N3ME FXB WIP step 1 PR
This block belongs to Twostars (Credits). char szEffectFN[MAX_PATH] = ""; // TCHAR szEffectFN[_MAX_PATH + 1] = {}; Credits to Twostars anyway.. Vector3 vEffectPos(0, 0, 0); float fEffectScale = 0; __Quaternion qtEffectRot; qtEffectRot.Identity();
szEffectFN,&vEffectPos.x, &vEffectPos.y, &vEffectPos.z, &fEffectScale,&qtEffectRot.x, &qtEffectRot.y, &qtEffectRot.z, &qtEffectRot.w); &pPart->m_Mtl.nRenderFlags, &pPart->m_Mtl.dwSrcBlend, &pPart->m_Mtl.dwDestBlend, &pPart->m_Mtl.dwColorOp, &pPart->m_Mtl.dwColorArg1, &pPart->m_Mtl.dwColorArg2
Looked like one of his early implementations that I used as a cheat sheet. It would be unfair to claim I did the MapMng.cpp totally on my part. What I have added is double checks to see if the line has enough arguments to fit the criteria and show a messagebox this might be too intrusive. And we might want to change the loadfxb to return a false or true changing it to a boolean function for error checking. Also saving or moving an object and updating its position. Also adding a dialog box for FXB implementation would be neat, but first things first... AI was involved in n3scene/shape files, could have been cleaner but its a step in the right direction.
Pull request type
Please check the type of change your PR introduces:
- [ ] Bugfix
- [x] Feature
- [ ] Code style update (formatting, renaming)
- [ ] Refactoring (no functional changes, no API changes)
- [ ] Build related changes
- [ ] Other (please describe):
What is the current behaviour?
doesnt exist
What is the new behaviour?
atleast it loads SDT files but isn't contained in N3Tools def
Why and how did I change this?
Contribution even if it gets denied IDC.
Demo
Checklist
- [ ] I have performed a self-review of my own code.
- [ ] Where applicable, I have checked to make sure that this doesn't introduce incompatible behaviour with the official 1.298 server (e.g. unofficial opcodes or behavioural differences).
- [ ] I have checked to make sure that this change does not already exist in the codebase in some fashion (e.g. UI already implemented under a different name).