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https://github.com/KillzXGaming/Switch-Toolbox
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Some buffer check fixes and adjust sarc description
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parent
f06cfbd053
commit
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3 changed files with 7 additions and 7 deletions
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@ -17,7 +17,7 @@ namespace FirstPlugin
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public FileType FileType { get; set; } = FileType.Archive;
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public bool CanSave { get; set; }
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public string[] Description { get; set; } = new string[] { "Sorted ARChive" };
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public string[] Description { get; set; } = new string[] { "Sead (hashed) Archived Resource" };
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public string[] Extension { get; set; } = new string[] { "*.pack", "*.sarc", "*.bgenv", "*.sbfarc", "*.sblarc", "*.sbactorpack", ".arc" };
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public string FileName { get; set; }
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public string FilePath { get; set; }
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@ -243,7 +243,7 @@ namespace FirstPlugin
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shape.Position.VertexData[v].Y,
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shape.Position.VertexData[v].Z);
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if (shape.Normal != null)
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if (shape.Normal.VertexData != null)
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{
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vert.nrm = new OpenTK.Vector3(
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shape.Normal.VertexData[v].X,
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@ -260,19 +260,19 @@ namespace FirstPlugin
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shape.Color.VertexData[v].W).Normalized();
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}
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if (shape.TexCoord0 != null)
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if (shape.TexCoord0.VertexData != null)
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{
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vert.uv0 = new OpenTK.Vector2(
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shape.TexCoord0.VertexData[v].X,
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shape.TexCoord0.VertexData[v].Y);
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}
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if (shape.TexCoord1 != null)
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if (shape.TexCoord1.VertexData != null)
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{
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}
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if (shape.TexCoord2 != null)
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if (shape.TexCoord2.VertexData != null)
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{
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}
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@ -296,7 +296,7 @@ namespace FirstPlugin
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bool HasWeights = shape.Primatives[0].SkinningMode == SkinningMode.SMOOTH_SKINNING;
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/* if (shape.BoneIndices != null && HasSkinning && shape.BoneIndices.VertexData.Length > v)
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/* if (shape.BoneIndices.VertexData != null && HasSkinning && shape.BoneIndices.VertexData.Length > v)
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{
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var BoneIndices = shape.BoneIndices.VertexData[v];
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for (int j = 0; j < shape.boneDimension; j++)
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@ -305,7 +305,7 @@ namespace FirstPlugin
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vert.boneIds.Add((int)index);
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}
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}
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if (shape.BoneWeights != null && HasWeights && shape.BoneWeights.VertexData.Length > v)
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if (shape.BoneWeights.VertexData != null && HasWeights && shape.BoneWeights.VertexData.Length > v)
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{
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var BoneWeights = shape.BoneWeights.VertexData[v];
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for (int j = 0; j < shape.boneDimension; j++)
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