3DMATERIAL_PSX_TRANS_100"); + if (data->Attributes & W3DMATERIAL_PSX_TRANS_50) AddItem(list,Counter,"Attributes","W3DMATERIAL_PSX_TRANS_50"); + if (data->Attributes & W3DMATERIAL_PSX_TRANS_25) AddItem(list,Counter,"Attributes","W3DMATERIAL_PSX_TRANS_25"); + if (data->Attributes & W3DMATERIAL_PSX_TRANS_MINUS_100) AddItem(list,Counter,"Attributes","W3DMATERIAL_PSX_TRANS_MINUS_100"); + if (data->Attributes & W3DMATERIAL_PSX_NO_RT_LIGHTING) AddItem(list,Counter,"Attributes","W3DMATERIAL_PSX_NO_RT_LIGHTING"); + AddItem(list, Counter,"Diffuse Color", &data->DiffuseColor); + AddItem(list, Counter,"Specular Color", &data->SpecularColor); + AddItem(list, Counter,"Emissive Coefficients", &data->EmissiveCoefficients); + AddItem(list, Counter,"Ambient Coefficients", &data->AmbientCoefficients); + AddItem(list, Counter,"Diffuse Coefficients", &data->DiffuseCoefficients); + AddItem(list, Counter,"Specular Coefficients", &data->SpecularCoefficients); + AddItem(list, Counter,"Shininess", data->Shininess); + AddItem(list, Counter,"Opacity", data->Opacity); + AddItem(list, Counter,"Translucency", data->Translucency); + AddItem(list, Counter,"Fog Coefficient", data->FogCoeff); +} + +void ChunkTableClass::List_W3D_CHUNK_MAP3_FILENAME(ChunkItem * Item,CListCtrl * list) { int Counter = 0; char * data = (char *)Item->Data; - AddItem(List, Counter, "Texture Filename:", data); + AddItem(list, Counter, "Texture Filename:", data); } -void ChunkTableClass::List_W3D_CHUNK_MAP3_INFO(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_MAP3_INFO(ChunkItem * Item,CListCtrl * list) { int Counter = 0; W3dMap3Struct * data = (W3dMap3Struct *)Item->Data; - AddItem(List, Counter, "Mapping Type",data->MappingType); - AddItem(List, Counter, "Frame Count",data->FrameCount); - AddItem(List, Counter, "Frame Rate",data->FrameRate); + AddItem(list, Counter, "Mapping Type",data->MappingType); + AddItem(list, Counter, "Frame Count",data->FrameCount); + AddItem(list, Counter, "Frame Rate",data->FrameRate); } -void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_DC_MAP(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_DC_MAP(ChunkItem *Item, CListCtrl *list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_DI_MAP(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_DI_MAP(ChunkItem *Item, CListCtrl *list) { - List_Subitems(Item,List); + List_Subitems(Item,list); } -void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_SC_MAP(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_SC_MAP(ChunkItem *Item, CListCtrl *list) { - List_Subitems(Item,List); + List_Subitems(Item,list); } -void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_SI_MAP(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_MATERIAL3_SI_MAP(ChunkItem *Item, CListCtrl *list) { - List_Subitems(Item,List); + List_Subitems(Item,list); } -void ChunkTableClass::List_W3D_CHUNK_MESH_HEADER3(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_MESH_HEADER3(ChunkItem *Item, CListCtrl *list) { W3dMeshHeader3Struct *data = (W3dMeshHeader3Struct *) Item->Data; int Counter = 0; char buf[64]; sprintf(buf,"%d.%d",W3D_GET_MAJOR_VERSION(data->Version),W3D_GET_MINOR_VERSION(data->Version)); - AddItem(List, Counter,"Version", buf); - AddItem(List, Counter,"MeshName", data->MeshName); - AddItem(List, Counter,"ContainerName", data->ContainerName); - AddItem(List, Counter,"Attributes",data->Attributes); + AddItem(list, Counter,"Version", buf); + AddItem(list, Counter,"MeshName", data->MeshName); + AddItem(list, Counter,"ContainerName", data->ContainerName); + AddItem(list, Counter,"Attributes",data->Attributes); switch(data->Attributes & W3D_MESH_FLAG_GEOMETRY_TYPE_MASK) { case W3D_MESH_FLAG_GEOMETRY_TYPE_NORMAL: - AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_GEOMETRY_TYPE_NORMAL_MESH","flag"); + AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_GEOMETRY_TYPE_NORMAL_MESH","flag"); break; case W3D_MESH_FLAG_GEOMETRY_TYPE_CAMERA_ALIGNED: - AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_GEOMETRY_TYPE_CAMERA_ALIGNED","flag"); + AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_GEOMETRY_TYPE_CAMERA_ALIGNED","flag"); break; case W3D_MESH_FLAG_GEOMETRY_TYPE_SKIN: - AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_GEOMETRY_TYPE_SKIN","flag"); + AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_GEOMETRY_TYPE_SKIN","flag"); break; case W3D_MESH_FLAG_GEOMETRY_TYPE_AABOX: - AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_GEOMETRY_TYPE_AABOX","flag"); + AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_GEOMETRY_TYPE_AABOX","flag"); break; case W3D_MESH_FLAG_GEOMETRY_TYPE_OBBOX: - AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_GEOMETRY_TYPE_OBBOX","flag"); + AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_GEOMETRY_TYPE_OBBOX","flag"); break; }; - if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL","flag"); - if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE","flag"); - if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_VIS) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_VIS","flag"); - if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_CAMERA) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_CAMERA","flag"); - if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_VEHICLE) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_VEHICLE","flag"); + if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL","flag"); + if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE","flag"); + if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_VIS) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_VIS","flag"); + if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_CAMERA) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_CAMERA","flag"); + if (data->Attributes & W3D_MESH_FLAG_COLLISION_TYPE_VEHICLE) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_COLLISION_TYPE_VEHICLE","flag"); - if (data->Attributes & W3D_MESH_FLAG_HIDDEN) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_HIDDEN","flag"); - if (data->Attributes & W3D_MESH_FLAG_TWO_SIDED) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_TWO_SIDED","flag"); - if (data->Attributes & W3D_MESH_FLAG_CAST_SHADOW) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_CAST_SHADOW"); - if (data->Attributes & W3D_MESH_FLAG_SHATTERABLE) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_SHATTERABLE"); - if (data->Attributes & W3D_MESH_FLAG_NPATCHABLE) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_NPATCHABLE"); + if (data->Attributes & W3D_MESH_FLAG_HIDDEN) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_HIDDEN","flag"); + if (data->Attributes & W3D_MESH_FLAG_TWO_SIDED) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_TWO_SIDED","flag"); + if (data->Attributes & W3D_MESH_FLAG_CAST_SHADOW) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_CAST_SHADOW"); + if (data->Attributes & W3D_MESH_FLAG_SHATTERABLE) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_SHATTERABLE"); + if (data->Attributes & W3D_MESH_FLAG_NPATCHABLE) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_NPATCHABLE"); - if (data->Attributes & W3D_MESH_FLAG_PRELIT_UNLIT) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_PRELIT_UNLIT","flag"); - if (data->Attributes & W3D_MESH_FLAG_PRELIT_VERTEX) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_PRELIT_VERTEX","flag"); - if (data->Attributes & W3D_MESH_FLAG_PRELIT_LIGHTMAP_MULTI_PASS) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_PRELIT_LIGHTMAP_MULTI_PASS","flag"); - if (data->Attributes & W3D_MESH_FLAG_PRELIT_LIGHTMAP_MULTI_TEXTURE) AddItem(List, Counter,"Attributes", "W3D_MESH_FLAG_PRELIT_LIGHTMAP_MULTI_TEXTURE","flag"); + if (data->Attributes & W3D_MESH_FLAG_PRELIT_UNLIT) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_PRELIT_UNLIT","flag"); + if (data->Attributes & W3D_MESH_FLAG_PRELIT_VERTEX) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_PRELIT_VERTEX","flag"); + if (data->Attributes & W3D_MESH_FLAG_PRELIT_LIGHTMAP_MULTI_PASS) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_PRELIT_LIGHTMAP_MULTI_PASS","flag"); + if (data->Attributes & W3D_MESH_FLAG_PRELIT_LIGHTMAP_MULTI_TEXTURE) AddItem(list, Counter,"Attributes", "W3D_MESH_FLAG_PRELIT_LIGHTMAP_MULTI_TEXTURE","flag"); - AddItem(List, Counter,"NumTris", data->NumTris); - AddItem(List, Counter,"NumVertices", data->NumVertices); - AddItem(List, Counter,"NumMaterials", data->NumMaterials); - AddItem(List, Counter,"NumDamageStages", data->NumDamageStages); + AddItem(list, Counter,"NumTris", data->NumTris); + AddItem(list, Counter,"NumVertices", data->NumVertices); + AddItem(list, Counter,"NumMaterials", data->NumMaterials); + AddItem(list, Counter,"NumDamageStages", data->NumDamageStages); if (data->SortLevel == SORT_LEVEL_NONE) { - AddItem(List, Counter, "SortLevel", "NONE"); + AddItem(list, Counter, "SortLevel", "NONE"); } else { - AddItem(List, Counter, "SortLevel", (uint8)data->SortLevel); + AddItem(list, Counter, "SortLevel", (uint8)data->SortLevel); } if ((data->Attributes & W3D_MESH_FLAG_PRELIT_MASK) != 0x0) { @@ -806,24 +806,24 @@ void ChunkTableClass::List_W3D_CHUNK_MESH_HEADER3(ChunkItem *Item, CListCtrl *Li } else { sprintf (buf, "N/A"); } - AddItem (List, Counter, "PrelitVersion", buf); + AddItem (list, Counter, "PrelitVersion", buf); - AddItem(List, Counter, "FutureCounts", data->FutureCounts, 1); - AddItem(List, Counter, "VertexChannels", data->VertexChannels); - if (data->VertexChannels & W3D_VERTEX_CHANNEL_LOCATION) AddItem(List,Counter,"VertexChannels","W3D_VERTEX_CHANNEL_LOCATION","flag"); - if (data->VertexChannels & W3D_VERTEX_CHANNEL_NORMAL) AddItem(List,Counter,"VertexChannels","W3D_VERTEX_CHANNEL_NORMAL","flag"); - if (data->VertexChannels & W3D_VERTEX_CHANNEL_TEXCOORD) AddItem(List,Counter,"VertexChannels","W3D_VERTEX_CHANNEL_TEXCOORD","flag"); - if (data->VertexChannels & W3D_VERTEX_CHANNEL_COLOR) AddItem(List,Counter,"VertexChannels","W3D_VERTEX_CHANNEL_COLOR","flag"); - if (data->VertexChannels & W3D_VERTEX_CHANNEL_BONEID) AddItem(List,Counter,"VertexChannels","W3D_VERTEX_CHANNEL_BONEID","flag"); - AddItem(List, Counter,"FaceChannels", data->FaceChannels); - if (data->FaceChannels & W3D_FACE_CHANNEL_FACE) AddItem(List,Counter,"FaceChannels","W3D_FACE_CHANNEL_FACE","flag"); - AddItem(List, Counter,"Min", &data->Min); - AddItem(List, Counter,"Max", &data->Max); - AddItem(List, Counter,"SphCenter", &data->SphCenter); - AddItem(List, Counter,"SphRadius", data->SphRadius); + AddItem(list, Counter, "FutureCounts", data->FutureCounts, 1); + AddItem(list, Counter, "VertexChannels", data->VertexChannels); + if (data->VertexChannels & W3D_VERTEX_CHANNEL_LOCATION) AddItem(list,Counter,"VertexChannels","W3D_VERTEX_CHANNEL_LOCATION","flag"); + if (data->VertexChannels & W3D_VERTEX_CHANNEL_NORMAL) AddItem(list,Counter,"VertexChannels","W3D_VERTEX_CHANNEL_NORMAL","flag"); + if (data->VertexChannels & W3D_VERTEX_CHANNEL_TEXCOORD) AddItem(list,Counter,"VertexChannels","W3D_VERTEX_CHANNEL_TEXCOORD","flag"); + if (data->VertexChannels & W3D_VERTEX_CHANNEL_COLOR) AddItem(list,Counter,"VertexChannels","W3D_VERTEX_CHANNEL_COLOR","flag"); + if (data->VertexChannels & W3D_VERTEX_CHANNEL_BONEID) AddItem(list,Counter,"VertexChannels","W3D_VERTEX_CHANNEL_BONEID","flag"); + AddItem(list, Counter,"FaceChannels", data->FaceChannels); + if (data->FaceChannels & W3D_FACE_CHANNEL_FACE) AddItem(list,Counter,"FaceChannels","W3D_FACE_CHANNEL_FACE","flag"); + AddItem(list, Counter,"Min", &data->Min); + AddItem(list, Counter,"Max", &data->Max); + AddItem(list, Counter,"SphCenter", &data->SphCenter); + AddItem(list, Counter,"SphRadius", data->SphRadius); } -void ChunkTableClass::List_W3D_CHUNK_TRIANGLES(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_TRIANGLES(ChunkItem *Item, CListCtrl *list) { W3dTriStruct *data = (W3dTriStruct *) Item->Data; int Counter = 0; void *max = (char *) Item->Data + Item->Length; @@ -834,16 +834,16 @@ void ChunkTableClass::List_W3D_CHUNK_TRIANGLES(ChunkItem *Item, CListCtrl *List) while(data < max) { sprintf(buf, "Triangle[%d].VertexIndices", counter); - AddItem(List, Counter, buf, data->Vindex, 3); + AddItem(list, Counter, buf, data->Vindex, 3); sprintf(buf, "Triangle[%d].Attributes", counter); - AddItem(List, Counter, buf, data->Attributes); + AddItem(list, Counter, buf, data->Attributes); sprintf(buf, "Triangle[%d].Normal", counter); - AddItem(List, Counter, buf, &data->Normal); + AddItem(list, Counter, buf, &data->Normal); sprintf(buf, "Triangle[%d].Dist", counter); - AddItem(List, Counter, buf, data->Dist); + AddItem(list, Counter, buf, data->Dist); counter++; data++; @@ -851,7 +851,7 @@ void ChunkTableClass::List_W3D_CHUNK_TRIANGLES(ChunkItem *Item, CListCtrl *List) } -void ChunkTableClass::List_W3D_CHUNK_PER_TRI_MATERIALS(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_PER_TRI_MATERIALS(ChunkItem * Item,CListCtrl *list) { unsigned short *data = (unsigned short *) Item->Data; int Counter = 0; @@ -862,14 +862,14 @@ void ChunkTableClass::List_W3D_CHUNK_PER_TRI_MATERIALS(ChunkItem * Item,CListCtr while(data < max) { sprintf(buf, "Triangle[%d].MaterialIdx", counter); - AddItem(List, Counter, buf, *data); + AddItem(list, Counter, buf, *data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_SHADE_INDICES(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_VERTEX_SHADE_INDICES(ChunkItem * Item,CListCtrl *list) { uint32 * data = (uint32 *) Item->Data; int Counter = 0; @@ -880,128 +880,128 @@ void ChunkTableClass::List_W3D_CHUNK_VERTEX_SHADE_INDICES(ChunkItem * Item,CList char buf[256]; while(data < max) { sprintf(buf, "Index[%d]", counter); - AddItem(List, Counter, buf, *data); + AddItem(list, Counter, buf, *data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_MATERIAL_INFO(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_MATERIAL_INFO(ChunkItem * Item,CListCtrl *list) { W3dMaterialInfoStruct * matinfo = (W3dMaterialInfoStruct *)Item->Data; int counter = 0; - AddItem(List, counter,"PassCount", matinfo->PassCount); - AddItem(List, counter,"VertexMaterialCount", matinfo->VertexMaterialCount); - AddItem(List, counter,"ShaderCount", matinfo->ShaderCount); - AddItem(List, counter,"TextureCount",matinfo->TextureCount); + AddItem(list, counter,"PassCount", matinfo->PassCount); + AddItem(list, counter,"VertexMaterialCount", matinfo->VertexMaterialCount); + AddItem(list, counter,"ShaderCount", matinfo->ShaderCount); + AddItem(list, counter,"TextureCount",matinfo->TextureCount); } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIALS(ChunkItem *Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIALS(ChunkItem *Item,CListCtrl *list) { - List_Subitems(Item,List); + List_Subitems(Item,list); } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIAL(ChunkItem *Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIAL(ChunkItem *Item,CListCtrl *list) { - List_Subitems(Item,List); + List_Subitems(Item,list); } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIAL_NAME(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIAL_NAME(ChunkItem * Item,CListCtrl *list) { int Counter = 0; char * data = (char *)Item->Data; - AddItem(List, Counter,"Material Name:", data); + AddItem(list, Counter,"Material Name:", data); } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIAL_INFO(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIAL_INFO(ChunkItem * Item,CListCtrl *list) { W3dVertexMaterialStruct *data = (W3dVertexMaterialStruct *)Item->Data; int Counter = 0; - if (data->Attributes & W3DVERTMAT_USE_DEPTH_CUE) AddItem (List, Counter, "Material.Attributes", "W3DVERTMAT_USE_DEPTH_CUE", "flag"); - if (data->Attributes & W3DVERTMAT_ARGB_EMISSIVE_ONLY) AddItem (List, Counter, "Material.Attributes", "W3DVERTMAT_ARGB_EMISSIVE_ONLY", "flag"); - if (data->Attributes & W3DVERTMAT_COPY_SPECULAR_TO_DIFFUSE) AddItem (List, Counter, "Material.Attributes", "W3DVERTMAT_COPY_SPECULAR_TO_DIFFUSE", "flag"); - if (data->Attributes & W3DVERTMAT_DEPTH_CUE_TO_ALPHA) AddItem (List, Counter, "Material.Attributes", "W3DVERTMAT_DEPTH_CUE_TO_ALPHA", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_UV) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_UV", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_ENVIRONMENT) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_ENVIRONMENT", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_CHEAP_ENVIRONMENT) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_CHEAP_ENVIRONMENT", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_SCREEN) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_SCREEN", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_LINEAR_OFFSET) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_LINEAR_OFFSET", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_SILHOUETTE) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_SILHOUETTE", "flag"); - - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_SCALE) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_SCALE", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_GRID) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_GRID", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_ROTATE) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_ROTATE", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_SINE_LINEAR_OFFSET) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_SINE_LINEAR_OFFSET", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_STEP_LINEAR_OFFSET) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_STEP_LINEAR_OFFSET", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_ZIGZAG_LINEAR_OFFSET) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_ZIGZAG_LINEAR_OFFSET", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_WS_CLASSIC_ENV) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_WS_CLASSIC_ENV", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_WS_ENVIRONMENT) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_WS_ENVIRONMENT", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_GRID_CLASSIC_ENV) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_GRID_CLASSIC_ENV", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_GRID_ENVIRONMENT) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_GRID_ENVIRONMENT", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_RANDOM) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_RANDOM", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_BUMPENV) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_BUMPENV", "flag"); - - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_UV) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_UV", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_ENVIRONMENT) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_ENVIRONMENT", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_CHEAP_ENVIRONMENT) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_CHEAP_ENVIRONMENT", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_SCREEN) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_SCREEN", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_LINEAR_OFFSET) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_LINEAR_OFFSET", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_SILHOUETTE) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_SILHOUETTE", "flag"); - - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_SCALE) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_SCALE", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_GRID) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_GRID", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_ROTATE) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_ROTATE", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_SINE_LINEAR_OFFSET) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_SINE_LINEAR_OFFSET", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_STEP_LINEAR_OFFSET) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_STEP_LINEAR_OFFSET", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_ZIGZAG_LINEAR_OFFSET) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_ZIGZAG_LINEAR_OFFSET", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_WS_CLASSIC_ENV) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_WS_CLASSIC_ENV", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_WS_ENVIRONMENT) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_WS_ENVIRONMENT", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_GRID_CLASSIC_ENV) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_GRID_CLASSIC_ENV", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_GRID_ENVIRONMENT) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_GRID_ENVIRONMENT", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_RANDOM) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_RANDOM", "flag"); - if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_BUMPENV) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_BUMPENV", "flag"); + if (data->Attributes & W3DVERTMAT_USE_DEPTH_CUE) AddItem (list, Counter, "Material.Attributes", "W3DVERTMAT_USE_DEPTH_CUE", "flag"); + if (data->Attributes & W3DVERTMAT_ARGB_EMISSIVE_ONLY) AddItem (list, Counter, "Material.Attributes", "W3DVERTMAT_ARGB_EMISSIVE_ONLY", "flag"); + if (data->Attributes & W3DVERTMAT_COPY_SPECULAR_TO_DIFFUSE) AddItem (list, Counter, "Material.Attributes", "W3DVERTMAT_COPY_SPECULAR_TO_DIFFUSE", "flag"); + if (data->Attributes & W3DVERTMAT_DEPTH_CUE_TO_ALPHA) AddItem (list, Counter, "Material.Attributes", "W3DVERTMAT_DEPTH_CUE_TO_ALPHA", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_UV) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_UV", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_ENVIRONMENT) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_ENVIRONMENT", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_CHEAP_ENVIRONMENT) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_CHEAP_ENVIRONMENT", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_SCREEN) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_SCREEN", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_LINEAR_OFFSET) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_LINEAR_OFFSET", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_SILHOUETTE) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_SILHOUETTE", "flag"); + + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_SCALE) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_SCALE", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_GRID) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_GRID", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_ROTATE) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_ROTATE", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_SINE_LINEAR_OFFSET) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_SINE_LINEAR_OFFSET", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_STEP_LINEAR_OFFSET) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_STEP_LINEAR_OFFSET", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_ZIGZAG_LINEAR_OFFSET) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_ZIGZAG_LINEAR_OFFSET", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_WS_CLASSIC_ENV) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_WS_CLASSIC_ENV", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_WS_ENVIRONMENT) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_WS_ENVIRONMENT", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_GRID_CLASSIC_ENV) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_GRID_CLASSIC_ENV", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_GRID_ENVIRONMENT) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_GRID_ENVIRONMENT", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_RANDOM) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_RANDOM", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE0_MAPPING_MASK) == W3DVERTMAT_STAGE0_MAPPING_BUMPENV) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE0_MAPPING_BUMPENV", "flag"); + + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_UV) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_UV", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_ENVIRONMENT) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_ENVIRONMENT", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_CHEAP_ENVIRONMENT) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_CHEAP_ENVIRONMENT", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_SCREEN) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_SCREEN", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_LINEAR_OFFSET) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_LINEAR_OFFSET", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_SILHOUETTE) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_SILHOUETTE", "flag"); + + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_SCALE) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_SCALE", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_GRID) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_GRID", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_ROTATE) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_ROTATE", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_SINE_LINEAR_OFFSET) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_SINE_LINEAR_OFFSET", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_STEP_LINEAR_OFFSET) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_STEP_LINEAR_OFFSET", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_ZIGZAG_LINEAR_OFFSET) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_ZIGZAG_LINEAR_OFFSET", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_WS_CLASSIC_ENV) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_WS_CLASSIC_ENV", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_WS_ENVIRONMENT) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_WS_ENVIRONMENT", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_GRID_CLASSIC_ENV) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_GRID_CLASSIC_ENV", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_GRID_ENVIRONMENT) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_GRID_ENVIRONMENT", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_RANDOM) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_RANDOM", "flag"); + if ((data->Attributes & W3DVERTMAT_STAGE1_MAPPING_MASK) == W3DVERTMAT_STAGE1_MAPPING_BUMPENV) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_STAGE1_MAPPING_BUMPENV", "flag"); if (data->Attributes & W3DVERTMAT_PSX_MASK) { if (data->Attributes & W3DVERTMAT_PSX_NO_RT_LIGHTING) { - AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_PSX_NO_RT_LIGHTING", "flag"); + AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_PSX_NO_RT_LIGHTING", "flag"); } else { - if ((data->Attributes & W3DVERTMAT_PSX_TRANS_MASK) == W3DVERTMAT_PSX_TRANS_NONE) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_PSX_TRANS_NONE", "flag"); - if ((data->Attributes & W3DVERTMAT_PSX_TRANS_MASK) == W3DVERTMAT_PSX_TRANS_100) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_PSX_TRANS_100", "flag"); - if ((data->Attributes & W3DVERTMAT_PSX_TRANS_MASK) == W3DVERTMAT_PSX_TRANS_50) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_PSX_TRANS_50", "flag"); - if ((data->Attributes & W3DVERTMAT_PSX_TRANS_MASK) == W3DVERTMAT_PSX_TRANS_25) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_PSX_TRANS_25", "flag"); - if ((data->Attributes & W3DVERTMAT_PSX_TRANS_MASK) == W3DVERTMAT_PSX_TRANS_MINUS_100) AddItem(List, Counter, "Material.Attributes", "W3DVERTMAT_PSX_TRANS_MINUS_100", "flag"); + if ((data->Attributes & W3DVERTMAT_PSX_TRANS_MASK) == W3DVERTMAT_PSX_TRANS_NONE) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_PSX_TRANS_NONE", "flag"); + if ((data->Attributes & W3DVERTMAT_PSX_TRANS_MASK) == W3DVERTMAT_PSX_TRANS_100) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_PSX_TRANS_100", "flag"); + if ((data->Attributes & W3DVERTMAT_PSX_TRANS_MASK) == W3DVERTMAT_PSX_TRANS_50) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_PSX_TRANS_50", "flag"); + if ((data->Attributes & W3DVERTMAT_PSX_TRANS_MASK) == W3DVERTMAT_PSX_TRANS_25) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_PSX_TRANS_25", "flag"); + if ((data->Attributes & W3DVERTMAT_PSX_TRANS_MASK) == W3DVERTMAT_PSX_TRANS_MINUS_100) AddItem(list, Counter, "Material.Attributes", "W3DVERTMAT_PSX_TRANS_MINUS_100", "flag"); } } - AddItem(List, Counter, "Material.Attributes", data->Attributes); - AddItem(List, Counter, "Material.Ambient", &(data->Ambient)); - AddItem(List, Counter, "Material.Diffuse", &(data->Diffuse)); - AddItem(List, Counter, "Material.Specular", &(data->Specular)); - AddItem(List, Counter, "Material.Emissive", &(data->Emissive)); - AddItem(List, Counter, "Material.Shininess", data->Shininess); - AddItem(List, Counter, "Material.Opacity", data->Opacity); - AddItem(List, Counter, "Material.Translucency", data->Translucency); + AddItem(list, Counter, "Material.Attributes", data->Attributes); + AddItem(list, Counter, "Material.Ambient", &(data->Ambient)); + AddItem(list, Counter, "Material.Diffuse", &(data->Diffuse)); + AddItem(list, Counter, "Material.Specular", &(data->Specular)); + AddItem(list, Counter, "Material.Emissive", &(data->Emissive)); + AddItem(list, Counter, "Material.Shininess", data->Shininess); + AddItem(list, Counter, "Material.Opacity", data->Opacity); + AddItem(list, Counter, "Material.Translucency", data->Translucency); } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_MAPPER_ARGS0(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_VERTEX_MAPPER_ARGS0(ChunkItem *Item, CListCtrl *list) { int Counter = 0; char * data = (char *)Item->Data; - AddItem(List, Counter, "Stage0 Mapper Args:", data); + AddItem(list, Counter, "Stage0 Mapper Args:", data); } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_MAPPER_ARGS1(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_VERTEX_MAPPER_ARGS1(ChunkItem *Item, CListCtrl *list) { int Counter = 0; char * data = (char *)Item->Data; - AddItem(List, Counter, "Stage1 Mapper Args:", data); + AddItem(list, Counter, "Stage1 Mapper Args:", data); } -void ChunkTableClass::List_W3D_CHUNK_SHADERS(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_SHADERS(ChunkItem * Item,CListCtrl *list) { W3dShaderStruct *shader = (W3dShaderStruct *)Item->Data; @@ -1013,13 +1013,13 @@ void ChunkTableClass::List_W3D_CHUNK_SHADERS(ChunkItem * Item,CListCtrl *List) while(shader < max) { sprintf(label,"shader[%d]",counter); int counter2 = 0; - AddItem(List,counter2,label,shader); + AddItem(list,counter2,label,shader); counter++; shader++; } } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_TANGENTS(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_VERTEX_TANGENTS(ChunkItem *Item, CListCtrl *list) { W3dVectorStruct *data = (W3dVectorStruct *) Item->Data; int Counter = 0; void *max = (char *) Item->Data + Item->Length; @@ -1028,12 +1028,12 @@ void ChunkTableClass::List_W3D_CHUNK_VERTEX_TANGENTS(ChunkItem *Item, CListCtrl char buf[256]; while(data < max) { sprintf(buf, "Tangent[%d]", counter++); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); data++; } } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_BINORMALS(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_VERTEX_BINORMALS(ChunkItem *Item, CListCtrl *list) { W3dVectorStruct *data = (W3dVectorStruct *) Item->Data; int Counter = 0; void *max = (char *) Item->Data + Item->Length; @@ -1042,12 +1042,12 @@ void ChunkTableClass::List_W3D_CHUNK_VERTEX_BINORMALS(ChunkItem *Item, CListCtrl char buf[256]; while(data < max) { sprintf(buf, "Binormal[%d]", counter++); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); data++; } } -void ChunkTableClass::List_W3D_CHUNK_PS2_SHADERS(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_PS2_SHADERS(ChunkItem * Item,CListCtrl *list) { W3dPS2ShaderStruct *shader = (W3dPS2ShaderStruct *)Item->Data; @@ -1059,34 +1059,34 @@ void ChunkTableClass::List_W3D_CHUNK_PS2_SHADERS(ChunkItem * Item,CListCtrl *Lis while(shader < max) { sprintf(label,"shader[%d]",counter); int counter2 = 0; - AddItem(List,counter2,label,shader); + AddItem(list,counter2,label,shader); counter++; shader++; } } -void ChunkTableClass::List_W3D_CHUNK_FX_SHADERS(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_FX_SHADERS(ChunkItem * Item,CListCtrl *list) { - List_Subitems(Item,List); + List_Subitems(Item,list); } -void ChunkTableClass::List_W3D_CHUNK_FX_SHADER(ChunkItem* Item, CListCtrl* List) +void ChunkTableClass::List_W3D_CHUNK_FX_SHADER(ChunkItem* Item, CListCtrl* list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_FX_SHADER_INFO(ChunkItem* Item, CListCtrl* List) +void ChunkTableClass::List_W3D_CHUNK_FX_SHADER_INFO(ChunkItem* Item, CListCtrl* list) { uint8 version = *(uint8*)Item->Data; W3dFXShaderInfoStruct* shaderinfo = (W3dFXShaderInfoStruct*)((uint8*)Item->Data + 1); int counter = 0; - AddItem(List, counter, "Version", version); - AddItem(List, counter, "ShaderName", shaderinfo->ShaderName); - AddItem(List, counter, "Technique", shaderinfo->Technique); + AddItem(list, counter, "Version", version); + AddItem(list, counter, "ShaderName", shaderinfo->ShaderName); + AddItem(list, counter, "Technique", shaderinfo->Technique); } -void ChunkTableClass::List_W3D_CHUNK_FX_SHADER_CONSTANT(ChunkItem* Item, CListCtrl* List) +void ChunkTableClass::List_W3D_CHUNK_FX_SHADER_CONSTANT(ChunkItem* Item, CListCtrl* list) { int counter = 0; uint8 *chunkdata = (uint8 *)Item->Data; @@ -1097,78 +1097,78 @@ void ChunkTableClass::List_W3D_CHUNK_FX_SHADER_CONSTANT(ChunkItem* Item, CListCt chunkdata += 4; char* constantname = (char*)chunkdata; chunkdata += constantstrlen; - AddItem(List, counter, "Type", type); - AddItem(List, counter, "ConstantName", constantname); + AddItem(list, counter, "Type", type); + AddItem(list, counter, "ConstantName", constantname); if (type == CONSTANT_TYPE_TEXTURE) { // This is hopefully also null-terminated uint32 texturestrlen = *(uint32 *)chunkdata; chunkdata += 4; char* texture = (char*)chunkdata; - AddItem(List, counter, "Texture", texture); + AddItem(list, counter, "Texture", texture); } else if (type >= CONSTANT_TYPE_FLOAT1 && type <= CONSTANT_TYPE_FLOAT4) { int count = type - 1; float* floats = (float*)chunkdata; - AddItem(List, counter, "Floats", floats, count); + AddItem(list, counter, "Floats", floats, count); } else if (type == CONSTANT_TYPE_INT) { uint32 u = *(uint32*)chunkdata; - AddItem(List, counter, "Int", u); + AddItem(list, counter, "Int", u); } else if (type == CONSTANT_TYPE_BOOL) { uint8 u = *(uint8*)chunkdata; - AddItem(List, counter, "Bool", u); + AddItem(list, counter, "Bool", u); } else { - AddItem(List, counter, "Unknown", "Unknown"); + AddItem(list, counter, "Unknown", "Unknown"); } } -void ChunkTableClass::List_W3D_CHUNK_TEXTURES(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_TEXTURES(ChunkItem * Item,CListCtrl *list) { - List_Subitems(Item,List); + List_Subitems(Item,list); } -void ChunkTableClass::List_W3D_CHUNK_TEXTURE(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_TEXTURE(ChunkItem * Item,CListCtrl *list) { - List_Subitems(Item,List); + List_Subitems(Item,list); } -void ChunkTableClass::List_W3D_CHUNK_TEXTURE_NAME(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_TEXTURE_NAME(ChunkItem * Item,CListCtrl *list) { int Counter = 0; char * data = (char *)Item->Data; - AddItem(List, Counter,"Texture Name:", data); + AddItem(list, Counter,"Texture Name:", data); } -void ChunkTableClass::List_W3D_CHUNK_TEXTURE_INFO(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_TEXTURE_INFO(ChunkItem * Item,CListCtrl *list) { W3dTextureInfoStruct *data = (W3dTextureInfoStruct *)Item->Data; int Counter = 0; - AddItem(List, Counter, "Texture.Attributes", data->Attributes); + AddItem(list, Counter, "Texture.Attributes", data->Attributes); - if (data->Attributes & W3DTEXTURE_PUBLISH) AddItem(List, Counter,"Attributes", "W3DTEXTURE_PUBLISH","flag"); - if (data->Attributes & W3DTEXTURE_NO_LOD) AddItem(List, Counter,"Attributes", "W3DTEXTURE_NO_LOD","flag"); - if (data->Attributes & W3DTEXTURE_CLAMP_U) AddItem(List, Counter,"Attributes", "W3DTEXTURE_CLAMP_U","flag"); - if (data->Attributes & W3DTEXTURE_CLAMP_V) AddItem(List, Counter,"Attributes", "W3DTEXTURE_CLAMP_V","flag"); - if (data->Attributes & W3DTEXTURE_ALPHA_BITMAP) AddItem(List, Counter,"Attributes", "W3DTEXTURE_ALPHA_BITMAP","flag"); + if (data->Attributes & W3DTEXTURE_PUBLISH) AddItem(list, Counter,"Attributes", "W3DTEXTURE_PUBLISH","flag"); + if (data->Attributes & W3DTEXTURE_NO_LOD) AddItem(list, Counter,"Attributes", "W3DTEXTURE_NO_LOD","flag"); + if (data->Attributes & W3DTEXTURE_CLAMP_U) AddItem(list, Counter,"Attributes", "W3DTEXTURE_CLAMP_U","flag"); + if (data->Attributes & W3DTEXTURE_CLAMP_V) AddItem(list, Counter,"Attributes", "W3DTEXTURE_CLAMP_V","flag"); + if (data->Attributes & W3DTEXTURE_ALPHA_BITMAP) AddItem(list, Counter,"Attributes", "W3DTEXTURE_ALPHA_BITMAP","flag"); - AddItem(List, Counter, "Texture.FrameCount", data->FrameCount); - AddItem(List, Counter, "Texture.FrameRate", data->FrameRate); + AddItem(list, Counter, "Texture.FrameCount", data->FrameCount); + AddItem(list, Counter, "Texture.FrameRate", data->FrameRate); } -void ChunkTableClass::List_W3D_CHUNK_MATERIAL_PASS(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_MATERIAL_PASS(ChunkItem * Item,CListCtrl *list) { - List_Subitems(Item,List); + List_Subitems(Item,list); } -void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIAL_IDS(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIAL_IDS(ChunkItem * Item,CListCtrl *list) { int Counter = 0; int counter = 0; @@ -1180,14 +1180,14 @@ void ChunkTableClass::List_W3D_CHUNK_VERTEX_MATERIAL_IDS(ChunkItem * Item,CListC while(data < max) { sprintf(buf, "Vertex[%d] Vertex Material Index", counter); - AddItem(List, Counter, buf, *data); + AddItem(list, Counter, buf, *data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_SHADER_IDS(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_SHADER_IDS(ChunkItem * Item,CListCtrl *list) { int Counter = 0; int counter = 0; @@ -1199,14 +1199,14 @@ void ChunkTableClass::List_W3D_CHUNK_SHADER_IDS(ChunkItem * Item,CListCtrl *List while(data < max) { sprintf(buf, "Face[%d] Shader Index", counter); - AddItem(List, Counter, buf, *data); + AddItem(list, Counter, buf, *data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_DCG(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_DCG(ChunkItem * Item,CListCtrl *list) { W3dRGBAStruct *data = (W3dRGBAStruct *) Item->Data; int Counter = 0; @@ -1218,14 +1218,14 @@ void ChunkTableClass::List_W3D_CHUNK_DCG(ChunkItem * Item,CListCtrl *List) while(data < max) { sprintf(buf, "Vertex[%d].DCG", counter); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_DIG(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_DIG(ChunkItem * Item,CListCtrl *list) { W3dRGBStruct *data = (W3dRGBStruct *)Item->Data; int Counter = 0; @@ -1237,14 +1237,14 @@ void ChunkTableClass::List_W3D_CHUNK_DIG(ChunkItem * Item,CListCtrl *List) while(data < max) { sprintf(buf, "Vertex[%d].DIG", counter); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_SCG(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_SCG(ChunkItem * Item,CListCtrl *list) { W3dRGBStruct *data = (W3dRGBStruct *)Item->Data; int Counter = 0; @@ -1256,14 +1256,14 @@ void ChunkTableClass::List_W3D_CHUNK_SCG(ChunkItem * Item,CListCtrl *List) while(data < max) { sprintf(buf, "Vertex[%d].SCG", counter); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_FXSHADER_IDS(ChunkItem* Item, CListCtrl* List) +void ChunkTableClass::List_W3D_CHUNK_FXSHADER_IDS(ChunkItem* Item, CListCtrl* list) { int Counter = 0; int counter = 0; @@ -1275,19 +1275,19 @@ void ChunkTableClass::List_W3D_CHUNK_FXSHADER_IDS(ChunkItem* Item, CListCtrl* Li while (data < max) { sprintf(buf, "Vertex[%d] FXShader Index", counter); - AddItem(List, Counter, buf, *data); + AddItem(list, Counter, buf, *data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_TEXTURE_STAGE(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_TEXTURE_STAGE(ChunkItem * Item,CListCtrl *list) { - List_Subitems(Item,List); + List_Subitems(Item,list); } -void ChunkTableClass::List_W3D_CHUNK_TEXTURE_IDS(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_TEXTURE_IDS(ChunkItem * Item,CListCtrl *list) { int Counter = 0; int counter = 0; @@ -1299,14 +1299,14 @@ void ChunkTableClass::List_W3D_CHUNK_TEXTURE_IDS(ChunkItem * Item,CListCtrl *Lis while(data < max) { sprintf(buf, "Face[%d] Texture Index", counter); - AddItem(List, Counter, buf, *data); + AddItem(list, Counter, buf, *data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_STAGE_TEXCOORDS(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_STAGE_TEXCOORDS(ChunkItem * Item,CListCtrl *list) { W3dTexCoordStruct *data = (W3dTexCoordStruct *)Item->Data; int Counter = 0; @@ -1318,14 +1318,14 @@ void ChunkTableClass::List_W3D_CHUNK_STAGE_TEXCOORDS(ChunkItem * Item,CListCtrl while(data < max) { sprintf(buf, "Vertex[%d].UV", counter); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_PER_FACE_TEXCOORD_IDS(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_PER_FACE_TEXCOORD_IDS(ChunkItem * Item,CListCtrl *list) { int Counter = 0; int counter = 0; @@ -1337,27 +1337,27 @@ void ChunkTableClass::List_W3D_CHUNK_PER_FACE_TEXCOORD_IDS(ChunkItem * Item,CLis while(data < max) { sprintf(buf, "Face[%d] UV Indices", counter); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_AABTREE(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_AABTREE(ChunkItem * Item,CListCtrl *list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_AABTREE_HEADER(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_AABTREE_HEADER(ChunkItem * Item,CListCtrl *list) { W3dMeshAABTreeHeader * data = (W3dMeshAABTreeHeader*)Item->Data; int Counter = 0; - AddItem(List, Counter, "NodeCount", data->NodeCount); - AddItem(List, Counter, "PolyCount", data->PolyCount); + AddItem(list, Counter, "NodeCount", data->NodeCount); + AddItem(list, Counter, "PolyCount", data->PolyCount); } -void ChunkTableClass::List_W3D_CHUNK_AABTREE_POLYINDICES(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_AABTREE_POLYINDICES(ChunkItem * Item,CListCtrl *list) { int Counter = 0; int counter = 0; @@ -1369,14 +1369,14 @@ void ChunkTableClass::List_W3D_CHUNK_AABTREE_POLYINDICES(ChunkItem * Item,CListC while(data < max) { sprintf(buf, "Polygon Index[%d]", counter); - AddItem(List, Counter, buf, *data); + AddItem(list, Counter, buf, *data); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_AABTREE_NODES(ChunkItem * Item,CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_AABTREE_NODES(ChunkItem * Item,CListCtrl *list) { W3dMeshAABTreeNode * data = (W3dMeshAABTreeNode *)Item->Data; @@ -1389,21 +1389,21 @@ void ChunkTableClass::List_W3D_CHUNK_AABTREE_NODES(ChunkItem * Item,CListCtrl *L while(data < max) { sprintf(buf, "Node[%d].Min", counter); - AddItem(List, Counter, buf, &data->Min); + AddItem(list, Counter, buf, &data->Min); sprintf(buf, "Node[%d].Max", counter); - AddItem(List, Counter, buf, &data->Max); + AddItem(list, Counter, buf, &data->Max); if (data->FrontOrPoly0 & 0x80000000) { sprintf(buf, "Node[%d].Poly0",counter); - AddItem(List, Counter, buf, data->FrontOrPoly0 & 0x7FFFFFFF); + AddItem(list, Counter, buf, data->FrontOrPoly0 & 0x7FFFFFFF); sprintf(buf, "Node[%d].PolyCount",counter); - AddItem(List, Counter, buf, data->BackOrPolyCount); + AddItem(list, Counter, buf, data->BackOrPolyCount); } else { sprintf(buf, "Node[%d].Front",counter); - AddItem(List, Counter, buf, data->FrontOrPoly0); + AddItem(list, Counter, buf, data->FrontOrPoly0); sprintf(buf, "Node[%d].Back",counter); - AddItem(List, Counter, buf, data->BackOrPolyCount); + AddItem(list, Counter, buf, data->BackOrPolyCount); } counter++; @@ -1411,22 +1411,22 @@ void ChunkTableClass::List_W3D_CHUNK_AABTREE_NODES(ChunkItem * Item,CListCtrl *L } } -void ChunkTableClass::List_W3D_CHUNK_HIERARCHY(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_HIERARCHY(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_HIERARCHY_HEADER(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_HIERARCHY_HEADER(ChunkItem *Item, CListCtrl *list) { W3dHierarchyStruct *data = (W3dHierarchyStruct *) Item->Data; int Counter = 0; char buf[64]; sprintf(buf,"%d.%d",W3D_GET_MAJOR_VERSION(data->Version),W3D_GET_MINOR_VERSION(data->Version)); - AddItem(List, Counter,"Version", buf); - AddItem(List, Counter, "Name", data->Name); - AddItem(List, Counter, "NumPivots", data->NumPivots); - AddItem(List, Counter, "Center", &data->Center); + AddItem(list, Counter,"Version", buf); + AddItem(list, Counter, "Name", data->Name); + AddItem(list, Counter, "NumPivots", data->NumPivots); + AddItem(list, Counter, "Center", &data->Center); } -void ChunkTableClass::List_W3D_CHUNK_PIVOTS(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_PIVOTS(ChunkItem *Item, CListCtrl *list) { W3dPivotStruct *data = (W3dPivotStruct *) Item->Data; int Counter = 0; void *max = (char *) Item->Data + Item->Length; @@ -1436,26 +1436,26 @@ void ChunkTableClass::List_W3D_CHUNK_PIVOTS(ChunkItem *Item, CListCtrl *List) { while(data < max) { sprintf(buf, "Pivot[%d].Name", counter); - AddItem(List, Counter, buf, data->Name); + AddItem(list, Counter, buf, data->Name); sprintf(buf, "Pivot[%d].ParentIdx", counter); - AddItem(List, Counter, buf, data->ParentIdx); + AddItem(list, Counter, buf, data->ParentIdx); sprintf(buf, "Pivot[%d].Translation", counter); - AddItem(List, Counter, buf, &data->Translation); + AddItem(list, Counter, buf, &data->Translation); sprintf(buf, "Pivot[%d].EulerAngles", counter); - AddItem(List, Counter, buf, &data->EulerAngles); + AddItem(list, Counter, buf, &data->EulerAngles); sprintf(buf, "Pivot[%d].Rotation", counter); - AddItem(List, Counter, buf, &data->Rotation); + AddItem(list, Counter, buf, &data->Rotation); counter++; data++; } } -void ChunkTableClass::List_W3D_CHUNK_PIVOT_FIXUPS(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_PIVOT_FIXUPS(ChunkItem *Item, CListCtrl *list) { W3dPivotFixupStruct *data = (W3dPivotFixupStruct *) Item->Data; int Counter = 0; @@ -1465,31 +1465,31 @@ void ChunkTableClass::List_W3D_CHUNK_PIVOT_FIXUPS(ChunkItem *Item, CListCtrl *Li char tmp[256]; for (int i=0;i<4;i++) { sprintf(tmp,"Transform %d, Row[%d]", pivot_counter,i); - AddItem(List, Counter, tmp, data->TM[i], 3); + AddItem(list, Counter, tmp, data->TM[i], 3); } data++; pivot_counter++; } } -void ChunkTableClass::List_W3D_CHUNK_ANIMATION(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_ANIMATION(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_ANIMATION_HEADER(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_ANIMATION_HEADER(ChunkItem *Item, CListCtrl *list) { W3dAnimHeaderStruct *data = (W3dAnimHeaderStruct *) Item->Data; int Counter = 0; char buf[64]; sprintf(buf,"%d.%d",W3D_GET_MAJOR_VERSION(data->Version),W3D_GET_MINOR_VERSION(data->Version)); - AddItem(List, Counter,"Version", buf); - AddItem(List, Counter, "Name", data->Name); - AddItem(List, Counter, "HierarchyName", data->HierarchyName); - AddItem(List, Counter, "NumFrames", data->NumFrames); - AddItem(List, Counter, "FrameRate", data->FrameRate); + AddItem(list, Counter,"Version", buf); + AddItem(list, Counter, "Name", data->Name); + AddItem(list, Counter, "HierarchyName", data->HierarchyName); + AddItem(list, Counter, "NumFrames", data->NumFrames); + AddItem(list, Counter, "FrameRate", data->FrameRate); } -void ChunkTableClass::List_W3D_CHUNK_ANIMATION_CHANNEL(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_ANIMATION_CHANNEL(ChunkItem *Item, CListCtrl *list) { static const char * _chntypes[] = { "X Translation", @@ -1504,28 +1504,28 @@ void ChunkTableClass::List_W3D_CHUNK_ANIMATION_CHANNEL(ChunkItem *Item, CListCtr W3dAnimChannelStruct *data = (W3dAnimChannelStruct *) Item->Data; int Counter = 0; - AddItem(List, Counter, "FirstFrame", data->FirstFrame); - AddItem(List, Counter, "LastFrame", data->LastFrame); + AddItem(list, Counter, "FirstFrame", data->FirstFrame); + AddItem(list, Counter, "LastFrame", data->LastFrame); if ((data->Flags >= ANIM_CHANNEL_X)&&(data->Flags <= ANIM_CHANNEL_Q)) { - AddItem(List, Counter, "ChannelType",_chntypes[data->Flags]); + AddItem(list, Counter, "ChannelType",_chntypes[data->Flags]); } else { - AddItem(List, Counter, "ChannelType",data->Flags); + AddItem(list, Counter, "ChannelType",data->Flags); } - AddItem(List, Counter, "Pivot", data->Pivot); - AddItem(List, Counter, "VectorLen", data->VectorLen); + AddItem(list, Counter, "Pivot", data->Pivot); + AddItem(list, Counter, "VectorLen", data->VectorLen); CString name; for (int frameidx=0; frameidx <= data->LastFrame - data->FirstFrame; frameidx++) { for (int vidx = 0; vidx < data->VectorLen; vidx++) { name.Format("Data[%d][%d]", frameidx, vidx); - AddItem(List, Counter, name, data->Data[frameidx * data->VectorLen + vidx]); + AddItem(list, Counter, name, data->Data[frameidx * data->VectorLen + vidx]); } } } -void ChunkTableClass::List_W3D_CHUNK_BIT_CHANNEL(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_BIT_CHANNEL(ChunkItem *Item, CListCtrl *list) { static const char * _chntypes[] = { @@ -1537,164 +1537,164 @@ void ChunkTableClass::List_W3D_CHUNK_BIT_CHANNEL(ChunkItem *Item, CListCtrl *Lis int Counter = 0; unsigned char * bits = &(data->Data[0]); - AddItem(List, Counter, "FirstFrame", data->FirstFrame); - AddItem(List, Counter, "LastFrame", data->LastFrame); + AddItem(list, Counter, "FirstFrame", data->FirstFrame); + AddItem(list, Counter, "LastFrame", data->LastFrame); if ((data->Flags >= BIT_CHANNEL_VIS)&&(data->Flags <= BIT_CHANNEL_VIS)) { - AddItem(List, Counter, "ChannelType",_chntypes[data->Flags]); + AddItem(list, Counter, "ChannelType",_chntypes[data->Flags]); } else { - AddItem(List, Counter, "ChannelType",data->Flags); + AddItem(list, Counter, "ChannelType",data->Flags); } - AddItem(List, Counter, "Pivot", data->Pivot); - AddItem(List, Counter, "Default Value", data->DefaultVal); + AddItem(list, Counter, "Pivot", data->Pivot); + AddItem(list, Counter, "Default Value", data->DefaultVal); CString name; for (int frameidx=0; frameidx <= data->LastFrame - data->FirstFrame; frameidx++) { name.Format("Data[%d]",frameidx + data->FirstFrame); - AddItem(List, Counter, name, (uint8)Get_Bit(bits,frameidx)); + AddItem(list, Counter, name, (uint8)Get_Bit(bits,frameidx)); } } -void ChunkTableClass::List_W3D_CHUNK_HMODEL(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_HMODEL(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_HMODEL_HEADER(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_HMODEL_HEADER(ChunkItem *Item, CListCtrl *list) { W3dHModelHeaderStruct *data = (W3dHModelHeaderStruct *) Item->Data; int Counter = 0; char buf[64]; sprintf(buf,"%d.%d",W3D_GET_MAJOR_VERSION(data->Version),W3D_GET_MINOR_VERSION(data->Version)); - AddItem(List, Counter,"Version", buf); - AddItem(List, Counter, "Name", data->Name); - AddItem(List, Counter, "HierarchyName", data->HierarchyName); - AddItem(List, Counter, "NumConnections", data->NumConnections); + AddItem(list, Counter,"Version", buf); + AddItem(list, Counter, "Name", data->Name); + AddItem(list, Counter, "HierarchyName", data->HierarchyName); + AddItem(list, Counter, "NumConnections", data->NumConnections); } -void ChunkTableClass::List_W3D_CHUNK_NODE(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_NODE(ChunkItem *Item, CListCtrl *list) { W3dHModelNodeStruct *data = (W3dHModelNodeStruct *) Item->Data; int Counter = 0; - AddItem(List, Counter, "RenderObjName", data->RenderObjName); - AddItem(List, Counter, "PivotIdx", data->PivotIdx); + AddItem(list, Counter, "RenderObjName", data->RenderObjName); + AddItem(list, Counter, "PivotIdx", data->PivotIdx); } -void ChunkTableClass::List_W3D_CHUNK_COLLISION_NODE(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_COLLISION_NODE(ChunkItem *Item, CListCtrl *list) { W3dHModelNodeStruct *data = (W3dHModelNodeStruct *) Item->Data; int Counter = 0; - AddItem(List, Counter, "CollisionMeshName", data->RenderObjName); - AddItem(List, Counter, "PivotIdx", data->PivotIdx); + AddItem(list, Counter, "CollisionMeshName", data->RenderObjName); + AddItem(list, Counter, "PivotIdx", data->PivotIdx); } -void ChunkTableClass::List_W3D_CHUNK_SKIN_NODE(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_SKIN_NODE(ChunkItem *Item, CListCtrl *list) { W3dHModelNodeStruct *data = (W3dHModelNodeStruct *) Item->Data; int Counter = 0; - AddItem(List, Counter, "SkinMeshName", data->RenderObjName); - AddItem(List, Counter, "PivotIdx", data->PivotIdx); + AddItem(list, Counter, "SkinMeshName", data->RenderObjName); + AddItem(list, Counter, "PivotIdx", data->PivotIdx); } -void ChunkTableClass::List_W3D_CHUNK_HMODEL_AUX_DATA(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_HMODEL_AUX_DATA(ChunkItem *Item, CListCtrl *list) { W3dHModelAuxDataStruct *data = (W3dHModelAuxDataStruct *) Item->Data; int Counter = 0; - AddItem(List, Counter, "Attributes", data->Attributes); - AddItem(List, Counter, "MeshCount", data->MeshCount); - AddItem(List, Counter, "CollisionCount", data->CollisionCount); - AddItem(List, Counter, "SkinCount", data->SkinCount); - AddItem(List, Counter, "FutureCounts", data->FutureCounts, 8); - AddItem(List, Counter, "LODMin", data->LODMin); - AddItem(List, Counter, "LODMax", data->LODMax); - AddItem(List, Counter, "FutureUse", data->FutureUse, 32); + AddItem(list, Counter, "Attributes", data->Attributes); + AddItem(list, Counter, "MeshCount", data->MeshCount); + AddItem(list, Counter, "CollisionCount", data->CollisionCount); + AddItem(list, Counter, "SkinCount", data->SkinCount); + AddItem(list, Counter, "FutureCounts", data->FutureCounts, 8); + AddItem(list, Counter, "LODMin", data->LODMin); + AddItem(list, Counter, "LODMax", data->LODMax); + AddItem(list, Counter, "FutureUse", data->FutureUse, 32); } -void ChunkTableClass::List_W3D_CHUNK_SHADOW_NODE(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_SHADOW_NODE(ChunkItem *Item, CListCtrl *list) { W3dHModelNodeStruct *data = (W3dHModelNodeStruct *) Item->Data; int Counter = 0; - AddItem(List, Counter, "ShadowMeshName", data->RenderObjName); - AddItem(List, Counter, "PivotIdx", data->PivotIdx); + AddItem(list, Counter, "ShadowMeshName", data->RenderObjName); + AddItem(list, Counter, "PivotIdx", data->PivotIdx); } -void ChunkTableClass::List_W3D_CHUNK_LODMODEL(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_LODMODEL(ChunkItem *Item, CListCtrl *list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_LODMODEL_HEADER(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_LODMODEL_HEADER(ChunkItem *Item, CListCtrl *list) { W3dLODModelHeaderStruct *data = (W3dLODModelHeaderStruct *) Item->Data; int Counter = 0; char buf[64]; sprintf(buf,"%d.%d",W3D_GET_MAJOR_VERSION(data->Version),W3D_GET_MINOR_VERSION(data->Version)); - AddItem(List, Counter,"Version", buf); - AddItem(List, Counter, "Name", data->Name); - AddItem(List, Counter, "NumLODs", data->NumLODs); + AddItem(list, Counter,"Version", buf); + AddItem(list, Counter, "Name", data->Name); + AddItem(list, Counter, "NumLODs", data->NumLODs); } -void ChunkTableClass::List_W3D_CHUNK_LOD(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_LOD(ChunkItem * Item,CListCtrl * list) { W3dLODStruct *data = (W3dLODStruct *) Item->Data; int Counter = 0; - AddItem(List, Counter, "Render Object Name", data->RenderObjName); - AddItem(List, Counter, "LOD Min Distance", data->LODMin); - AddItem(List, Counter, "LOD Max Distance", data->LODMax); + AddItem(list, Counter, "Render Object Name", data->RenderObjName); + AddItem(list, Counter, "LOD Min Distance", data->LODMin); + AddItem(list, Counter, "LOD Max Distance", data->LODMax); } -void ChunkTableClass::List_W3D_CHUNK_COLLECTION(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_COLLECTION(ChunkItem * Item,CListCtrl * list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_COLLECTION_HEADER(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_COLLECTION_HEADER(ChunkItem * Item,CListCtrl * list) { W3dCollectionHeaderStruct *data = (W3dCollectionHeaderStruct *) Item->Data; int Counter = 0; char buf[64]; sprintf(buf,"%d.%d",W3D_GET_MAJOR_VERSION(data->Version),W3D_GET_MINOR_VERSION(data->Version)); - AddItem(List, Counter,"Version", buf); - AddItem(List, Counter, "Name", data->Name); - AddItem(List, Counter, "RenderObjectCount", data->RenderObjectCount); + AddItem(list, Counter,"Version", buf); + AddItem(list, Counter, "Name", data->Name); + AddItem(list, Counter, "RenderObjectCount", data->RenderObjectCount); } -void ChunkTableClass::List_W3D_CHUNK_COLLECTION_OBJ_NAME(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_COLLECTION_OBJ_NAME(ChunkItem * Item,CListCtrl * list) { char * name = (char *)Item->Data; int Counter = 0; - AddItem(List,Counter,"Render Object Name",name); + AddItem(list,Counter,"Render Object Name",name); } -void ChunkTableClass::List_W3D_CHUNK_PLACEHOLDER(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_PLACEHOLDER(ChunkItem * Item,CListCtrl * list) { W3dPlaceholderStruct * data = (W3dPlaceholderStruct *)(Item->Data); int Counter = 0; - AddItemVersion(List,Counter,data->version); - AddItem(List,Counter,"Transform",&(data->transform[0][0]),3); - AddItem(List,Counter,"Transform",&(data->transform[1][0]),3); - AddItem(List,Counter,"Transform",&(data->transform[2][0]),3); - AddItem(List,Counter,"Transform",&(data->transform[3][0]),3); - AddItem(List,Counter,"Name",(char *)(data + 1)); + AddItemVersion(list,Counter,data->version); + AddItem(list,Counter,"Transform",&(data->transform[0][0]),3); + AddItem(list,Counter,"Transform",&(data->transform[1][0]),3); + AddItem(list,Counter,"Transform",&(data->transform[2][0]),3); + AddItem(list,Counter,"Transform",&(data->transform[3][0]),3); + AddItem(list,Counter,"Name",(char *)(data + 1)); } -void ChunkTableClass::List_W3D_CHUNK_TRANSFORM_NODE(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_TRANSFORM_NODE(ChunkItem * Item,CListCtrl * list) { W3dTransformNodeStruct * data = (W3dTransformNodeStruct *)(Item->Data); int Counter = 0; - AddItemVersion(List,Counter,data->version); - AddItem(List,Counter,"Transform",&(data->transform[0][0]),3); - AddItem(List,Counter,"Transform",&(data->transform[1][0]),3); - AddItem(List,Counter,"Transform",&(data->transform[2][0]),3); - AddItem(List,Counter,"Transform",&(data->transform[3][0]),3); - AddItem(List,Counter,"Name",(char *)(data + 1)); + AddItemVersion(list,Counter,data->version); + AddItem(list,Counter,"Transform",&(data->transform[0][0]),3); + AddItem(list,Counter,"Transform",&(data->transform[1][0]),3); + AddItem(list,Counter,"Transform",&(data->transform[2][0]),3); + AddItem(list,Counter,"Transform",&(data->transform[3][0]),3); + AddItem(list,Counter,"Name",(char *)(data + 1)); } -void ChunkTableClass::List_W3D_CHUNK_POINTS(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_POINTS(ChunkItem * Item,CListCtrl * list) { W3dVectorStruct *data = (W3dVectorStruct *) Item->Data; @@ -1706,222 +1706,222 @@ void ChunkTableClass::List_W3D_CHUNK_POINTS(ChunkItem * Item,CListCtrl * List) while (data < max) { sprintf(buf, "Point[%d]", counter++); - AddItem(List, Counter, buf, data); + AddItem(list, Counter, buf, data); data++; } } -void ChunkTableClass::List_W3D_CHUNK_LIGHT(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_LIGHT(ChunkItem * Item,CListCtrl * list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_LIGHT_INFO(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_LIGHT_INFO(ChunkItem * Item,CListCtrl * list) { W3dLightStruct * data = (W3dLightStruct *)Item->Data; int counter = 0; - if ((data->Attributes & W3D_LIGHT_ATTRIBUTE_TYPE_MASK) == W3D_LIGHT_ATTRIBUTE_POINT) AddItem (List, counter, "Attributes", "W3D_LIGHT_ATTRIBUTE_POINT"); - if ((data->Attributes & W3D_LIGHT_ATTRIBUTE_TYPE_MASK) == W3D_LIGHT_ATTRIBUTE_SPOT) AddItem (List, counter, "Attributes", "W3D_LIGHT_ATTRIBUTE_SPOT"); - if ((data->Attributes & W3D_LIGHT_ATTRIBUTE_TYPE_MASK) == W3D_LIGHT_ATTRIBUTE_DIRECTIONAL) AddItem (List, counter, "Attributes", "W3D_LIGHT_ATTRIBUTE_DIRECTIONAL"); - if (data->Attributes & W3D_LIGHT_ATTRIBUTE_CAST_SHADOWS) AddItem (List, counter, "Attributes", "W3D_LIGHT_ATTRIBUTE_CAST_SHADOWS", "flag"); - AddItem(List,counter,"Ambient",&(data->Ambient),1); - AddItem(List,counter,"Diffuse",&(data->Diffuse),1); - AddItem(List,counter,"Specular",&(data->Specular),1); - AddItem(List,counter,"Intensity",data->Intensity); + if ((data->Attributes & W3D_LIGHT_ATTRIBUTE_TYPE_MASK) == W3D_LIGHT_ATTRIBUTE_POINT) AddItem (list, counter, "Attributes", "W3D_LIGHT_ATTRIBUTE_POINT"); + if ((data->Attributes & W3D_LIGHT_ATTRIBUTE_TYPE_MASK) == W3D_LIGHT_ATTRIBUTE_SPOT) AddItem (list, counter, "Attributes", "W3D_LIGHT_ATTRIBUTE_SPOT"); + if ((data->Attributes & W3D_LIGHT_ATTRIBUTE_TYPE_MASK) == W3D_LIGHT_ATTRIBUTE_DIRECTIONAL) AddItem (list, counter, "Attributes", "W3D_LIGHT_ATTRIBUTE_DIRECTIONAL"); + if (data->Attributes & W3D_LIGHT_ATTRIBUTE_CAST_SHADOWS) AddItem (list, counter, "Attributes", "W3D_LIGHT_ATTRIBUTE_CAST_SHADOWS", "flag"); + AddItem(list,counter,"Ambient",&(data->Ambient),1); + AddItem(list,counter,"Diffuse",&(data->Diffuse),1); + AddItem(list,counter,"Specular",&(data->Specular),1); + AddItem(list,counter,"Intensity",data->Intensity); } -void ChunkTableClass::List_W3D_CHUNK_SPOT_LIGHT_INFO(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_SPOT_LIGHT_INFO(ChunkItem * Item,CListCtrl * list) { W3dSpotLightStruct * data = (W3dSpotLightStruct*)Item->Data; int counter = 0; - AddItem(List,counter,"SpotDirection",&(data->SpotDirection)); - AddItem(List,counter,"SpotAngle",data->SpotAngle); - AddItem(List,counter,"SpotExponent",data->SpotExponent); + AddItem(list,counter,"SpotDirection",&(data->SpotDirection)); + AddItem(list,counter,"SpotAngle",data->SpotAngle); + AddItem(list,counter,"SpotExponent",data->SpotExponent); } -void ChunkTableClass::List_W3D_CHUNK_NEAR_ATTENUATION(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_NEAR_ATTENUATION(ChunkItem * Item,CListCtrl * list) { W3dLightAttenuationStruct * data = (W3dLightAttenuationStruct *)Item->Data; int counter = 0; - AddItem(List,counter,"Near Atten Start",data->Start); - AddItem(List,counter,"Near Atten End",data->End); + AddItem(list,counter,"Near Atten Start",data->Start); + AddItem(list,counter,"Near Atten End",data->End); } -void ChunkTableClass::List_W3D_CHUNK_FAR_ATTENUATION(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_FAR_ATTENUATION(ChunkItem * Item,CListCtrl * list) { W3dLightAttenuationStruct * data = (W3dLightAttenuationStruct *)Item->Data; int counter = 0; - AddItem(List,counter,"Far Atten Start",data->Start); - AddItem(List,counter,"Far Atten End",data->End); + AddItem(list,counter,"Far Atten Start",data->Start); + AddItem(list,counter,"Far Atten End",data->End); } -void ChunkTableClass::List_W3D_CHUNK_EMITTER(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER(ChunkItem * Item,CListCtrl * list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_EMITTER_HEADER(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER_HEADER(ChunkItem * Item,CListCtrl * list) { W3dEmitterHeaderStruct * data = (W3dEmitterHeaderStruct*)Item->Data; int counter = 0; - AddItem(List,counter,"Version",data->Version); - AddItem(List,counter,"Name",data->Name); + AddItem(list,counter,"Version",data->Version); + AddItem(list,counter,"Name",data->Name); } -void ChunkTableClass::List_W3D_CHUNK_EMITTER_USER_DATA(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER_USER_DATA(ChunkItem * Item,CListCtrl * list) { char * data = (char *)Item->Data; int counter = 0; - AddItem(List,counter,"User Data",data); + AddItem(list,counter,"User Data",data); } -void ChunkTableClass::List_W3D_CHUNK_EMITTER_INFO(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER_INFO(ChunkItem * Item,CListCtrl * list) { W3dEmitterInfoStruct * data = (W3dEmitterInfoStruct *)Item->Data; int counter = 0; - AddItem(List,counter,"Texture Name",data->TextureFilename); - AddItem(List,counter,"StartSize", data->StartSize); - AddItem(List,counter,"EndSize",data->EndSize); - AddItem(List,counter,"Lifetime",data->Lifetime); - AddItem(List,counter,"EmissionRate",data->EmissionRate); - AddItem(List,counter,"MaxEmissions",data->MaxEmissions); - AddItem(List,counter,"VelocityRandom",data->VelocityRandom); - AddItem(List,counter,"PositionRandom",data->PositionRandom); - AddItem(List,counter,"FadeTime",data->FadeTime); - AddItem(List,counter,"Gravity",data->Gravity); - AddItem(List,counter,"Elasticity",data->Elasticity); - AddItem(List,counter,"Velocity",&(data->Velocity)); - AddItem(List,counter,"Acceleration",&(data->Acceleration)); - AddItem(List,counter,"StartColor",&(data->StartColor)); - AddItem(List,counter,"EndColor",&(data->EndColor)); -} - -void ChunkTableClass::List_W3D_CHUNK_EMITTER_INFOV2(ChunkItem * Item,CListCtrl * List) + AddItem(list,counter,"Texture Name",data->TextureFilename); + AddItem(list,counter,"StartSize", data->StartSize); + AddItem(list,counter,"EndSize",data->EndSize); + AddItem(list,counter,"Lifetime",data->Lifetime); + AddItem(list,counter,"EmissionRate",data->EmissionRate); + AddItem(list,counter,"MaxEmissions",data->MaxEmissions); + AddItem(list,counter,"VelocityRandom",data->VelocityRandom); + AddItem(list,counter,"PositionRandom",data->PositionRandom); + AddItem(list,counter,"FadeTime",data->FadeTime); + AddItem(list,counter,"Gravity",data->Gravity); + AddItem(list,counter,"Elasticity",data->Elasticity); + AddItem(list,counter,"Velocity",&(data->Velocity)); + AddItem(list,counter,"Acceleration",&(data->Acceleration)); + AddItem(list,counter,"StartColor",&(data->StartColor)); + AddItem(list,counter,"EndColor",&(data->EndColor)); +} + +void ChunkTableClass::List_W3D_CHUNK_EMITTER_INFOV2(ChunkItem * Item,CListCtrl * list) { W3dEmitterInfoStructV2 * data = (W3dEmitterInfoStructV2 *)(Item->Data); int counter = 0; - AddItem(List,counter,"BurstSize",data->BurstSize); - AddItem(List,counter,"CreationVolume.ClassID",data->CreationVolume.ClassID); - AddItem(List,counter,"CreationVolume.Value1",data->CreationVolume.Value1); - AddItem(List,counter,"CreationVolume.Value2",data->CreationVolume.Value2); - AddItem(List,counter,"CreationVolume.Value3",data->CreationVolume.Value3); - AddItem(List,counter,"VelRandom.ClassID",data->VelRandom.ClassID); - AddItem(List,counter,"VelRandom.Value1",data->VelRandom.Value1); - AddItem(List,counter,"VelRandom.Value2",data->VelRandom.Value2); - AddItem(List,counter,"VelRandom.Value3",data->VelRandom.Value3); - AddItem(List,counter,"OutwardVel",data->OutwardVel); - AddItem(List,counter,"VelInherit",data->VelInherit); - AddItem(List,counter,"Shader",&(data->Shader)); - AddItem(List,counter,"RenderMode",data->RenderMode); + AddItem(list,counter,"BurstSize",data->BurstSize); + AddItem(list,counter,"CreationVolume.ClassID",data->CreationVolume.ClassID); + AddItem(list,counter,"CreationVolume.Value1",data->CreationVolume.Value1); + AddItem(list,counter,"CreationVolume.Value2",data->CreationVolume.Value2); + AddItem(list,counter,"CreationVolume.Value3",data->CreationVolume.Value3); + AddItem(list,counter,"VelRandom.ClassID",data->VelRandom.ClassID); + AddItem(list,counter,"VelRandom.Value1",data->VelRandom.Value1); + AddItem(list,counter,"VelRandom.Value2",data->VelRandom.Value2); + AddItem(list,counter,"VelRandom.Value3",data->VelRandom.Value3); + AddItem(list,counter,"OutwardVel",data->OutwardVel); + AddItem(list,counter,"VelInherit",data->VelInherit); + AddItem(list,counter,"Shader",&(data->Shader)); + AddItem(list,counter,"RenderMode",data->RenderMode); } -void ChunkTableClass::List_W3D_CHUNK_EMITTER_PROPS(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER_PROPS(ChunkItem * Item,CListCtrl * list) { W3dEmitterPropertyStruct * data = (W3dEmitterPropertyStruct *)(Item->Data); int counter = 0; - AddItem(List,counter,"ColorKeyframes",data->ColorKeyframes); - AddItem(List,counter,"OpacityKeyframes",data->OpacityKeyframes); - AddItem(List,counter,"SizeKeyframes",data->SizeKeyframes); - AddItem(List,counter,"ColorRandom",&(data->ColorRandom)); - AddItem(List,counter,"OpacityRandom",data->OpacityRandom); - AddItem(List,counter,"SizeRandom",data->SizeRandom); + AddItem(list,counter,"ColorKeyframes",data->ColorKeyframes); + AddItem(list,counter,"OpacityKeyframes",data->OpacityKeyframes); + AddItem(list,counter,"SizeKeyframes",data->SizeKeyframes); + AddItem(list,counter,"ColorRandom",&(data->ColorRandom)); + AddItem(list,counter,"OpacityRandom",data->OpacityRandom); + AddItem(list,counter,"SizeRandom",data->SizeRandom); } -void ChunkTableClass::List_W3D_CHUNK_EMITTER_COLOR_KEYFRAME(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER_COLOR_KEYFRAME(ChunkItem * Item,CListCtrl * list) { W3dEmitterColorKeyframeStruct * data = (W3dEmitterColorKeyframeStruct *)(Item->Data); int counter = 0; - AddItem(List,counter,"Time",data->Time); - AddItem(List,counter,"Color",&(data->Color)); + AddItem(list,counter,"Time",data->Time); + AddItem(list,counter,"Color",&(data->Color)); } -void ChunkTableClass::List_W3D_CHUNK_EMITTER_OPACITY_KEYFRAME(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER_OPACITY_KEYFRAME(ChunkItem * Item,CListCtrl * list) { W3dEmitterOpacityKeyframeStruct * data = (W3dEmitterOpacityKeyframeStruct *)(Item->Data); int counter = 0; - AddItem(List,counter,"Time",data->Time); - AddItem(List,counter,"Opacity",data->Opacity); + AddItem(list,counter,"Time",data->Time); + AddItem(list,counter,"Opacity",data->Opacity); } -void ChunkTableClass::List_W3D_CHUNK_EMITTER_SIZE_KEYFRAME(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER_SIZE_KEYFRAME(ChunkItem * Item,CListCtrl * list) { W3dEmitterSizeKeyframeStruct * data = (W3dEmitterSizeKeyframeStruct *)(Item->Data); int counter = 0; - AddItem(List,counter,"Time",data->Time); - AddItem(List,counter,"Size",data->Size); + AddItem(list,counter,"Time",data->Time); + AddItem(list,counter,"Size",data->Size); } -void ChunkTableClass::List_W3D_CHUNK_EMITTER_ROTATION_KEYFRAMES(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER_ROTATION_KEYFRAMES(ChunkItem * Item,CListCtrl * list) { W3dEmitterRotationHeaderStruct * header = (W3dEmitterRotationHeaderStruct*)(Item->Data); int counter = 0; - AddItem(List,counter,"KeyframeCount",header->KeyframeCount); - AddItem(List,counter,"Random",header->Random); + AddItem(list,counter,"KeyframeCount",header->KeyframeCount); + AddItem(list,counter,"Random",header->Random); W3dEmitterRotationKeyframeStruct * key = (W3dEmitterRotationKeyframeStruct *)((char*)Item->Data + sizeof(W3dEmitterRotationHeaderStruct)); char buf[256]; for (unsigned int i=0; iKeyframeCount+1; i++) { sprintf(buf,"Time[%d]",i); - AddItem(List,counter,buf,key[i].Time); + AddItem(list,counter,buf,key[i].Time); sprintf(buf,"Rotation[%d]",i); - AddItem(List,counter,buf,key[i].Rotation); + AddItem(list,counter,buf,key[i].Rotation); } } -void ChunkTableClass::List_W3D_CHUNK_EMITTER_FRAME_KEYFRAMES(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER_FRAME_KEYFRAMES(ChunkItem * Item,CListCtrl * list) { W3dEmitterFrameHeaderStruct * header = (W3dEmitterFrameHeaderStruct*)(Item->Data); int counter = 0; - AddItem(List,counter,"KeyframeCount",header->KeyframeCount); - AddItem(List,counter,"Random",header->Random); + AddItem(list,counter,"KeyframeCount",header->KeyframeCount); + AddItem(list,counter,"Random",header->Random); W3dEmitterFrameKeyframeStruct * key = (W3dEmitterFrameKeyframeStruct *)((char *)Item->Data + sizeof(W3dEmitterFrameHeaderStruct)); char buf[256]; for (unsigned int i=0; iKeyframeCount+1; i++) { sprintf(buf,"Time[%d]",i); - AddItem(List,counter,buf,key[i].Time); + AddItem(list,counter,buf,key[i].Time); sprintf(buf,"Frame[%d]",i); - AddItem(List,counter,buf,key[i].Frame); + AddItem(list,counter,buf,key[i].Frame); } } -void ChunkTableClass::List_W3D_CHUNK_EMITTER_BLUR_TIME_KEYFRAMES(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_EMITTER_BLUR_TIME_KEYFRAMES(ChunkItem * Item,CListCtrl * list) { W3dEmitterBlurTimeHeaderStruct * header = (W3dEmitterBlurTimeHeaderStruct*)(Item->Data); int counter = 0; - AddItem(List,counter,"KeyframeCount",header->KeyframeCount); - AddItem(List,counter,"Random",header->Random); + AddItem(list,counter,"KeyframeCount",header->KeyframeCount); + AddItem(list,counter,"Random",header->Random); W3dEmitterBlurTimeKeyframeStruct * key = (W3dEmitterBlurTimeKeyframeStruct *)((char *)Item->Data + sizeof(W3dEmitterBlurTimeHeaderStruct)); char buf[256]; for (unsigned int i=0; iKeyframeCount+1; i++) { sprintf(buf,"Time[%d]",i); - AddItem(List,counter,buf,key[i].Time); + AddItem(list,counter,buf,key[i].Time); sprintf(buf,"BlurTime[%d]",i); - AddItem(List,counter,buf,key[i].BlurTime); + AddItem(list,counter,buf,key[i].BlurTime); } } -void ChunkTableClass::List_W3D_CHUNK_AGGREGATE(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_AGGREGATE(ChunkItem * Item,CListCtrl * list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_AGGREGATE_HEADER(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_AGGREGATE_HEADER(ChunkItem * Item,CListCtrl * list) { W3dAggregateHeaderStruct * data = (W3dAggregateHeaderStruct*)Item->Data; int counter = 0; - AddItem(List,counter,"Version",data->Version); - AddItem(List,counter,"Name",data->Name); + AddItem(list,counter,"Version",data->Version); + AddItem(list,counter,"Name",data->Name); } -void ChunkTableClass::List_W3D_CHUNK_AGGREGATE_INFO(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_AGGREGATE_INFO(ChunkItem * Item,CListCtrl * list) { W3dAggregateInfoStruct * info = (W3dAggregateInfoStruct *)Item->Data; int counter = 0; - AddItem(List,counter,"BaseModelName",info->BaseModelName); - AddItem(List,counter,"SubobjectCount",info->SubobjectCount); + AddItem(list,counter,"BaseModelName",info->BaseModelName); + AddItem(list,counter,"SubobjectCount",info->SubobjectCount); char label[256]; W3dAggregateSubobjectStruct * defs = (W3dAggregateSubobjectStruct *)((char*)Item->Data + sizeof(W3dAggregateInfoStruct)); @@ -1930,18 +1930,18 @@ void ChunkTableClass::List_W3D_CHUNK_AGGREGATE_INFO(ChunkItem * Item,CListCtrl * counter = 0; sprintf(label,"SubObject[%d].SubobjectName",subobj); - AddItem(List,counter,label,defs[subobj].SubobjectName); + AddItem(list,counter,label,defs[subobj].SubobjectName); sprintf(label,"SubObject[%d].BoneName",subobj); - AddItem(List,counter,label,defs[subobj].BoneName); + AddItem(list,counter,label,defs[subobj].BoneName); } } -void ChunkTableClass::List_W3D_CHUNK_TEXTURE_REPLACER_INFO(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_TEXTURE_REPLACER_INFO(ChunkItem * Item,CListCtrl * list) { W3dTextureReplacerHeaderStruct * header = (W3dTextureReplacerHeaderStruct *)(Item->Data); int counter = 0; - AddItem(List,counter,"ReplacedTexturesCount",header->ReplacedTexturesCount); + AddItem(list,counter,"ReplacedTexturesCount",header->ReplacedTexturesCount); W3dTextureReplacerStruct * data = (W3dTextureReplacerStruct *)(header + 1); @@ -1951,166 +1951,166 @@ void ChunkTableClass::List_W3D_CHUNK_TEXTURE_REPLACER_INFO(ChunkItem * Item,CLis for (pathidx=0; pathidxMeshPath[pathidx]); + AddItem(list,counter,label,data->MeshPath[pathidx]); } for (pathidx=0; pathidxBonePath[pathidx]); + AddItem(list,counter,label,data->BonePath[pathidx]); } - AddItem(List,counter,"OldTextureName",data->OldTextureName); - AddItem(List,counter,"NewTextureName",data->NewTextureName); - AddItem(List,counter,"TextureParams.Attributes", data->TextureParams.Attributes); - AddItem(List,counter,"TextureParams.FrameCount", data->TextureParams.FrameCount); - AddItem(List,counter,"TextureParams.FrameRate", data->TextureParams.FrameRate); + AddItem(list,counter,"OldTextureName",data->OldTextureName); + AddItem(list,counter,"NewTextureName",data->NewTextureName); + AddItem(list,counter,"TextureParams.Attributes", data->TextureParams.Attributes); + AddItem(list,counter,"TextureParams.FrameCount", data->TextureParams.FrameCount); + AddItem(list,counter,"TextureParams.FrameRate", data->TextureParams.FrameRate); data++; } } -void ChunkTableClass::List_W3D_CHUNK_AGGREGATE_CLASS_INFO(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_AGGREGATE_CLASS_INFO(ChunkItem * Item,CListCtrl * list) { W3dAggregateMiscInfo * data = (W3dAggregateMiscInfo *)(Item->Data); int counter = 0; - AddItem(List,counter,"OriginalClassID",data->OriginalClassID); - AddItem(List,counter,"Flags",data->Flags); + AddItem(list,counter,"OriginalClassID",data->OriginalClassID); + AddItem(list,counter,"Flags",data->Flags); } -void ChunkTableClass::List_W3D_CHUNK_HLOD(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_HLOD(ChunkItem * Item,CListCtrl * list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_HLOD_HEADER(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_HLOD_HEADER(ChunkItem * Item,CListCtrl * list) { W3dHLodHeaderStruct * header = (W3dHLodHeaderStruct *)Item->Data; int counter = 0; - AddItem(List,counter,"Version",header->Version); - AddItem(List,counter,"LodCount", header->LodCount); - AddItem(List,counter,"Name",header->Name); - AddItem(List,counter,"HTree Name", header->HierarchyName); + AddItem(list,counter,"Version",header->Version); + AddItem(list,counter,"LodCount", header->LodCount); + AddItem(list,counter,"Name",header->Name); + AddItem(list,counter,"HTree Name", header->HierarchyName); } -void ChunkTableClass::List_W3D_CHUNK_HLOD_LOD_ARRAY(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_HLOD_LOD_ARRAY(ChunkItem * Item,CListCtrl * list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_HLOD_LOD_ARRAY_HEADER(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_HLOD_LOD_ARRAY_HEADER(ChunkItem * Item,CListCtrl * list) { W3dHLodArrayHeaderStruct * header = (W3dHLodArrayHeaderStruct *)Item->Data; int counter = 0; - AddItem(List,counter,"ModelCount",header->ModelCount); - AddItem(List,counter,"MaxScreenSize",header->MaxScreenSize); + AddItem(list,counter,"ModelCount",header->ModelCount); + AddItem(list,counter,"MaxScreenSize",header->MaxScreenSize); } -void ChunkTableClass::List_W3D_CHUNK_HLOD_SUB_OBJECT(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_HLOD_SUB_OBJECT(ChunkItem * Item,CListCtrl * list) { W3dHLodSubObjectStruct * data = (W3dHLodSubObjectStruct *)Item->Data; int counter = 0; - AddItem(List,counter,"Name",data->Name); - AddItem(List,counter,"BoneIndex",data->BoneIndex); + AddItem(list,counter,"Name",data->Name); + AddItem(list,counter,"BoneIndex",data->BoneIndex); } -void ChunkTableClass::List_W3D_CHUNK_BOX(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_BOX(ChunkItem * Item,CListCtrl * list) { W3dBoxStruct * box = (W3dBoxStruct *)Item->Data; int counter = 0; - AddItem(List,counter,"Version",box->Version); - AddItem(List,counter,"Attributes",box->Attributes); + AddItem(list,counter,"Version",box->Version); + AddItem(list,counter,"Attributes",box->Attributes); if (box->Attributes & W3D_BOX_ATTRIBUTE_ORIENTED) { - AddItem(List,counter,"Attributes","W3D_BOX_ATTRIBUTE_ORIENTED","flag"); + AddItem(list,counter,"Attributes","W3D_BOX_ATTRIBUTE_ORIENTED","flag"); } if (box->Attributes & W3D_BOX_ATTRIBUTE_ALIGNED) { - AddItem(List,counter,"Attributes","W3D_BOX_ATTRIBUTE_ALIGNED","flag"); + AddItem(list,counter,"Attributes","W3D_BOX_ATTRIBUTE_ALIGNED","flag"); } if (box->Attributes & W3D_BOX_ATTRIBTUE_COLLISION_TYPE_PHYSICAL) { - AddItem(List,counter,"Attributes","W3D_BOX_ATTRIBTUE_COLLISION_TYPE_PHYSICAL","flag"); + AddItem(list,counter,"Attributes","W3D_BOX_ATTRIBTUE_COLLISION_TYPE_PHYSICAL","flag"); } if (box->Attributes & W3D_BOX_ATTRIBTUE_COLLISION_TYPE_PROJECTILE) { - AddItem(List,counter,"Attributes","W3D_BOX_ATTRIBTUE_COLLISION_TYPE_PROJECTILE","flag"); + AddItem(list,counter,"Attributes","W3D_BOX_ATTRIBTUE_COLLISION_TYPE_PROJECTILE","flag"); } if (box->Attributes & W3D_BOX_ATTRIBTUE_COLLISION_TYPE_VIS) { - AddItem(List,counter,"Attributes","W3D_BOX_ATTRIBTUE_COLLISION_TYPE_VIS","flag"); + AddItem(list,counter,"Attributes","W3D_BOX_ATTRIBTUE_COLLISION_TYPE_VIS","flag"); } if (box->Attributes & W3D_BOX_ATTRIBTUE_COLLISION_TYPE_CAMERA) { - AddItem(List,counter,"Attributes","W3D_BOX_ATTRIBTUE_COLLISION_TYPE_CAMERA","flag"); + AddItem(list,counter,"Attributes","W3D_BOX_ATTRIBTUE_COLLISION_TYPE_CAMERA","flag"); } if (box->Attributes & W3D_BOX_ATTRIBTUE_COLLISION_TYPE_VEHICLE) { - AddItem(List,counter,"Attributes","W3D_BOX_ATTRIBTUE_COLLISION_TYPE_VEHICLE","flag"); + AddItem(list,counter,"Attributes","W3D_BOX_ATTRIBTUE_COLLISION_TYPE_VEHICLE","flag"); } - AddItem(List,counter,"Name",box->Name); - AddItem(List,counter,"Color",&(box->Color)); - AddItem(List,counter,"Center",&(box->Center)); - AddItem(List,counter,"Extent",&(box->Extent)); + AddItem(list,counter,"Name",box->Name); + AddItem(list,counter,"Color",&(box->Color)); + AddItem(list,counter,"Center",&(box->Center)); + AddItem(list,counter,"Extent",&(box->Extent)); } -void ChunkTableClass::List_W3D_CHUNK_NULL_OBJECT(ChunkItem * Item,CListCtrl * List) +void ChunkTableClass::List_W3D_CHUNK_NULL_OBJECT(ChunkItem * Item,CListCtrl * list) { W3dNullObjectStruct * null = (W3dNullObjectStruct *)Item->Data; int counter = 0; - AddItemVersion(List,counter,null->Version); - AddItem(List,counter,"Attributes",null->Attributes); + AddItemVersion(list,counter,null->Version); + AddItem(list,counter,"Attributes",null->Attributes); // No attributes are currently used - AddItem(List,counter,"Name",null->Name); + AddItem(list,counter,"Name",null->Name); } -void ChunkTableClass::List_W3D_CHUNK_PRELIT_UNLIT(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_PRELIT_UNLIT(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_PRELIT_VERTEX(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_PRELIT_VERTEX(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_PRELIT_LIGHTMAP_MULTI_PASS(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_PRELIT_LIGHTMAP_MULTI_PASS(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_PRELIT_LIGHTMAP_MULTI_TEXTURE(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_PRELIT_LIGHTMAP_MULTI_TEXTURE(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_LIGHTSCAPE(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_LIGHTSCAPE(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_LIGHTSCAPE_LIGHT(ChunkItem *Item, CListCtrl *List) { - List_Subitems(Item, List); +void ChunkTableClass::List_W3D_CHUNK_LIGHTSCAPE_LIGHT(ChunkItem *Item, CListCtrl *list) { + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_LIGHT_TRANSFORM(ChunkItem *Item, CListCtrl *List) { +void ChunkTableClass::List_W3D_CHUNK_LIGHT_TRANSFORM(ChunkItem *Item, CListCtrl *list) { W3dLightTransformStruct *data = (W3dLightTransformStruct*) (Item->Data); int counter = 0; - AddItem (List, counter, "Transform", &(data->Transform [0][0]), 4); - AddItem (List, counter, "Transform", &(data->Transform [1][0]), 4); - AddItem (List, counter, "Transform", &(data->Transform [2][0]), 4); + AddItem (list, counter, "Transform", &(data->Transform [0][0]), 4); + AddItem (list, counter, "Transform", &(data->Transform [1][0]), 4); + AddItem (list, counter, "Transform", &(data->Transform [2][0]), 4); } -void ChunkTableClass::List_W3D_CHUNK_DAZZLE(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_DAZZLE(ChunkItem *Item, CListCtrl *list) { - List_Subitems(Item, List); + List_Subitems(Item, list); } -void ChunkTableClass::List_W3D_CHUNK_DAZZLE_NAME(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_DAZZLE_NAME(ChunkItem *Item, CListCtrl *list) { int counter = 0; - AddItem (List, counter, "Dazzle Name", (char *)(Item->Data)); + AddItem (list, counter, "Dazzle Name", (char *)(Item->Data)); } -void ChunkTableClass::List_W3D_CHUNK_DAZZLE_TYPENAME(ChunkItem *Item, CListCtrl *List) +void ChunkTableClass::List_W3D_CHUNK_DAZZLE_TYPENAME(ChunkItem *Item, CListCtrl *list) { int counter = 0; - AddItem (List, counter, "Dazzle Type Name", (char *)(Item->Data)); + AddItem (list, counter, "Dazzle Type Name", (char *)(Item->Data)); } ChunkTableClass::ChunkTableClass() {