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Make DynOS generate a bin for every Geo Layout
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@ -1813,8 +1813,13 @@ void DynOS_Gfx_GeneratePack(const SysPath &aPackFolder) {
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}
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// Generate a binary file for each actor found in the GfxData
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#ifdef COOP
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for (auto &_GeoNode : _GfxData->mGeoLayouts) {
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String _GeoRootName = _GeoNode->mName;
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#else
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for (s32 i = 0; i != DynOS_Geo_GetActorCount(); ++i) {
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String _GeoRootName = DynOS_Geo_GetActorName(i);
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#endif
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DataNode<GeoLayout> *_GeoRoot = GetGeoLayout(_GfxData, _GeoRootName);
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if (_GeoRoot != NULL) {
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@ -1852,8 +1857,13 @@ void DynOS_Gfx_GeneratePack(const SysPath &aPackFolder) {
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SysPath _AnimsFolder = fstring("%s/%s/anims", aPackFolder.c_str(), _ActorFolder.begin());
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ScanAnimationFolder(_GfxData, _AnimsFolder);
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#ifdef COOP
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// Create table for player model animations
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if ((_GeoRootName == "mario_geo" || _GeoRootName == "luigi_geo" || _GeoRootName == "toad_player_geo" || _GeoRootName == "wario_geo" || _GeoRootName == "waluigi_geo") && !_GfxData->mAnimations.Empty()) {
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#else
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// Create table for mario_geo animations or luigi_geo animations
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if ((_GeoRootName == "mario_geo" || _GeoRootName == "luigi_geo") && !_GfxData->mAnimations.Empty()) {
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#endif
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_GfxData->mAnimationTable.Resize(256);
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for (s32 i = 0; i != 256; ++i) {
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String _AnimName("anim_%02X", i);
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