Quote:
In ObjSerializeOpt.cpp
MoverEquip.cpp
Mover.h
Mover.cpp
Und in den Versioncommon.h #define __PMA_WING
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Der Eintrag in der MoverRender wurde vergessen.
Unter:
#endif //__CLIENT
#ifdef __PMA_WING
D3DXMATRIX mMask = m_matWorld;
if( m_pMask && !m_pRide && ( IsMode( TRANSPARENT_MODE ) == 0 || IsActiveMover() ) )
{
m_pMask->m_nNoEffect = m_pModel->m_nNoEffect;
//D3DXMATRIX mRide = m_matWorld;
static const int SPINE1_BONE = 4; // ¸ö ºÎ±Ù ôÃß(³¯°³ÀÇ ¿òÁ÷ÀÓÀº ij¸¯ÅÍ ¸öÀÇ ¿òÁ÷ÀÓÀ» µû¸¥´Ù)
static const int SPINE2_BONE = 5; // ¸ñ ºÎ±Ù ôÃß(³¯°³°¡ ¸öÀÇ ¿òÁ÷ÀÓÀ» µû¸£´õ¶óµµ À§Ä¡´Â ¸ñ ºÎ±Ù¿¡ ºÙÀδÙ)
D3DXMATRIX* pmatSpine1Bone = pModel->GetMatrixBone( SPINE1_BONE );
D3DXMATRIX* pmatSpine2Bone = pModel->GetMatrixBone( SPINE2_BONE );
if( pmatSpine1Bone && pmatSpine2Bone )
{
D3DXMATRIX matEvent;
D3DXMatrixIdentity( &matEvent );
pd3dDevice->SetTransform( D3DTS_WORLD, &m_matWorld );
D3DXMatrixTranslation( &matEvent, 0.2f, 0.0f, 0.1f );
D3DXMATRIX matRotation;
D3DXMatrixIdentity( &matRotation );
D3DXMatrixRotationX( &matRotation, D3DXToRadian( 180 ) );
D3DXMatrixMultiply( &matEvent, &matRotation, &matEvent );
D3DXMatrixRotationZ( &matRotation, D3DXToRadian( -90 ) );
D3DXMatrixMultiply( &matEvent, &matRotation, &matEvent );
D3DXMatrixMultiply( &matEvent, &matEvent, pmatSpine1Bone );
D3DXMatrixMultiply( &mMask, &matEvent, &m_matWorld );
}
m_pMask->SetTextureEx(m_pMask->m_pModelElem->m_nTextureEx);
m_pMask->Render( pd3dDevice, &mMask );
m_pMask->m_nNoEffect = 0;
}
#endif