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walk siblings before children, fixes some of the transparency drawing issues in ocean hunter
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@ -332,6 +332,11 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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node2Ptr = node[0x08 - m_offset];
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node2Ptr = node[0x08 - m_offset];
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matrixOffset = node[0x03 - m_offset] & 0xFFF;
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matrixOffset = node[0x03 - m_offset] & 0xFFF;
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// seems to indicate second link is invalid (fixes circular references)
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if ((node[0x00] & 0x07) != 0x06) {
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DescendNodePtr(node2Ptr);
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}
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x = *(float *)&node[0x04 - m_offset]; // magic numbers everywhere !
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x = *(float *)&node[0x04 - m_offset]; // magic numbers everywhere !
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y = *(float *)&node[0x05 - m_offset];
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y = *(float *)&node[0x05 - m_offset];
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z = *(float *)&node[0x06 - m_offset];
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z = *(float *)&node[0x06 - m_offset];
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@ -384,11 +389,6 @@ void CNew3D::DescendCullingNode(UINT32 addr)
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// Proceed to second link
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// Proceed to second link
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m_modelMat.PopMatrix();
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m_modelMat.PopMatrix();
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// seems to indicate second link is invalid (fixes circular references)
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if ((node[0x00] & 0x07) != 0x06) {
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DescendNodePtr(node2Ptr);
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}
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// Restore old texture offsets
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// Restore old texture offsets
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m_nodeAttribs.Pop();
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m_nodeAttribs.Pop();
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}
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}
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