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CryAnimation/CryModel-Data.cpp
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CryAnimation/CryModel-Data.cpp
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Crytek Character Animation source code
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//
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// History:
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// Created by Oscar Blasco
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// Taken over by Vladimir Kajalin, Andrey Honich
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// Taken over by Sergiy Migdalskiy
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//
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// This file contains definitions of static variables and tables used by the CryModel class
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//
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include "CryModel.h"
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// the static array of shadow volume vertices
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// this holds the vertices of a deformed characters between calls to Deform()
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// and functions that use its output; this avoids necessity to reallocate the array many times each frame
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//TFixedArray<float> CryModel::g_arrShadowVolumeVerts ("CryModel.ShadowVolumeVerts");
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// the following string tables are for recognition of different parts of the body
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// by the bone name. depending on this recognition, the damage will be calculated.
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const char *CryModel::g_szDamageBonesHead[] =
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{
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"Bip01 Neck",
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"Bip01 Neck1",
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"Bip01 Head",
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NULL
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};
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// the following string tables are for recognition of different parts of the body
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// by the bone name. depending on this recognition, the damage will be calculated.
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const char *CryModel::g_szDamageBonesTorso[] =
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{
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"Bip01 Pelvis",
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"Bip01 Spine",
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"Bip01 Spine1",
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"Bip01 Spine2",
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NULL
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};
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// the following string tables are for recognition of different parts of the body
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// by the bone name. depending on this recognition, the damage will be calculated.
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const char *CryModel::g_szDamageBonesArmL[] =
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{
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"Bip01 L Clavicle",
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"Bip01 L UpperArm",
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"Bip01 L Forearm",
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"Bip01 L Hand",
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"Bip01 L Finger0",
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"Bip01 L Finger01",
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"Bip01 L Finger1",
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"Bip01 L Finger11",
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"Bip01 L Finger2",
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"Bip01 L Finger21",
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NULL
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};
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// the following string tables are for recognition of different parts of the body
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// by the bone name. depending on this recognition, the damage will be calculated.
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const char *CryModel::g_szDamageBonesArmR[] =
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{
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"Bip01 R Clavicle",
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"Bip01 R UpperArm",
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"Bip01 R Forearm",
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"Bip01 R Hand",
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"Bip01 R Finger0",
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"Bip01 R Finger01",
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"Bip01 R Finger1",
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"Bip01 R Finger11",
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"Bip01 R Finger2",
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"Bip01 R Finger21",
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NULL
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};
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// the following string tables are for recognition of different parts of the body
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// by the bone name. depending on this recognition, the damage will be calculated.
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const char *CryModel::g_szDamageBonesLegL[] =
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{
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"Bip01 L Thigh",
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"Bip01 L Calf",
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"Bip01 L Foot",
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"Bip01 L Toe0",
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NULL
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};
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// the following string tables are for recognition of different parts of the body
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// by the bone name. depending on this recognition, the damage will be calculated.
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const char *CryModel::g_szDamageBonesLegR[] =
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{
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"Bip01 R Thigh",
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"Bip01 R Calf",
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"Bip01 R Foot",
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"Bip01 R Toe0",
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NULL
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};
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