rename TEMP_TOUCH_ME_ATTRIBUTE
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4805d237e2
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@ -41,7 +41,7 @@ pub fn convert<'a>(
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//figure out real attributes later
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let mut unique_attributes=Vec::new();
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unique_attributes.push(gameplay_attributes::CollisionAttributes::Decoration);
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const TEMP_TOUCH_ME_ATTRIBUTE:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(0);
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const ATTRIBUTE_DECORATION:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(0);
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//declare all prop models to Loader
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let prop_models=bsp.static_props().map(|prop|{
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@ -50,7 +50,7 @@ pub fn convert<'a>(
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let placement=prop.as_prop_placement();
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model::Model{
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mesh:mesh_id,
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attributes:TEMP_TOUCH_ME_ATTRIBUTE,
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attributes:ATTRIBUTE_DECORATION,
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transform:integer::Planar64Affine3::new(
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integer::mat3::try_from_f32_array_2d((
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glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
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@ -143,16 +143,14 @@ pub fn convert<'a>(
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(model::MeshId::new(mesh_id),brush.origin,brush.color)
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)
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)
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).map(|(mesh_id,model_origin,vbsp::Color{r,g,b})|{
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model::Model{
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mesh:mesh_id,
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attributes:TEMP_TOUCH_ME_ATTRIBUTE,
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transform:integer::Planar64Affine3::new(
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integer::mat3::identity(),
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valve_transform(model_origin.into())
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),
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color:(glam::Vec3::from_array([r as f32,g as f32,b as f32])/255.0).extend(1.0),
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}
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).map(|(mesh_id,model_origin,vbsp::Color{r,g,b})|model::Model{
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mesh:mesh_id,
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attributes:ATTRIBUTE_DECORATION,
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transform:integer::Planar64Affine3::new(
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integer::mat3::identity(),
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valve_transform(model_origin.into())
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),
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color:(glam::Vec3::from_array([r as f32,g as f32,b as f32])/255.0).extend(1.0),
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}).collect();
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PartialMap1{
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