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huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for wchar_t* This was SVN commit r7161.
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@@ -35,7 +35,7 @@
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#include "ps/Profile.h"
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#include "ps/CLogger.h"
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#define LOG_CATEGORY "graphics"
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#define LOG_CATEGORY L"graphics"
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Constructor
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@@ -213,9 +213,9 @@ void CModel::CalcAnimatedObjectBound(CSkeletonAnimDef* anim,CBound& result)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// BuildAnimation: load raw animation frame animation from given file, and build a
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// animation specific to this model
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CSkeletonAnim* CModel::BuildAnimation(const char* filename, const char* name, float speed, double actionpos, double actionpos2)
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CSkeletonAnim* CModel::BuildAnimation(const VfsPath& pathname, const char* name, float speed, double actionpos, double actionpos2)
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{
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CSkeletonAnimDef* def = m_SkeletonAnimManager.GetAnimation(filename);
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CSkeletonAnimDef* def = m_SkeletonAnimManager.GetAnimation(pathname);
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if (!def) return NULL;
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@@ -395,7 +395,7 @@ bool CModel::SetAnimation(CSkeletonAnim* anim, bool once, float speed, CSkeleton
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if (anim->m_AnimDef && anim->m_AnimDef->GetNumKeys() != m_pModelDef->GetNumBones()) {
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// mismatch between model's skeleton and animation's skeleton
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LOG(CLogger::Error, LOG_CATEGORY, "Mismatch between model's skeleton and animation's skeleton (%lu model bones != %lu animation keys)",
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LOG(CLogger::Error, LOG_CATEGORY, L"Mismatch between model's skeleton and animation's skeleton (%lu model bones != %lu animation keys)",
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(unsigned long)m_pModelDef->GetNumBones(), (unsigned long)anim->m_AnimDef->GetNumKeys());
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return false;
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}
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