staticanimphys.cpp 17 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWPhys *
  23. * *
  24. * $Archive:: /Commando/Code/wwphys/staticanimphys.cpp $*
  25. * *
  26. * Original Author:: Greg Hjelstrom *
  27. * *
  28. * $Author:: Greg_h $*
  29. * *
  30. * $Modtime:: 8/18/01 6:17p $*
  31. * *
  32. * $Revision:: 43 $*
  33. * *
  34. *---------------------------------------------------------------------------------------------*
  35. * Functions: *
  36. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  37. #include "staticanimphys.h"
  38. #include "colmathaabox.h"
  39. #include "physinttest.h"
  40. #include "bitstream.h"
  41. #include "wwphysids.h"
  42. #include "persistfactory.h"
  43. #include "simpledefinitionfactory.h"
  44. #include "movephys.h"
  45. #include "hanim.h"
  46. #include "mesh.h"
  47. #include "boxrobj.h"
  48. #include "wwhack.h"
  49. #include "wwprofile.h"
  50. #include "assetmgr.h"
  51. #include "vertmaterial.h"
  52. #include "dx8wrapper.h"
  53. DECLARE_FORCE_LINK(staticanimphys);
  54. /********************************************************************************************
  55. **
  56. ** StaticAnimPhysClass Implementation
  57. **
  58. ********************************************************************************************/
  59. /*
  60. ** Declare a PersistFactory for StaticAnimPhysClass. This enables the class to save and load.
  61. */
  62. SimplePersistFactoryClass<StaticAnimPhysClass,PHYSICS_CHUNKID_STATICANIMPHYS> _StaticAnimPhysFactory;
  63. /*
  64. ** Chunk ID's used by StaticAnimPhysClass
  65. */
  66. enum
  67. {
  68. STATICANIMPHYS_CHUNK_STATICPHYS = 0x01170010,
  69. STATICANIMPHYS_CHUNK_VARIABLES,
  70. STATICANIMPHYS_CHUNK_ANIMMANAGER,
  71. OBSOLETE_STATICANIMPHYS_VARIABLE_DEFID = 0x00,
  72. STATICANIMPHYS_VARIABLE_COLLISIONMODE,
  73. };
  74. StaticAnimPhysClass::StaticAnimPhysClass(void) :
  75. AnimManager(*this),
  76. ShadowProjector(NULL)
  77. {
  78. Set_Collision_Group(0xF); //Hardcoding this???
  79. }
  80. StaticAnimPhysClass::~StaticAnimPhysClass(void)
  81. {
  82. if (ShadowProjector != NULL) {
  83. PhysicsSceneClass::Get_Instance()->Remove_Static_Texture_Projector(ShadowProjector);
  84. ShadowProjector->Release_Ref();
  85. ShadowProjector = NULL;
  86. }
  87. }
  88. void StaticAnimPhysClass::Init(const StaticAnimPhysDefClass & def)
  89. {
  90. StaticPhysClass::Init(def);
  91. ProjectorManager.Init(def.ProjectorManagerDef,Model);
  92. AnimManager.Init(def.AnimManagerDef);
  93. }
  94. void StaticAnimPhysClass::Set_Model(RenderObjClass * model)
  95. {
  96. // call parent class
  97. StaticPhysClass::Set_Model(model);
  98. Update_Cached_Model_Parameters();
  99. }
  100. void StaticAnimPhysClass::Vis_Render(SpecialRenderInfoClass & rinfo)
  101. {
  102. if (Model != NULL) {
  103. // static anim objects need to render their bounding box so temporarily make it visible:
  104. int was_hidden = 0;
  105. RenderObjClass * bbox = Model->Get_Sub_Object_By_Name("BoundingBox");
  106. if (bbox != NULL) {
  107. was_hidden = bbox->Is_Hidden();
  108. bbox->Set_Hidden(false);
  109. }
  110. StaticPhysClass::Vis_Render(rinfo);
  111. if (bbox != NULL) {
  112. bbox->Set_Hidden(was_hidden);
  113. bbox->Release_Ref();
  114. }
  115. }
  116. }
  117. void StaticAnimPhysClass::Update_Cached_Model_Parameters(void)
  118. {
  119. // check if there is a collideable mesh in the model and cache a pointer to it.
  120. AnimManager.Update_Cached_Model_Parameters();
  121. }
  122. void StaticAnimPhysClass::Update_Sun_Status(void)
  123. {
  124. float MAX_XYSIZE2 = 15.0f * 15.0f;
  125. // weird... well, I cant have all static objects check for the sun but
  126. // "small" "animated" ones should (like doors and elevators). So, leapfrog
  127. // past our parent class back to the default behavior. Ug...
  128. AABoxClass box;
  129. Model->Get_Obj_Space_Bounding_Box(box);
  130. float xysize2 = box.Extent.X * box.Extent.X + box.Extent.Y * box.Extent.Y;
  131. if (xysize2 < MAX_XYSIZE2) {
  132. PhysClass::Update_Sun_Status();
  133. } else {
  134. Set_Flag(IS_IN_THE_SUN,true);
  135. }
  136. }
  137. void StaticAnimPhysClass::Set_Shadow(TexProjectClass * shadow)
  138. {
  139. if (ShadowProjector != NULL) {
  140. PhysicsSceneClass::Get_Instance()->Remove_Static_Texture_Projector(ShadowProjector);
  141. ShadowProjector->Release_Ref();
  142. ShadowProjector = NULL;
  143. }
  144. ShadowProjector = shadow;
  145. if (ShadowProjector != NULL) {
  146. ShadowProjector->Add_Ref();
  147. ShadowProjector->Enable_Affect_Static_Objects(false);
  148. PhysicsSceneClass::Get_Instance()->Add_Static_Texture_Projector(ShadowProjector);
  149. }
  150. }
  151. void StaticAnimPhysClass::Debug_Display_Shadow(const Vector2 & v0,const Vector2 & v1)
  152. {
  153. if (ShadowProjector != NULL) {
  154. TextureClass * tex = ShadowProjector->Peek_Texture();
  155. if (tex != NULL) {
  156. ShaderClass shader = ShaderClass::_PresetOpaqueShader;
  157. VertexMaterialClass * vmtl = VertexMaterialClass::Get_Preset(VertexMaterialClass::PRELIT_NODIFFUSE);
  158. DX8Wrapper::Set_Shader(shader);
  159. DX8Wrapper::Set_Material(vmtl);
  160. Matrix4 view,proj;
  161. Matrix4 identity(true);
  162. DX8Wrapper::Get_Transform(D3DTS_VIEW,view);
  163. DX8Wrapper::Get_Transform(D3DTS_PROJECTION,proj);
  164. DX8Wrapper::Set_Transform(D3DTS_WORLD,identity);
  165. DX8Wrapper::Set_Transform(D3DTS_VIEW,identity);
  166. DX8Wrapper::Set_Transform(D3DTS_PROJECTION,identity);
  167. DX8Wrapper::Set_Texture(0,tex);
  168. DynamicVBAccessClass vbaccess(BUFFER_TYPE_DYNAMIC_DX8,dynamic_fvf_type,4);
  169. {
  170. DynamicVBAccessClass::WriteLockClass lock(&vbaccess);
  171. VertexFormatXYZNDUV2 * verts = lock.Get_Formatted_Vertex_Array();
  172. verts[0].x = -1.0f;
  173. verts[0].y = 0.8f;
  174. verts[0].z = 0.0;
  175. verts[0].u1 = 0.0f;
  176. verts[0].v1 = 0.0f;
  177. verts[0].diffuse = 0xFFFFFFFF;
  178. verts[1].x = -1.0f;
  179. verts[1].y = 0.3f;
  180. verts[1].z = 0.0;
  181. verts[1].u1 = 0.0f;
  182. verts[1].v1 = 1.0f;
  183. verts[1].diffuse = 0xFFFFFFFF;
  184. verts[2].x = -0.5f;
  185. verts[2].y = 0.3f;
  186. verts[2].z = 0.0;
  187. verts[2].u1 = 1.0f;
  188. verts[2].v1 = 1.0f;
  189. verts[2].diffuse = 0xFFFFFFFF;
  190. verts[3].x = -0.5f;
  191. verts[3].y = 0.8f;
  192. verts[3].z = 0.0;
  193. verts[3].u1 = 1.0f;
  194. verts[3].v1 = 0.0f;
  195. verts[3].diffuse = 0xFFFFFFFF;
  196. }
  197. DynamicIBAccessClass ibaccess(BUFFER_TYPE_DYNAMIC_DX8,2*3);
  198. {
  199. DynamicIBAccessClass::WriteLockClass lock(&ibaccess);
  200. unsigned short * indices = lock.Get_Index_Array();
  201. indices[0] = 0;
  202. indices[1] = 1;
  203. indices[2] = 2;
  204. indices[3] = 0;
  205. indices[4] = 2;
  206. indices[5] = 3;
  207. }
  208. DX8Wrapper::Set_Vertex_Buffer(vbaccess);
  209. DX8Wrapper::Set_Index_Buffer(ibaccess,0);
  210. DX8Wrapper::Draw_Triangles(0,2,0,4);
  211. DX8Wrapper::Set_Transform(D3DTS_VIEW,view);
  212. DX8Wrapper::Set_Transform(D3DTS_PROJECTION,proj);
  213. REF_PTR_RELEASE(vmtl);
  214. }
  215. }
  216. }
  217. bool StaticAnimPhysClass::Needs_Timestep(void)
  218. {
  219. return true;
  220. }
  221. void StaticAnimPhysClass::Timestep(float dt)
  222. {
  223. WWPROFILE("StaticAnim::Timestep");
  224. /*
  225. ** Let the animation manager handle progressing the animation, checking
  226. ** for collisions, and managing any "riders"
  227. */
  228. AnimManager.Timestep(dt);
  229. /*
  230. ** update projectors
  231. */
  232. ProjectorManager.Update_From_Model(Model);
  233. }
  234. bool StaticAnimPhysClass::Internal_Link_Rider(PhysClass * rider)
  235. {
  236. AnimManager.Link_Rider(rider);
  237. return true;
  238. }
  239. bool StaticAnimPhysClass::Internal_Unlink_Rider(PhysClass * rider)
  240. {
  241. AnimManager.Unlink_Rider(rider);
  242. return true;
  243. }
  244. void StaticAnimPhysClass::Save_State(ChunkSaveClass & csave)
  245. {
  246. csave.Begin_Chunk(STATICANIMPHYS_CHUNK_ANIMMANAGER);
  247. AnimManager.Save(csave);
  248. csave.End_Chunk();
  249. }
  250. void StaticAnimPhysClass::Load_State(ChunkLoadClass & cload)
  251. {
  252. while (cload.Open_Chunk()) {
  253. switch(cload.Cur_Chunk_ID())
  254. {
  255. case STATICANIMPHYS_CHUNK_ANIMMANAGER:
  256. AnimManager.Load(cload);
  257. break;
  258. default:
  259. WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
  260. break;
  261. }
  262. cload.Close_Chunk();
  263. }
  264. }
  265. const PersistFactoryClass & StaticAnimPhysClass::Get_Factory(void) const
  266. {
  267. return _StaticAnimPhysFactory;
  268. }
  269. bool StaticAnimPhysClass::Save(ChunkSaveClass &csave)
  270. {
  271. csave.Begin_Chunk(STATICANIMPHYS_CHUNK_STATICPHYS);
  272. StaticPhysClass::Save(csave);
  273. csave.End_Chunk();
  274. csave.Begin_Chunk(STATICANIMPHYS_CHUNK_ANIMMANAGER);
  275. AnimManager.Save(csave);
  276. csave.End_Chunk();
  277. return true;
  278. }
  279. bool StaticAnimPhysClass::Load(ChunkLoadClass &cload)
  280. {
  281. int legacy_collision_mode = -1;
  282. /*
  283. ** Read in the chunks from the file
  284. */
  285. while (cload.Open_Chunk()) {
  286. switch(cload.Cur_Chunk_ID())
  287. {
  288. case STATICANIMPHYS_CHUNK_STATICPHYS:
  289. StaticPhysClass::Load(cload);
  290. break;
  291. case STATICANIMPHYS_CHUNK_VARIABLES:
  292. while (cload.Open_Micro_Chunk()) {
  293. switch(cload.Cur_Micro_Chunk_ID()) {
  294. READ_MICRO_CHUNK(cload,STATICANIMPHYS_VARIABLE_COLLISIONMODE,legacy_collision_mode);
  295. }
  296. cload.Close_Micro_Chunk();
  297. }
  298. break;
  299. case STATICANIMPHYS_CHUNK_ANIMMANAGER:
  300. AnimManager.Load(cload);
  301. break;
  302. default:
  303. WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
  304. break;
  305. }
  306. cload.Close_Chunk();
  307. }
  308. if (legacy_collision_mode != -1) {
  309. AnimManager.Set_Collision_Mode((AnimCollisionManagerClass::CollisionModeType)legacy_collision_mode);
  310. }
  311. SaveLoadSystemClass::Register_Post_Load_Callback(this);
  312. return true;
  313. }
  314. void StaticAnimPhysClass::On_Post_Load(void)
  315. {
  316. StaticPhysClass::On_Post_Load();
  317. /*
  318. ** Always re-initialize any variables which depend on the model
  319. */
  320. Update_Cached_Model_Parameters();
  321. /*
  322. ** Re-Initialize our projector.
  323. */
  324. StaticAnimPhysDefClass * definition = Get_StaticAnimPhysDef();
  325. if (definition != NULL) {
  326. ProjectorManager.Init(definition->ProjectorManagerDef,Model);
  327. }
  328. }
  329. /********************************************************************************************
  330. **
  331. ** StaticAnimPhysDefClass Implementation
  332. **
  333. ** Virtual constructor mechanism for StaticAnimPhysClass's and also the hook into the editor
  334. **
  335. ********************************************************************************************/
  336. /*
  337. ** Persist factory for StaticAnimPhysDefClass's
  338. */
  339. SimplePersistFactoryClass<StaticAnimPhysDefClass,PHYSICS_CHUNKID_STATICANIMPHYSDEF> _StaticAnimPhysDefFactory;
  340. /*
  341. ** Definition factory for StaticAnimPhysDefClass. This makes it show up in the editor
  342. */
  343. DECLARE_DEFINITION_FACTORY(StaticAnimPhysDefClass, CLASSID_STATICANIMPHYSDEF, "StaticAnimPhys") _StaticAnimPhysDefDefFactory;
  344. /*
  345. ** Chunk ID's used by StaticAnimPhysDefClass
  346. */
  347. enum
  348. {
  349. STATICANIMPHYSDEF_CHUNK_STATICPHYSDEF = 0x055110100, // (parent class)
  350. STATICANIMPHYSDEF_CHUNK_PROJECTORMANAGERDEF,
  351. STATICANIMPHYSDEF_CHUNK_VARIABLES,
  352. STATICANIMPHYSDEF_CHUNK_ANIMMANAGERDEF,
  353. STATICANIMPHYSDEF_VARIABLE_COLLISIONMODE = 0x00,
  354. STATICANIMPHYSDEF_VARIABLE_SHADOWDYNAMICOBJS,
  355. STATICANIMPHYSDEF_VARIABLE_SHADOWISADDITIVE,
  356. STATICANIMPHYSDEF_VARIABLE_SHADOWIGNORESZROTATION,
  357. STATICANIMPHYSDEF_VARIABLE_SHADOWFARZ,
  358. STATICANIMPHYSDEF_VARIABLE_SHADOWINTENSITY,
  359. STATICANIMPHYSDEF_VARIABLE_SHADOWNEARZ,
  360. STATICANIMPHYSDEF_VARIABLE_ANIMATIONNAME,
  361. STATICANIMPHYSDEF_VARIABLE_COLLIDEINPATHFIND,
  362. STATICANIMPHYSDEF_VARIABLE_ISCOSMETIC,
  363. };
  364. StaticAnimPhysDefClass::StaticAnimPhysDefClass(void) :
  365. ShadowDynamicObjs(false),
  366. ShadowIsAdditive(false),
  367. ShadowIgnoresZRotation(true),
  368. ShadowNearZ(0.5f),
  369. ShadowFarZ(5.0f),
  370. ShadowIntensity(0.5f),
  371. DoesCollideInPathfind(false),
  372. IsCosmetic(false)
  373. {
  374. // Add the misc flags to the editable interface
  375. EDITABLE_PARAM(StaticAnimPhysDefClass, ParameterClass::TYPE_BOOL, IsCosmetic);
  376. EDITABLE_PARAM(StaticAnimPhysDefClass, ParameterClass::TYPE_BOOL, DoesCollideInPathfind);
  377. // Make the animation manager variables editable
  378. ANIMCOLLISIONMANAGERDEF_EDITABLE_PARAMS( StaticAnimPhysDefClass , AnimManagerDef );
  379. // Make the projector manager variables editable
  380. PROJECTORMANAGERDEF_EDITABLE_PARAMS( StaticAnimPhysDefClass , ProjectorManagerDef );
  381. // make the shadow parameters editable
  382. PARAM_SEPARATOR(StaticAnimPhysDefClass, "Shadow Settings");
  383. EDITABLE_PARAM(StaticAnimPhysDefClass, ParameterClass::TYPE_BOOL, ShadowDynamicObjs);
  384. EDITABLE_PARAM(StaticAnimPhysDefClass, ParameterClass::TYPE_BOOL, ShadowIsAdditive);
  385. EDITABLE_PARAM(StaticAnimPhysDefClass, ParameterClass::TYPE_BOOL, ShadowIgnoresZRotation);
  386. FLOAT_EDITABLE_PARAM(StaticAnimPhysDefClass, ShadowNearZ, 1.0f, 100.0f);
  387. FLOAT_EDITABLE_PARAM(StaticAnimPhysDefClass, ShadowFarZ, 1.0f, 100.0f);
  388. FLOAT_EDITABLE_PARAM(StaticAnimPhysDefClass, ShadowIntensity, 0.0f, 1.0f);
  389. }
  390. uint32 StaticAnimPhysDefClass::Get_Class_ID (void) const
  391. {
  392. return CLASSID_STATICANIMPHYSDEF;
  393. }
  394. PersistClass * StaticAnimPhysDefClass::Create(void) const
  395. {
  396. StaticAnimPhysClass * obj = NEW_REF(StaticAnimPhysClass,());
  397. obj->Init(*this);
  398. return obj;
  399. }
  400. const PersistFactoryClass & StaticAnimPhysDefClass::Get_Factory (void) const
  401. {
  402. return _StaticAnimPhysDefFactory;
  403. }
  404. bool StaticAnimPhysDefClass::Is_Type(const char * type_name)
  405. {
  406. if (stricmp(type_name,StaticAnimPhysDefClass::Get_Type_Name()) == 0) {
  407. return true;
  408. } else {
  409. return StaticPhysDefClass::Is_Type(type_name);
  410. }
  411. }
  412. bool StaticAnimPhysDefClass::Save(ChunkSaveClass &csave)
  413. {
  414. csave.Begin_Chunk(STATICANIMPHYSDEF_CHUNK_STATICPHYSDEF);
  415. StaticPhysDefClass::Save(csave);
  416. csave.End_Chunk();
  417. csave.Begin_Chunk(STATICANIMPHYSDEF_CHUNK_PROJECTORMANAGERDEF);
  418. ProjectorManagerDef.Save(csave);
  419. csave.End_Chunk();
  420. csave.Begin_Chunk(STATICANIMPHYSDEF_CHUNK_ANIMMANAGERDEF);
  421. AnimManagerDef.Save(csave);
  422. csave.End_Chunk();
  423. csave.Begin_Chunk(STATICANIMPHYSDEF_CHUNK_VARIABLES);
  424. WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWDYNAMICOBJS,ShadowDynamicObjs);
  425. WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWISADDITIVE,ShadowIsAdditive);
  426. WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWIGNORESZROTATION,ShadowIgnoresZRotation);
  427. WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWFARZ,ShadowFarZ);
  428. WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWINTENSITY,ShadowIntensity);
  429. WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_SHADOWNEARZ,ShadowNearZ);
  430. WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_COLLIDEINPATHFIND,DoesCollideInPathfind);
  431. WRITE_MICRO_CHUNK(csave,STATICANIMPHYSDEF_VARIABLE_ISCOSMETIC,IsCosmetic);
  432. csave.End_Chunk();
  433. return true;
  434. }
  435. bool StaticAnimPhysDefClass::Load(ChunkLoadClass &cload)
  436. {
  437. while (cload.Open_Chunk()) {
  438. switch(cload.Cur_Chunk_ID()) {
  439. case STATICANIMPHYSDEF_CHUNK_STATICPHYSDEF:
  440. StaticPhysDefClass::Load(cload);
  441. break;
  442. case STATICANIMPHYSDEF_CHUNK_PROJECTORMANAGERDEF:
  443. ProjectorManagerDef.Load(cload);
  444. break;
  445. case STATICANIMPHYSDEF_CHUNK_ANIMMANAGERDEF:
  446. AnimManagerDef.Load(cload);
  447. break;
  448. case STATICANIMPHYSDEF_CHUNK_VARIABLES:
  449. while (cload.Open_Micro_Chunk()) {
  450. switch(cload.Cur_Micro_Chunk_ID()) {
  451. // NOTE: these two variables/microchunks have been moved into the animation manager.
  452. READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_COLLISIONMODE,AnimManagerDef.CollisionMode);
  453. READ_MICRO_CHUNK_WWSTRING(cload,STATICANIMPHYSDEF_VARIABLE_ANIMATIONNAME,AnimManagerDef.AnimationName);
  454. READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWDYNAMICOBJS,ShadowDynamicObjs);
  455. READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWISADDITIVE,ShadowIsAdditive);
  456. READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWIGNORESZROTATION,ShadowIgnoresZRotation);
  457. READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWFARZ,ShadowFarZ);
  458. READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWINTENSITY,ShadowIntensity);
  459. READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_SHADOWNEARZ,ShadowNearZ);
  460. READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_COLLIDEINPATHFIND,DoesCollideInPathfind);
  461. READ_MICRO_CHUNK(cload,STATICANIMPHYSDEF_VARIABLE_ISCOSMETIC,IsCosmetic);
  462. }
  463. cload.Close_Micro_Chunk();
  464. }
  465. break;
  466. default:
  467. WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
  468. break;
  469. }
  470. cload.Close_Chunk();
  471. }
  472. return true;
  473. }