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#include "property.hpp"
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#include "controlled.hpp"
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#include "data.hpp"
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namespace Nif
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{
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void NiTexturingProperty::Texture::read(NIFStream* nif)
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{
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inUse = nif->getBoolean();
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if (!inUse)
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return;
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texture.read(nif);
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if (nif->getVersion() <= NIFFile::NIFVersion::VER_OB)
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{
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clamp = nif->getInt();
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nif->skip(4); // Filter mode. Ignoring because global filtering settings are more sensible
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}
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else
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{
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clamp = nif->getUShort() & 0xF;
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}
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// Max anisotropy. I assume we'll always only use the global anisotropy setting.
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if (nif->getVersion() >= NIFStream::generateVersion(20, 5, 0, 4))
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nif->getUShort();
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if (nif->getVersion() <= NIFFile::NIFVersion::VER_OB)
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uvSet = nif->getUInt();
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// Two PS2-specific shorts.
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if (nif->getVersion() < NIFStream::generateVersion(10, 4, 0, 2))
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nif->skip(4);
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if (nif->getVersion() <= NIFStream::generateVersion(4, 1, 0, 18))
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nif->skip(2); // Unknown short
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else if (nif->getVersion() >= NIFStream::generateVersion(10, 1, 0, 0))
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{
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if (nif->getBoolean()) // Has texture transform
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{
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nif->getVector2(); // UV translation
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nif->getVector2(); // UV scale
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nif->getFloat(); // W axis rotation
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nif->getUInt(); // Transform method
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nif->getVector2(); // Texture rotation origin
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}
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}
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}
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void NiTexturingProperty::Texture::post(Reader& nif)
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{
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texture.post(nif);
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}
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void NiTexturingProperty::read(NIFStream* nif)
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{
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Property::read(nif);
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if (nif->getVersion() <= NIFFile::NIFVersion::VER_OB_OLD
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|| nif->getVersion() >= NIFStream::generateVersion(20, 1, 0, 2))
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flags = nif->getUShort();
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if (nif->getVersion() <= NIFStream::generateVersion(20, 1, 0, 1))
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apply = nif->getUInt();
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unsigned int numTextures = nif->getUInt();
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if (!numTextures)
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return;
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textures.resize(numTextures);
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for (unsigned int i = 0; i < numTextures; i++)
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{
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textures[i].read(nif);
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if (i == 5 && textures[5].inUse) // Bump map settings
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{
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envMapLumaBias = nif->getVector2();
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bumpMapMatrix = nif->getVector4();
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}
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else if (i == 7 && textures[7].inUse && nif->getVersion() >= NIFStream::generateVersion(20, 2, 0, 5))
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/*float parallaxOffset = */ nif->getFloat();
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}
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if (nif->getVersion() >= NIFStream::generateVersion(10, 0, 1, 0))
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{
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unsigned int numShaderTextures = nif->getUInt();
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shaderTextures.resize(numShaderTextures);
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for (unsigned int i = 0; i < numShaderTextures; i++)
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{
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shaderTextures[i].read(nif);
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if (shaderTextures[i].inUse)
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nif->getUInt(); // Unique identifier
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}
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}
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}
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void NiTexturingProperty::post(Reader& nif)
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{
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Property::post(nif);
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for (size_t i = 0; i < textures.size(); i++)
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textures[i].post(nif);
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for (size_t i = 0; i < shaderTextures.size(); i++)
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shaderTextures[i].post(nif);
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}
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void BSShaderProperty::read(NIFStream* nif)
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{
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NiShadeProperty::read(nif);
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if (nif->getBethVersion() <= NIFFile::BethVersion::BETHVER_FO3)
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{
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type = nif->getUInt();
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flags1 = nif->getUInt();
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flags2 = nif->getUInt();
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envMapIntensity = nif->getFloat();
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}
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}
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void BSShaderLightingProperty::read(NIFStream* nif)
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{
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BSShaderProperty::read(nif);
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if (nif->getBethVersion() <= NIFFile::BethVersion::BETHVER_FO3)
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clamp = nif->getUInt();
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}
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void BSShaderPPLightingProperty::read(NIFStream* nif)
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{
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BSShaderLightingProperty::read(nif);
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textureSet.read(nif);
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if (nif->getBethVersion() <= 14)
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return;
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refraction.strength = nif->getFloat();
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refraction.period = nif->getInt();
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if (nif->getBethVersion() <= 24)
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return;
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parallax.passes = nif->getFloat();
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parallax.scale = nif->getFloat();
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}
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void BSShaderPPLightingProperty::post(Reader& nif)
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{
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BSShaderLightingProperty::post(nif);
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textureSet.post(nif);
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}
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void BSShaderNoLightingProperty::read(NIFStream* nif)
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{
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BSShaderLightingProperty::read(nif);
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filename = nif->getSizedString();
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if (nif->getBethVersion() >= 27)
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falloffParams = nif->getVector4();
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}
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void BSLightingShaderProperty::read(NIFStream* nif)
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{
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type = nif->getUInt();
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BSShaderProperty::read(nif);
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flags1 = nif->getUInt();
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flags2 = nif->getUInt();
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nif->skip(8); // UV offset
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nif->skip(8); // UV scale
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mTextureSet.read(nif);
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mEmissive = nif->getVector3();
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mEmissiveMult = nif->getFloat();
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mClamp = nif->getUInt();
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mAlpha = nif->getFloat();
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nif->getFloat(); // Refraction strength
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mGlossiness = nif->getFloat();
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mSpecular = nif->getVector3();
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mSpecStrength = nif->getFloat();
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nif->skip(8); // Lighting effects
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switch (static_cast<BSLightingShaderType>(type))
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{
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case BSLightingShaderType::ShaderType_EnvMap:
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nif->skip(4); // Environment map scale
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break;
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case BSLightingShaderType::ShaderType_SkinTint:
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case BSLightingShaderType::ShaderType_HairTint:
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nif->skip(12); // Tint color
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break;
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case BSLightingShaderType::ShaderType_ParallaxOcc:
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nif->skip(4); // Max passes
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nif->skip(4); // Scale
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break;
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case BSLightingShaderType::ShaderType_MultiLayerParallax:
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nif->skip(4); // Inner layer thickness
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nif->skip(4); // Refraction scale
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nif->skip(8); // Inner layer texture scale
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nif->skip(4); // Environment map strength
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break;
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case BSLightingShaderType::ShaderType_SparkleSnow:
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nif->skip(16); // Sparkle parameters
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break;
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case BSLightingShaderType::ShaderType_EyeEnvmap:
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nif->skip(4); // Cube map scale
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nif->skip(12); // Left eye cube map offset
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nif->skip(12); // Right eye cube map offset
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break;
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default:
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break;
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}
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}
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void BSLightingShaderProperty::post(Reader& nif)
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{
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BSShaderProperty::post(nif);
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mTextureSet.post(nif);
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}
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void NiFogProperty::read(NIFStream* nif)
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{
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Property::read(nif);
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mFlags = nif->getUShort();
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mFogDepth = nif->getFloat();
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mColour = nif->getVector3();
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}
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void S_MaterialProperty::read(NIFStream* nif)
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{
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if (nif->getBethVersion() < 26)
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{
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ambient = nif->getVector3();
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diffuse = nif->getVector3();
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}
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specular = nif->getVector3();
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emissive = nif->getVector3();
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glossiness = nif->getFloat();
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alpha = nif->getFloat();
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if (nif->getBethVersion() >= 22)
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emissiveMult = nif->getFloat();
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}
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void S_VertexColorProperty::read(NIFStream* nif)
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{
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vertmode = nif->getInt();
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lightmode = nif->getInt();
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}
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void S_AlphaProperty::read(NIFStream* nif)
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{
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threshold = nif->getChar();
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}
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void S_StencilProperty::read(NIFStream* nif)
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{
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if (nif->getVersion() <= NIFFile::NIFVersion::VER_OB)
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{
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enabled = nif->getChar();
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compareFunc = nif->getInt();
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stencilRef = nif->getUInt();
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stencilMask = nif->getUInt();
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failAction = nif->getInt();
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zFailAction = nif->getInt();
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zPassAction = nif->getInt();
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drawMode = nif->getInt();
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}
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else
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{
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unsigned short flags = nif->getUShort();
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enabled = flags & 0x1;
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failAction = (flags >> 1) & 0x7;
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zFailAction = (flags >> 4) & 0x7;
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zPassAction = (flags >> 7) & 0x7;
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drawMode = (flags >> 10) & 0x3;
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compareFunc = (flags >> 12) & 0x7;
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stencilRef = nif->getUInt();
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stencilMask = nif->getUInt();
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}
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}
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}
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