Improve GamePaths and parsing, add support for identifying skeletons and phybs.

This commit is contained in:
Ottermandias 2025-02-27 13:08:41 +01:00
parent 8860d1e39a
commit c6de7ddebd
17 changed files with 65 additions and 83 deletions

View file

@ -207,8 +207,8 @@ public class ResourceTree(
var decalId = (byte)(human->Customize[(int)CustomizeIndex.Facepaint] & 0x7F);
var decalPath = decalId is not 0
? GamePaths.Human.Decal.FaceDecalPath(decalId)
: GamePaths.Tex.TransparentPath;
? GamePaths.Tex.FaceDecal(decalId)
: GamePaths.Tex.Transparent;
if (genericContext.CreateNodeFromTex(human->Decal, decalPath) is { } decalNode)
{
if (globalContext.WithUiData)
@ -223,8 +223,8 @@ public class ResourceTree(
var hasLegacyDecal = (human->Customize[(int)CustomizeIndex.FaceFeatures] & 0x80) != 0;
var legacyDecalPath = hasLegacyDecal
? GamePaths.Human.Decal.LegacyDecalPath
: GamePaths.Tex.TransparentPath;
? GamePaths.Tex.LegacyDecal
: GamePaths.Tex.Transparent;
if (genericContext.CreateNodeFromTex(human->LegacyBodyDecal, legacyDecalPath) is { } legacyDecalNode)
{
legacyDecalNode.ForceProtected = !hasLegacyDecal;