Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Places "detail" objects which are client-only renderable things
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "vbsp.h"
#include "bsplib.h"
#include "utlvector.h"
#include "bspfile.h"
#include "gamebspfile.h"
#include "VPhysics_Interface.h"
#include "Studio.h"
#include "byteswap.h"
#include "UtlBuffer.h"
#include "CollisionUtils.h"
#include <float.h>
#include "CModel.h"
#include "PhysDll.h"
#include "utlsymbol.h"
#include "tier1/strtools.h"
#include "KeyValues.h"
static void SetCurrentModel( studiohdr_t *pStudioHdr );
static void FreeCurrentModelVertexes();
IPhysicsCollision *s_pPhysCollision = NULL;
//-----------------------------------------------------------------------------
// These puppies are used to construct the game lumps
//-----------------------------------------------------------------------------
static CUtlVector<StaticPropDictLump_t> s_StaticPropDictLump;
static CUtlVector<StaticPropLump_t> s_StaticPropLump;
static CUtlVector<StaticPropLeafLump_t> s_StaticPropLeafLump;
//-----------------------------------------------------------------------------
// Used to build the static prop
//-----------------------------------------------------------------------------
struct StaticPropBuild_t
{
char const* m_pModelName;
char const* m_pLightingOrigin;
Vector m_Origin;
QAngle m_Angles;
int m_Solid;
int m_Skin;
int m_Flags;
float m_FadeMinDist;
float m_FadeMaxDist;
bool m_FadesOut;
float m_flForcedFadeScale;
unsigned short m_nMinDXLevel;
unsigned short m_nMaxDXLevel;
int m_LightmapResolutionX;
int m_LightmapResolutionY;
};
//-----------------------------------------------------------------------------
// Used to cache collision model generation
//-----------------------------------------------------------------------------
struct ModelCollisionLookup_t
{
CUtlSymbol m_Name;
CPhysCollide* m_pCollide;
};
static bool ModelLess( ModelCollisionLookup_t const& src1, ModelCollisionLookup_t const& src2 )
{
return src1.m_Name < src2.m_Name;
}
static CUtlRBTree<ModelCollisionLookup_t, unsigned short> s_ModelCollisionCache( 0, 32, ModelLess );
static CUtlVector<int> s_LightingInfo;
//-----------------------------------------------------------------------------
// Gets the keyvalues from a studiohdr
//-----------------------------------------------------------------------------
bool StudioKeyValues( studiohdr_t* pStudioHdr, KeyValues *pValue )
{
if ( !pStudioHdr )
return false;
return pValue->LoadFromBuffer( pStudioHdr->pszName(), pStudioHdr->KeyValueText() );
}
//-----------------------------------------------------------------------------
// Makes sure the studio model is a static prop
//-----------------------------------------------------------------------------
enum isstaticprop_ret
{
RET_VALID,
RET_FAIL_NOT_MARKED_STATIC_PROP,
RET_FAIL_DYNAMIC,
};
isstaticprop_ret IsStaticProp( studiohdr_t* pHdr )
{
if (!(pHdr->flags & STUDIOHDR_FLAGS_STATIC_PROP))
return RET_FAIL_NOT_MARKED_STATIC_PROP;
// If it's got a propdata section in the model's keyvalues, it's not allowed to be a prop_static
KeyValues *modelKeyValues = new KeyValues(pHdr->pszName());
if ( StudioKeyValues( pHdr, modelKeyValues ) )
{
KeyValues *sub = modelKeyValues->FindKey("prop_data");
if ( sub )
{
if ( !(sub->GetInt( "allowstatic", 0 )) )
{
modelKeyValues->deleteThis();
return RET_FAIL_DYNAMIC;
}
}
}
modelKeyValues->deleteThis();
return RET_VALID;
}
//-----------------------------------------------------------------------------
// Add static prop model to the list of models
//-----------------------------------------------------------------------------
static int AddStaticPropDictLump( char const* pModelName )
{
StaticPropDictLump_t dictLump;
strncpy( dictLump.m_Name, pModelName, DETAIL_NAME_LENGTH );
for (int i = s_StaticPropDictLump.Size(); --i >= 0; )
{
if (!memcmp(&s_StaticPropDictLump[i], &dictLump, sizeof(dictLump) ))
return i;
}
return s_StaticPropDictLump.AddToTail( dictLump );
}
//-----------------------------------------------------------------------------
// Load studio model vertex data from a file...
//-----------------------------------------------------------------------------
bool LoadStudioModel( char const* pModelName, char const* pEntityType, CUtlBuffer& buf )
{
if ( !g_pFullFileSystem->ReadFile( pModelName, NULL, buf ) )
return false;
// Check that it's valid
if (strncmp ((const char *) buf.PeekGet(), "IDST", 4) &&
strncmp ((const char *) buf.PeekGet(), "IDAG", 4))
{
return false;
}
studiohdr_t* pHdr = (studiohdr_t*)buf.PeekGet();
Studio_ConvertStudioHdrToNewVersion( pHdr );
if (pHdr->version != STUDIO_VERSION)
{
return false;
}
isstaticprop_ret isStaticProp = IsStaticProp(pHdr);
if ( isStaticProp != RET_VALID )
{
if ( isStaticProp == RET_FAIL_NOT_MARKED_STATIC_PROP )
{
Warning("Error! To use model \"%s\"\n"
" with %s, it must be compiled with $staticprop!\n", pModelName, pEntityType );
}
else if ( isStaticProp == RET_FAIL_DYNAMIC )
{
Warning("Error! %s using model \"%s\", which must be used on a dynamic entity (i.e. prop_physics). Deleted.\n", pEntityType, pModelName );
}
return false;
}
// ensure reset
pHdr->pVertexBase = NULL;
pHdr->pIndexBase = NULL;
return true;
}
//-----------------------------------------------------------------------------
// Computes a convex hull from a studio mesh
//-----------------------------------------------------------------------------
static CPhysConvex* ComputeConvexHull( mstudiomesh_t* pMesh )
{
// Generate a list of all verts in the mesh
Vector** ppVerts = (Vector**)stackalloc(pMesh->numvertices * sizeof(Vector*) );
const mstudio_meshvertexdata_t *vertData = pMesh->GetVertexData();
Assert( vertData ); // This can only return NULL on X360 for now
for (int i = 0; i < pMesh->numvertices; ++i)
{
ppVerts[i] = vertData->Position(i);
}
// Generate a convex hull from the verts
return s_pPhysCollision->ConvexFromVerts( ppVerts, pMesh->numvertices );
}
//-----------------------------------------------------------------------------
// Computes a convex hull from the studio model
//-----------------------------------------------------------------------------
CPhysCollide* ComputeConvexHull( studiohdr_t* pStudioHdr )
{
CUtlVector<CPhysConvex*> convexHulls;
for (int body = 0; body < pStudioHdr->numbodyparts; ++body )
{
mstudiobodyparts_t *pBodyPart = pStudioHdr->pBodypart( body );
for( int model = 0; model < pBodyPart->nummodels; ++model )
{
mstudiomodel_t *pStudioModel = pBodyPart->pModel( model );
for( int mesh = 0; mesh < pStudioModel->nummeshes; ++mesh )
{
// Make a convex hull for each mesh
// NOTE: This won't work unless the model has been compiled
// with $staticprop
mstudiomesh_t *pStudioMesh = pStudioModel->pMesh( mesh );
convexHulls.AddToTail( ComputeConvexHull( pStudioMesh ) );
}
}
}
// Convert an array of convex elements to a compiled collision model
// (this deletes the convex elements)
return s_pPhysCollision->ConvertConvexToCollide( convexHulls.Base(), convexHulls.Size() );
}
//-----------------------------------------------------------------------------
// Add, find collision model in cache
//-----------------------------------------------------------------------------
static CPhysCollide* GetCollisionModel( char const* pModelName )
{
// Convert to a common string
char* pTemp = (char*)_alloca(strlen(pModelName) + 1);
strcpy( pTemp, pModelName );
_strlwr( pTemp );
char* pSlash = strchr( pTemp, '\\' );
while( pSlash )
{
*pSlash = '/';
pSlash = strchr( pTemp, '\\' );
}
// Find it in the cache
ModelCollisionLookup_t lookup;
lookup.m_Name = pTemp;
int i = s_ModelCollisionCache.Find( lookup );
if (i != s_ModelCollisionCache.InvalidIndex())
return s_ModelCollisionCache[i].m_pCollide;
// Load the studio model file
CUtlBuffer buf;
if (!LoadStudioModel(pModelName, "prop_static", buf))
{
Warning("Error loading studio model \"%s\"!\n", pModelName );
// This way we don't try to load it multiple times
lookup.m_pCollide = 0;
s_ModelCollisionCache.Insert( lookup );
return 0;
}
// Compute the convex hull of the model...
studiohdr_t* pStudioHdr = (studiohdr_t*)buf.PeekGet();
// necessary for vertex access
SetCurrentModel( pStudioHdr );
lookup.m_pCollide = ComputeConvexHull( pStudioHdr );
s_ModelCollisionCache.Insert( lookup );
if ( !lookup.m_pCollide )
{
Warning("Bad geometry on \"%s\"!\n", pModelName );
}
// Debugging
if (g_DumpStaticProps)
{
static int propNum = 0;
char tmp[128];
sprintf( tmp, "staticprop%03d.txt", propNum );
DumpCollideToGlView( lookup.m_pCollide, tmp );
++propNum;
}
FreeCurrentModelVertexes();
// Insert into cache...
return lookup.m_pCollide;
}
//-----------------------------------------------------------------------------
// Tests a single leaf against the static prop
//-----------------------------------------------------------------------------
static bool TestLeafAgainstCollide( int depth, int* pNodeList,
Vector const& origin, QAngle const& angles, CPhysCollide* pCollide )
{
// Copy the planes in the node list into a list of planes
float* pPlanes = (float*)_alloca(depth * 4 * sizeof(float) );
int idx = 0;
for (int i = depth; --i >= 0; ++idx )
{
int sign = (pNodeList[i] < 0) ? -1 : 1;
int node = (sign < 0) ? - pNodeList[i] - 1 : pNodeList[i];
dnode_t* pNode = &dnodes[node];
dplane_t* pPlane = &dplanes[pNode->planenum];
pPlanes[idx*4] = sign * pPlane->normal[0];
pPlanes[idx*4+1] = sign * pPlane->normal[1];
pPlanes[idx*4+2] = sign * pPlane->normal[2];
pPlanes[idx*4+3] = sign * pPlane->dist;
}
// Make a convex solid out of the planes
CPhysConvex* pPhysConvex = s_pPhysCollision->ConvexFromPlanes( pPlanes, depth, 0.0f );
// This should never happen, but if it does, return no collision
Assert( pPhysConvex );
if (!pPhysConvex)
return false;
CPhysCollide* pLeafCollide = s_pPhysCollision->ConvertConvexToCollide( &pPhysConvex, 1 );
// Collide the leaf solid with the static prop solid
trace_t tr;
s_pPhysCollision->TraceCollide( vec3_origin, vec3_origin, pLeafCollide, vec3_angle,
pCollide, origin, angles, &tr );
s_pPhysCollision->DestroyCollide( pLeafCollide );
return (tr.startsolid != 0);
}
//-----------------------------------------------------------------------------
// Find all leaves that intersect with this bbox + test against the static prop..
//-----------------------------------------------------------------------------
static void ComputeConvexHullLeaves_R( int node, int depth, int* pNodeList,
Vector const& mins, Vector const& maxs,
Vector const& origin, QAngle const& angles, CPhysCollide* pCollide,
CUtlVector<unsigned short>& leafList )
{
Assert( pNodeList && pCollide );
Vector cornermin, cornermax;
while( node >= 0 )
{
dnode_t* pNode = &dnodes[node];
dplane_t* pPlane = &dplanes[pNode->planenum];
// Arbitrary split plane here
for (int i = 0; i < 3; ++i)
{
if (pPlane->normal[i] >= 0)
{
cornermin[i] = mins[i];
cornermax[i] = maxs[i];
}
else
{
cornermin[i] = maxs[i];
cornermax[i] = mins[i];
}
}
if (DotProduct( pPlane->normal, cornermax ) <= pPlane->dist)
{
// Add the node to the list of nodes
pNodeList[depth] = node;
++depth;
node = pNode->children[1];
}
else if (DotProduct( pPlane->normal, cornermin ) >= pPlane->dist)
{
// In this case, we are going in front of the plane. That means that
// this plane must have an outward normal facing in the oppisite direction
// We indicate this be storing a negative node index in the node list
pNodeList[depth] = - node - 1;
++depth;
node = pNode->children[0];
}
else
{
// Here the box is split by the node. First, we'll add the plane as if its
// outward facing normal is in the direction of the node plane, then
// we'll have to reverse it for the other child...
pNodeList[depth] = node;
++depth;
ComputeConvexHullLeaves_R( pNode->children[1],
depth, pNodeList, mins, maxs, origin, angles, pCollide, leafList );
pNodeList[depth - 1] = - node - 1;
ComputeConvexHullLeaves_R( pNode->children[0],
depth, pNodeList, mins, maxs, origin, angles, pCollide, leafList );
return;
}
}
Assert( pNodeList && pCollide );
// Never add static props to solid leaves
if ( (dleafs[-node-1].contents & CONTENTS_SOLID) == 0 )
{
if (TestLeafAgainstCollide( depth, pNodeList, origin, angles, pCollide ))
{
leafList.AddToTail( -node - 1 );
}
}
}
//-----------------------------------------------------------------------------
// Places Static Props in the level
//-----------------------------------------------------------------------------
static void ComputeStaticPropLeaves( CPhysCollide* pCollide, Vector const& origin,
QAngle const& angles, CUtlVector<unsigned short>& leafList )
{
// Compute an axis-aligned bounding box for the collide
Vector mins, maxs;
s_pPhysCollision->CollideGetAABB( &mins, &maxs, pCollide, origin, angles );
// Find all leaves that intersect with the bounds
int tempNodeList[1024];
ComputeConvexHullLeaves_R( 0, 0, tempNodeList, mins, maxs,
origin, angles, pCollide, leafList );
}
//-----------------------------------------------------------------------------
// Computes the lighting origin
//-----------------------------------------------------------------------------
static bool ComputeLightingOrigin( StaticPropBuild_t const& build, Vector& lightingOrigin )
{
for (int i = s_LightingInfo.Count(); --i >= 0; )
{
int entIndex = s_LightingInfo[i];
// Check against all lighting info entities
char const* pTargetName = ValueForKey( &entities[entIndex], "targetname" );
if (!Q_strcmp(pTargetName, build.m_pLightingOrigin))
{
GetVectorForKey( &entities[entIndex], "origin", lightingOrigin );
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Places Static Props in the level
//-----------------------------------------------------------------------------
static void AddStaticPropToLump( StaticPropBuild_t const& build )
{
// Get the collision model
CPhysCollide* pConvexHull = GetCollisionModel( build.m_pModelName );
if (!pConvexHull)
return;
// Compute the leaves the static prop's convex hull hits
CUtlVector< unsigned short > leafList;
ComputeStaticPropLeaves( pConvexHull, build.m_Origin, build.m_Angles, leafList );
if ( !leafList.Count() )
{
Warning( "Static prop %s outside the map (%.2f, %.2f, %.2f)\n", build.m_pModelName, build.m_Origin.x, build.m_Origin.y, build.m_Origin.z );
return;
}
// Insert an element into the lump data...
int i = s_StaticPropLump.AddToTail( );
StaticPropLump_t& propLump = s_StaticPropLump[i];
propLump.m_PropType = AddStaticPropDictLump( build.m_pModelName );
VectorCopy( build.m_Origin, propLump.m_Origin );
VectorCopy( build.m_Angles, propLump.m_Angles );
propLump.m_FirstLeaf = s_StaticPropLeafLump.Count();
propLump.m_LeafCount = leafList.Count();
propLump.m_Solid = build.m_Solid;
propLump.m_Skin = build.m_Skin;
propLump.m_Flags = build.m_Flags;
if (build.m_FadesOut)
{
propLump.m_Flags |= STATIC_PROP_FLAG_FADES;
}
propLump.m_FadeMinDist = build.m_FadeMinDist;
propLump.m_FadeMaxDist = build.m_FadeMaxDist;
propLump.m_flForcedFadeScale = build.m_flForcedFadeScale;
propLump.m_nMinDXLevel = build.m_nMinDXLevel;
propLump.m_nMaxDXLevel = build.m_nMaxDXLevel;
if (build.m_pLightingOrigin && *build.m_pLightingOrigin)
{
if (ComputeLightingOrigin( build, propLump.m_LightingOrigin ))
{
propLump.m_Flags |= STATIC_PROP_USE_LIGHTING_ORIGIN;
}
}
propLump.m_nLightmapResolutionX = build.m_LightmapResolutionX;
propLump.m_nLightmapResolutionY = build.m_LightmapResolutionY;
// Add the leaves to the leaf lump
for (int j = 0; j < leafList.Size(); ++j)
{
StaticPropLeafLump_t insert;
insert.m_Leaf = leafList[j];
s_StaticPropLeafLump.AddToTail( insert );
}
}
//-----------------------------------------------------------------------------
// Places static props in the lump
//-----------------------------------------------------------------------------
static void SetLumpData( )
{
GameLumpHandle_t handle = g_GameLumps.GetGameLumpHandle(GAMELUMP_STATIC_PROPS);
if (handle != g_GameLumps.InvalidGameLump())
g_GameLumps.DestroyGameLump(handle);
int dictsize = s_StaticPropDictLump.Size() * sizeof(StaticPropDictLump_t);
int objsize = s_StaticPropLump.Size() * sizeof(StaticPropLump_t);
int leafsize = s_StaticPropLeafLump.Size() * sizeof(StaticPropLeafLump_t);
int size = dictsize + objsize + leafsize + 3 * sizeof(int);
handle = g_GameLumps.CreateGameLump( GAMELUMP_STATIC_PROPS, size, 0, GAMELUMP_STATIC_PROPS_VERSION );
// Serialize the data
CUtlBuffer buf( g_GameLumps.GetGameLump(handle), size );
buf.PutInt( s_StaticPropDictLump.Size() );
if (dictsize)
buf.Put( s_StaticPropDictLump.Base(), dictsize );
buf.PutInt( s_StaticPropLeafLump.Size() );
if (leafsize)
buf.Put( s_StaticPropLeafLump.Base(), leafsize );
buf.PutInt( s_StaticPropLump.Size() );
if (objsize)
buf.Put( s_StaticPropLump.Base(), objsize );
}
//-----------------------------------------------------------------------------
// Places Static Props in the level
//-----------------------------------------------------------------------------
void EmitStaticProps()
{
CreateInterfaceFn physicsFactory = GetPhysicsFactory();
if ( physicsFactory )
{
s_pPhysCollision = (IPhysicsCollision *)physicsFactory( VPHYSICS_COLLISION_INTERFACE_VERSION, NULL );
if( !s_pPhysCollision )
return;
}
// Generate a list of lighting origins, and strip them out
int i;
for ( i = 0; i < num_entities; ++i)
{
char* pEntity = ValueForKey(&entities[i], "classname");
if (!Q_strcmp(pEntity, "info_lighting"))
{
s_LightingInfo.AddToTail(i);
}
}
// Emit specifically specified static props
for ( i = 0; i < num_entities; ++i)
{
char* pEntity = ValueForKey(&entities[i], "classname");
if (!strcmp(pEntity, "static_prop") || !strcmp(pEntity, "prop_static"))
{
StaticPropBuild_t build;
GetVectorForKey( &entities[i], "origin", build.m_Origin );
GetAnglesForKey( &entities[i], "angles", build.m_Angles );
build.m_pModelName = ValueForKey( &entities[i], "model" );
build.m_Solid = IntForKey( &entities[i], "solid" );
build.m_Skin = IntForKey( &entities[i], "skin" );
build.m_FadeMaxDist = FloatForKey( &entities[i], "fademaxdist" );
build.m_Flags = 0;//IntForKey( &entities[i], "spawnflags" ) & STATIC_PROP_WC_MASK;
if (IntForKey( &entities[i], "ignorenormals" ) == 1)
{
build.m_Flags |= STATIC_PROP_IGNORE_NORMALS;
}
if (IntForKey( &entities[i], "disableshadows" ) == 1)
{
build.m_Flags |= STATIC_PROP_NO_SHADOW;
}
if (IntForKey( &entities[i], "disablevertexlighting" ) == 1)
{
build.m_Flags |= STATIC_PROP_NO_PER_VERTEX_LIGHTING;
}
if (IntForKey( &entities[i], "disableselfshadowing" ) == 1)
{
build.m_Flags |= STATIC_PROP_NO_SELF_SHADOWING;
}
if (IntForKey( &entities[i], "screenspacefade" ) == 1)
{
build.m_Flags |= STATIC_PROP_SCREEN_SPACE_FADE;
}
if (IntForKey( &entities[i], "generatelightmaps") == 0)
{
build.m_Flags |= STATIC_PROP_NO_PER_TEXEL_LIGHTING;
build.m_LightmapResolutionX = 0;
build.m_LightmapResolutionY = 0;
}
else
{
build.m_LightmapResolutionX = IntForKey( &entities[i], "lightmapresolutionx" );
build.m_LightmapResolutionY = IntForKey( &entities[i], "lightmapresolutiony" );
}
const char *pKey = ValueForKey( &entities[i], "fadescale" );
if ( pKey && pKey[0] )
{
build.m_flForcedFadeScale = FloatForKey( &entities[i], "fadescale" );
}
else
{
build.m_flForcedFadeScale = 1;
}
build.m_FadesOut = (build.m_FadeMaxDist > 0);
build.m_pLightingOrigin = ValueForKey( &entities[i], "lightingorigin" );
if (build.m_FadesOut)
{
build.m_FadeMinDist = FloatForKey( &entities[i], "fademindist" );
if (build.m_FadeMinDist < 0)
{
build.m_FadeMinDist = build.m_FadeMaxDist;
}
}
else
{
build.m_FadeMinDist = 0;
}
build.m_nMinDXLevel = (unsigned short)IntForKey( &entities[i], "mindxlevel" );
build.m_nMaxDXLevel = (unsigned short)IntForKey( &entities[i], "maxdxlevel" );
AddStaticPropToLump( build );
// strip this ent from the .bsp file
entities[i].epairs = 0;
}
}
// Strip out lighting origins; has to be done here because they are used when
// static props are made
for ( i = s_LightingInfo.Count(); --i >= 0; )
{
// strip this ent from the .bsp file
entities[s_LightingInfo[i]].epairs = 0;
}
SetLumpData( );
}
static studiohdr_t *g_pActiveStudioHdr;
static void SetCurrentModel( studiohdr_t *pStudioHdr )
{
// track the correct model
g_pActiveStudioHdr = pStudioHdr;
}
static void FreeCurrentModelVertexes()
{
Assert( g_pActiveStudioHdr );
if ( g_pActiveStudioHdr->pVertexBase )
{
free( g_pActiveStudioHdr->pVertexBase );
g_pActiveStudioHdr->pVertexBase = NULL;
}
}
const vertexFileHeader_t * mstudiomodel_t::CacheVertexData( void * pModelData )
{
char fileName[260];
FileHandle_t fileHandle;
vertexFileHeader_t *pVvdHdr;
Assert( pModelData == NULL );
Assert( g_pActiveStudioHdr );
if ( g_pActiveStudioHdr->pVertexBase )
{
return (vertexFileHeader_t *)g_pActiveStudioHdr->pVertexBase;
}
// mandatory callback to make requested data resident
// load and persist the vertex file
strcpy( fileName, "models/" );
strcat( fileName, g_pActiveStudioHdr->pszName() );
Q_StripExtension( fileName, fileName, sizeof( fileName ) );
strcat( fileName, ".vvd" );
// load the model
fileHandle = g_pFileSystem->Open( fileName, "rb" );
if ( !fileHandle )
{
Error( "Unable to load vertex data \"%s\"\n", fileName );
}
// Get the file size
int size = g_pFileSystem->Size( fileHandle );
if (size == 0)
{
g_pFileSystem->Close( fileHandle );
Error( "Bad size for vertex data \"%s\"\n", fileName );
}
pVvdHdr = (vertexFileHeader_t *)malloc(size);
g_pFileSystem->Read( pVvdHdr, size, fileHandle );
g_pFileSystem->Close( fileHandle );
// check header
if (pVvdHdr->id != MODEL_VERTEX_FILE_ID)
{
Error("Error Vertex File %s id %d should be %d\n", fileName, pVvdHdr->id, MODEL_VERTEX_FILE_ID);
}
if (pVvdHdr->version != MODEL_VERTEX_FILE_VERSION)
{
Error("Error Vertex File %s version %d should be %d\n", fileName, pVvdHdr->version, MODEL_VERTEX_FILE_VERSION);
}
if (pVvdHdr->checksum != g_pActiveStudioHdr->checksum)
{
Error("Error Vertex File %s checksum %d should be %d\n", fileName, pVvdHdr->checksum, g_pActiveStudioHdr->checksum);
}
g_pActiveStudioHdr->pVertexBase = (void*)pVvdHdr;
return pVvdHdr;
}