N3ME FXB WIP step 1 PR #620
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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:
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