| 1266 | } |
| 1267 | |
| 1268 | void LoadAnimatedTextures() |
| 1269 | { |
| 1270 | int animatedTextureCount = ReadCount(); |
| 1271 | TENLog("Anim texture count: " + std::to_string(animatedTextureCount), LogLevel::Info); |
| 1272 | |
| 1273 | for (int i = 0; i < animatedTextureCount; i++) |
| 1274 | { |
| 1275 | auto sequence = ANIMATED_TEXTURES_SEQUENCE{}; |
| 1276 | sequence.Atlas = ReadInt32(); |
| 1277 | sequence.Fps = ReadUInt8(); |
| 1278 | sequence.Type = ReadUInt8(); |
| 1279 | sequence.UVRotateDirection = ReadFloat(); |
| 1280 | sequence.UVRotateSpeed = ReadFloat(); |
| 1281 | sequence.NumFrames = ReadCount(); |
| 1282 | |
| 1283 | for (int j = 0; j < sequence.NumFrames; j++) |
| 1284 | { |
| 1285 | auto frame = ANIMATED_TEXTURES_FRAME{}; |
| 1286 | frame.x1 = ReadFloat(); |
| 1287 | frame.y1 = ReadFloat(); |
| 1288 | frame.x2 = ReadFloat(); |
| 1289 | frame.y2 = ReadFloat(); |
| 1290 | frame.x3 = ReadFloat(); |
| 1291 | frame.y3 = ReadFloat(); |
| 1292 | frame.x4 = ReadFloat(); |
| 1293 | frame.y4 = ReadFloat(); |
| 1294 | sequence.Frames.push_back(frame); |
| 1295 | } |
| 1296 | |
| 1297 | g_Level.AnimatedTexturesSequences.push_back(sequence); |
| 1298 | } |
| 1299 | } |
| 1300 | |
| 1301 | void LoadAIObjects() |
| 1302 | { |