Пример #1
0
void CModel::DeleteSequence(CSequence* deleteSequence)
{
	// linklist is only 1-way, so we need to find the stage previous to this (if any)...

	CSequence* prevSequence = NULL;
	CSequence* scanSequence = GetFirstSequence();

	while (scanSequence && scanSequence != deleteSequence)
	{
		prevSequence = scanSequence;
		scanSequence = scanSequence->GetNext();
	}
	if (scanSequence == deleteSequence)
	{
		// we found it, so was this the first sequence in the list?

		if (prevSequence)
		{
			prevSequence->SetNext(scanSequence->GetNext());	// ...no
		}
		else
		{
			m_sequences = scanSequence->GetNext();			// ...yes
		}
		scanSequence->Delete();
	}
}
Пример #2
0
int CModel::AnimEnumInUse(LPCSTR psAnimEnum)
{
	int iCount = 0;
	if (strlen(psAnimEnum))	// added for G2 models, which don't necessarily use enums yet
	{		
		CSequence *curSequence = GetFirstSequence();

		while (curSequence)
		{
			if (!strcmp(psAnimEnum,curSequence->GetEnum()))
			{
				iCount++;// return true;
			}

			// new bit, ask the additional sequences as well...
			//
			for (int i=0; i<MAX_ADDITIONAL_SEQUENCES; i++)
			{
				if (!strcmp(psAnimEnum,curSequence->AdditionalSeqs[i]->GetEnum()))
				{
					iCount++;// return true;
				}
			}

			curSequence = curSequence->GetNext();
		}
	}
	return iCount;//false;
}
Пример #3
0
void CModel::ReOrderSequences()
{
	typedef vector<CSequence*> sequences_t; sequences_t sequences;

	// add sequences to list...

	CSequence *curSequence = m_sequences;
	while (curSequence)
	{
		sequences.push_back(curSequence);
		curSequence = curSequence->GetNext();
	}

	// re-order sequences...

	qsort( (void *)&sequences[0], (size_t)(sequences.size()), sizeof(CSequence *), ModelSequenceCompareFunc );

	// now rebuild links...

	int iTotMasterSequences = GetTotMasterSequences();	// this needs to be eval'd here, you can't do it in the for-next below
	m_sequences = NULL;
	for (int i=0; i<iTotMasterSequences; i++)
	{
		curSequence = sequences[i];
		curSequence->SetNext(NULL);

		AddSequence(curSequence);
	}

	Resequence();
}
Пример #4
0
void CModel::AddSequence(CSequence* sequence)
{
	if (m_sequences == NULL)
	{
		m_sequences = sequence;
	}
	else
	{
		CSequence* curSequence = m_sequences;
		while(curSequence->GetNext() != NULL)
		{
			curSequence = curSequence->GetNext();
		}
		curSequence->SetNext(sequence);
	}
}
Пример #5
0
int CModel::GetTotMasterSequences()
{
	int tot = 0;
	CSequence* curSequence = m_sequences;
	while(curSequence != NULL)
	{
		tot++;
		curSequence = curSequence->GetNext();
	}
	return tot;
}
Пример #6
0
void CModel::GetMasterEnumBoundaryFrameNumbers(int *piFirstFrameAfterBOTH, int *piFirstFrameAfterTORSO)
{
	ENUMTYPE prevET = ET_INVALID;
	int iFirstFrameAfterBOTH = 0;
	int iFirstFrameAfterTORSO= 0;	
	
	CSequence* curSequence = m_sequences;
	while(curSequence != NULL)
	{
		ENUMTYPE thisET = curSequence->GetEnumType();

		// update any frame markers first...

		if (prevET == ET_BOTH && thisET != ET_BOTH)
		{
			iFirstFrameAfterBOTH = curSequence->GetTargetFrame();
			iFirstFrameAfterTORSO= curSequence->GetTargetFrame();	// set this as well in case there are no TORSOs at all
		}

		if (prevET == ET_TORSO && thisET != ET_TORSO)
		{
			iFirstFrameAfterTORSO= curSequence->GetTargetFrame();	
		}

		prevET = thisET;

		curSequence = curSequence->GetNext();
	}
	// bug fix, if there are no leg frames at all, then we need to check if the ...AfterTORSO marker needs moving...

	if (prevET == ET_BOTH)
	{
		iFirstFrameAfterBOTH = GetTotFrames();
		iFirstFrameAfterTORSO= GetTotFrames();
	}
	if (prevET == ET_TORSO)
	{		
		iFirstFrameAfterTORSO = GetTotFrames();
	}

	if (piFirstFrameAfterBOTH)
	{
		*piFirstFrameAfterBOTH = iFirstFrameAfterBOTH;
	}

	if (piFirstFrameAfterTORSO)
	{
		*piFirstFrameAfterTORSO= iFirstFrameAfterTORSO;
	}
}
Пример #7
0
LPCSTR CModel::GLAName(void)
{
	CSequence* curSequence = GetFirstSequence();
	while (curSequence)
	{
		if (curSequence->IsGLA())
		{
			return curSequence->GetName();
		}
		curSequence = curSequence->GetNext();
	}

	return NULL;
}
Пример #8
0
bool CModel::HasGLA()
{
	CSequence* curSequence = GetFirstSequence();
	while (curSequence)
	{
		if (curSequence->IsGLA())
		{
			return true;
		}
		curSequence = curSequence->GetNext();
	}

	return false;
}
Пример #9
0
void CModel::Delete()
{
	while(m_comments != NULL)
	{
		CComment* curComment = m_comments;
		m_comments = curComment->GetNext();
		curComment->Delete();
	}
	while(m_sequences != NULL)
	{
		CSequence* curSequence = m_sequences;
		m_sequences = curSequence->GetNext();
		curSequence->Delete();
	}
	if (m_name != NULL)
	{
		free(m_name);
		m_name = NULL;
	}
	if (m_path != NULL)
	{
		free(m_path);
		m_path = NULL;
	}
	if (m_psSkelPath != NULL)
	{
		free(m_psSkelPath);
		m_psSkelPath = NULL;
	}
	if (m_psMakeSkelPath != NULL)
	{
		free(m_psMakeSkelPath);
		m_psMakeSkelPath = NULL;
	}
	if (m_psRefGLAPath != NULL)
	{
		free(m_psRefGLAPath);
		m_psRefGLAPath = NULL;
	}
	m_curSequence = NULL;

	PCJList_Clear();	// not really necessary, but useful reminder

	delete this;
}
Пример #10
0
int CModel::GetTotSequences()
{
	int tot = 0;
	CSequence* curSequence = m_sequences;
	while(curSequence != NULL)
	{
		tot++;

		for (int i=0; i<MAX_ADDITIONAL_SEQUENCES; i++)
		{
			if (curSequence->AdditionalSeqs[i]->AdditionalSequenceIsValid())
				tot++;
		}

		curSequence = curSequence->GetNext();
	}
	return tot;
}
Пример #11
0
bool CModel::ContainsFile(LPCSTR psFilename)
{	
	if (m_sequences == NULL)
	{
		return false;
	}
	else
	{
		CSequence* curSequence = m_sequences;
		while(curSequence)
		{
			if (_stricmp(curSequence->GetPath(),psFilename)==0)
				return true;
			curSequence = curSequence->GetNext();
		}		
	}

	return false;
}
Пример #12
0
bool CModel::WriteExternal(bool bPromptForNames, bool& bCFGWritten)
{
	bCFGWritten = false;

	CString filename;
	if (bPromptForNames)
	{
		CString strInitialPrompt(ghAssimilateView->GetDocument()->GetPathName());
		Filename_RemoveFilename(strInitialPrompt);
		strInitialPrompt.Replace("/","\\");
		strInitialPrompt += "\\";
		strInitialPrompt += sANIMATION_CFG_NAME;
		
		CFileDialog dialog(FALSE, ".cfg", strInitialPrompt, OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT, "Config Data Files (*.cfg)|*.cfg|All Files (*.*)|*.*||", NULL);
		if (dialog.DoModal() != IDOK)
		{
			return false;
		}
		filename = dialog.GetPathName();	// eg. {"Q:\quake\baseq3\models\players\ste_assimilate_test\ste_assimilate_test.cfg"}
	}
	else
	{
		filename = ((CAssimilateApp*)AfxGetApp())->GetQuakeDir();
		filename+= GetPath();
		filename.MakeLower();
		filename.Replace('\\', '/');
		int loc = filename.Find(m_name);//"/root");
		if (loc>=0)
		{
			filename = filename.Left(loc+strlen(m_name));
		}
		// dup the dirname to use as the model name... (eg "/.../.../klingon" becomes "/.../.../klingon/klingon"
		filename += "/"; filename += sANIMATION_CFG_NAME;	
	}
	CTxtFile* file = CTxtFile::Create(filename);
	if (file == NULL || !file->IsValid())
	{
		ErrorBox(va("Error creating file \"%s\"!",filename));
		return false;
	}

	// new bit, check for the existance of an animation.pre file, which means export this in Q3 format (rather than trek)

	CString strQ3FormatCheckName(filename);
	Filename_RemoveFilename(strQ3FormatCheckName);
	strQ3FormatCheckName += "\\";
	strQ3FormatCheckName += sANIMATION_PRE_NAME;
	strQ3FormatCheckName.Replace("/","\\");

	bool bExportFormatIsQuake3Multiplayer = //FileExists(strQ3FormatCheckName);
											((CAssimilateApp*)AfxGetApp())->GetMultiPlayerMode();	

	CString strPrePend;
	if (bExportFormatIsQuake3Multiplayer)
	{
		// multi-player format, check for optional animation.pre file...

		FILE *fhPRE = fopen(strQ3FormatCheckName, "rt");
		
		if (fhPRE)
		{
			// read all the lines in this file and just write them straight to the output file...

			char sLine[16384];
			char *psLine;
			CString strTrimmed;

			while ((psLine = fgets( sLine, sizeof(sLine), fhPRE ))!=NULL)
			{
				strTrimmed = psLine;
				strTrimmed.Replace("\n","");
				strTrimmed.TrimRight();
				strTrimmed.TrimLeft();

				file->Writeln(strTrimmed);
			}

			if (ferror(fhPRE))
			{
				ErrorBox(va("Error during reading of file \"%s\"!\n\n( this shouldn't happen )",(LPCSTR)strQ3FormatCheckName));
			}

			fclose(fhPRE);
		}		

		file->Writeln("");
		file->Writeln("//");
		file->Writeln("// Format:  targetFrame, frameCount, loopFrame, frameSpeed");
		file->Writeln("//");
	}
	else
	{
		// single-player format...

		CString commentLine;
		CTime time = CTime::GetCurrentTime();
		commentLine.Format("// %s %d frames; %d sequences; updated %s", filename, m_totFrames, GetTotSequences(), time.Format("%H:%M %A, %B %d, %Y"));
		file->Writeln(commentLine);

		// the Writeln functions I have to call don't handle "\n" chars properly because of being opened in binary mode
		//	(sigh), so I have to explicitly call the Writeln() functions to output CRs... :-(

		file->Writeln("//");
		file->Writeln("// Format:  enum, targetFrame, frameCount, loopFrame, frameSpeed");	
		file->Writeln("//");
	}

	CSequence* curSequence = m_sequences;
	while(curSequence != NULL)
	{
		curSequence->WriteExternal(this, file, bExportFormatIsQuake3Multiplayer);
		curSequence = curSequence->GetNext();
	}
	file->Delete();

	if (HasGLA())
	{
		_unlink(filename);	// zap it, since it's meaningless here (only has one seq/enum: the whole GLA)
	}
	else
	{
		bCFGWritten = true;
	}

	return true;
}
Пример #13
0
void CModel::Resequence(bool bReScanASEFiles /* = false */)
{
	CWaitCursor wait;
	CRect Rect;

	CProgressCtrl *pProgress = NULL;

	if (bReScanASEFiles && ((CAssimilateApp*)AfxGetApp())->m_pMainWnd)
	{
		pProgress = new CProgressCtrl;
		bool bOK = !!pProgress->Create(	WS_CHILD|WS_VISIBLE|PBS_SMOOTH,		// DWORD dwStyle, 
									CRect(100,100,200,200),				// const RECT& rect, 
									((CAssimilateApp*)AfxGetApp())->m_pMainWnd,	// CWnd* pParentWnd, 
									1									// UINT nID 
									);
		if (!bOK)
		{
			delete pProgress;
			pProgress = NULL;
		}
	}
	
	int iTotMasterSequences = GetTotMasterSequences();
	if (pProgress)
	{			
		pProgress->SetRange(0,iTotMasterSequences);
	}
	int iSequenceNumber=0;

	int curFrame = 0;
	CSequence* curSequence = m_sequences;
	while(curSequence != NULL)
	{
		if (pProgress)
		{
			pProgress->SetPos(iSequenceNumber++);
			wait.Restore();
		}
		
		// mark current enums as valid or not...

		curSequence->SetValidEnum(((CAssimilateApp*)AfxGetApp())->ValidEnum(curSequence->GetEnum()));
	
		for (int _i=0; _i<MAX_ADDITIONAL_SEQUENCES; _i++)
		{
			CSequence *additionalSeq = curSequence->AdditionalSeqs[_i];

			additionalSeq->SetValidEnum(((CAssimilateApp*)AfxGetApp())->ValidEnum(additionalSeq->GetEnum()));
		}

		if ( bReScanASEFiles )
		{
			// new code, first of all check for changed framecounts (ie updated ASE file), and update sequence if nec...

			CString nameASE = ((CAssimilateApp*)AfxGetApp())->GetQuakeDir();
					nameASE+= curSequence->GetPath();

			if (!FileExists(nameASE))
			{
				if (gbCarWash_DoingScan)
				{
					strCarWashErrors += va("Model file missing: \"%s\"\n",nameASE);
				}
				else
				{
					if ( gbReportMissingASEs )
					{	
						gbReportMissingASEs = GetYesNo(va("Model file missing: \"%s\"\n\nContinue recieving this message?",nameASE));
					}
				}
			}
			else
			{
				int iStartFrame, iFrameCount, iFrameSpeed;

				iFrameCount = curSequence->GetFrameCount();	// default it in case we skip an XSI read
				iFrameSpeed = curSequence->GetFrameSpeed();	// default it in case we cache this file

				curSequence->ReadASEHeader( nameASE, iStartFrame, iFrameCount, iFrameSpeed, true);	// true = can skip XSI read

				if ( iFrameCount != curSequence->GetFrameCount() )
				{
					if (gbCarWash_DoingScan)
					{
						strCarWashErrors += va("file: \"%s\" has a framecount of %d, but .CAR file says %d\n",nameASE,iFrameCount,curSequence->GetFrameCount());
					}
					else
					{
						// don't mention it if the current count is zero, it's probably a new anim we've just added...

						if ( curSequence->GetFrameCount() )
						{
							if (giFixUpdatedASEFrameCounts == YES || giFixUpdatedASEFrameCounts == NO)
							{
								CYesNoYesAllNoAll query(	va("Model file: \"%s\"",nameASE),
															"",
															va("... has a framecount of %d instead of %d as the QDT/CAR file says",iFrameCount, curSequence->GetFrameCount()),
															"",
															"",
															"Do you want me to fix this?"
															);
								giFixUpdatedASEFrameCounts = query.DoModal();
							}
						}

						// update the sequence?...

						if (giFixUpdatedASEFrameCounts == YES || giFixUpdatedASEFrameCounts == YES_ALL 
							|| !curSequence->GetFrameCount()	// update: I think this should be here?
							)
						{
							curSequence->SetFrameCount( iFrameCount );
						}
					}
				}
			}

			// findmeste:	this no longer seems to do anything under JK2, presumablt EF1-only?
#if 0
			// now try to do any auto-associate between the ASE filename base and the existing enums, 
			//	so if we find (eg) /...../...../CROUCH.ASE and we have BOTH_CROUCH then auto-set the enum to BOTH_CROUCH

			CString stringASEName = nameASE;
			Filename_BaseOnly(stringASEName);	// now = (eg) "falldeath" or "injured" etc 			

			for (int i=0; ; i++)
			{
				LPCSTR p = ((CAssimilateApp*)AfxGetApp())->GetEnumEntry(i);	

				if (!p)		// EOS?
					break;

				CString stringEnum = p;

				// note, I could check stuff like "IsEnumSeperator(LPCSTR lpString)" on <p>, but you'd never
				//	have one of those enums assigned to a sequence anyway.

				char *psEnumPosAfterUnderScore = strchr(stringEnum,'_');
				if (psEnumPosAfterUnderScore++)	// check it, and skip to next char 
				{
					// does this enum match the ASE name?

					if ( !stricmp( psEnumPosAfterUnderScore, stringASEName ) )
					{
						// ok, we've found a good candidate, so set it...  (no need for query-prev code, but I wanted to)

						if ( strcmp( curSequence->GetEnum(), stringEnum))
						{
							curSequence->SetEnum(stringEnum);
						}
					}
				}
				else
				{						
					// this should never happen...

					if (gbCarWash_DoingScan)
					{
						strCarWashErrors += va("found an anim enum with no underscore: \"%s\"\n",stringEnum);
					}
					else
					{
						ASSERT(0);
						ErrorBox(va("Error! Somehow I found an anim enum with no underscore: \"%s\"",stringEnum));
					}
				}
			}
#endif
		}

		// More bollox for Gummelt... :-)
		// now do the other freaky trick (you'd better be grateful for all this Mike!!! <g>), which is:

		// If you find the substring DEATH in this (master) sequence's enum, then ensure that the first *additional*
		//	sequence of it is set to be the corresponding DEAD enum, but using the last frame only (and non-looping)
		//
		// (... or something...)

		{	// keep scope local for neatness

			if ( strstr (curSequence->GetEnum(), "DEATH") )
			{
				// scan this sequence's additional sequences for a DEAD of the same basic type...

				CString stringEnumDEAD = curSequence->GetEnum();

				ASSERT(!IsEnumSeperator(stringEnumDEAD));

				stringEnumDEAD.Replace("DEATH","DEAD");

				// 1st, is there even a corresponding DEAD enum in the global enum table that we can look for...

				CString stringEnum;
				bool bEnumFound = false;
				for (int iEnumEntry=0; !bEnumFound; iEnumEntry++)
				{
					LPCSTR p = ((CAssimilateApp*)AfxGetApp())->GetEnumEntry(iEnumEntry);	

					if (!p)		// EOS?
						break;

					stringEnum = p;

					// note, I could check stuff like "IsEnumSeperator(LPCSTR lpString)" on <p>, but you'd never
					//	have one of those enums assigned to a sequence anyway.

					// does this enum match the one we've built?

					if ( !_stricmp( stringEnum, stringEnumDEAD ) )
					{
						bEnumFound = true;
					}
				}

				if ( bEnumFound )
				{
					// ok, there *is* one of these, so let's scan this sequence's additional sequences to see if we've
					//	got it...

					CSequence *additionalSeq;	// outside FOR scope
					for (int i=0; i<MAX_ADDITIONAL_SEQUENCES; i++)
					{
						additionalSeq = curSequence->AdditionalSeqs[i];

						if (additionalSeq->AdditionalSequenceIsValid())
						{
							if (!strcmp(additionalSeq->GetEnum(),stringEnum))
							{
								break;	// we've found one!
							}
						}
					}

					// if we didn't find one, NULL the ptr
					if (int i=MAX_ADDITIONAL_SEQUENCES)
					{
						additionalSeq = NULL;
					}

					// did we find one? (or did it have the wrong info in?)

					if ( additionalSeq == NULL // didn't find one
						|| additionalSeq->GetFrameCount()!=1
						|| additionalSeq->GetLoopFrame() !=-1
						|| additionalSeq->GetStartFrame()!= curSequence->GetFrameCount()-1
						|| additionalSeq->GetFrameSpeed()!= curSequence->GetFrameSpeed()
						)
					{
						// find a slot to add this new sequence to, or use the faulty one...

						if (additionalSeq == NULL)
						{
							for (int i=0; i<MAX_ADDITIONAL_SEQUENCES; i++)
							{
								additionalSeq = curSequence->AdditionalSeqs[i];

								if (!additionalSeq->AdditionalSequenceIsValid())
								{
									break;	// found an unused slot
								}
							}
						}

						// so have we got a slot to work with?

						if ( additionalSeq == NULL )
						{
							if (gbCarWash_DoingScan)
							{
								strCarWashErrors += va( "F**k!!!: I need an 'additional sequence' slot free in the entry: \"%s\" to generate a DEAD seq, but there isn't one spare. Edit this yourself later.\n",curSequence->GetPath());
							}
							else
							{
								ErrorBox( va( "F**k!!!\n\nI need an 'additional sequence' slot free in the ASE:\n\n\"%s\"\n\n... to generate a DEAD seq, but there isn't one spare. Edit this yourself later.",curSequence->GetPath()));
							}
						}
						else
						{
							additionalSeq->SetStartFrame( curSequence->GetFrameCount()-1 );
							additionalSeq->SetFrameCount( 1 );
							additionalSeq->SetLoopFrame (-1 );
							additionalSeq->SetFrameSpeed( curSequence->GetFrameSpeed() );
							additionalSeq->SetEnum ( stringEnumDEAD );
						}
					}
				}
			}
		}

		curSequence->SetTargetFrame(curFrame + curSequence->GetStartFrame());	// slightly more legal than just (curFrame)

		// update: now set any additional sequences within it...

		for (int i=0; i<MAX_ADDITIONAL_SEQUENCES; i++)
		{
			curSequence->AdditionalSeqs[i]->SetTargetFrame(curFrame + curSequence->AdditionalSeqs[i]->GetStartFrame());
		}

		curFrame += curSequence->GetFrameCount();
		curFrame += curSequence->GetGenLoopFrame()?1:0;	// findme:  is this right?  I hate this system
		curSequence = curSequence->GetNext();
	}
	m_totFrames = curFrame;

	ghAssimilateView->GetDocument()->SetModifiedFlag();

	if (pProgress)
	{
		delete pProgress;
		pProgress = 0;
	}
}
Пример #14
0
void CModel::Write(CTxtFile* file)
{
	file->Write("$");
	file->Writeln(CAssimilateDoc::GetKeyword(TK_AS_GRABINIT, TABLE_QDT));

	if (!HasGLA())
	{
		if (GetScale() != 1.0f)
		{
			file->Write("$");
			file->Write(CAssimilateDoc::GetKeyword(TK_AS_SCALE, TABLE_QDT)," ");
			file->Writeln(va("%g",GetScale()));
		}

		if (GetKeepMotion())
		{
			file->Write("$");
			file->Writeln(CAssimilateDoc::GetKeyword(TK_AS_KEEPMOTION, TABLE_QDT));
		}

		if (GetRefGLAPath())
		{
			file->Write("$");
			file->Write(CAssimilateDoc::GetKeyword(TK_AS_REF_GLA, TABLE_QDT), " ");
			file->Writeln(va("%s", GetRefGLAPath()));
		}

		for (int iPCJ=0; iPCJ < PCJList_GetEntries(); iPCJ++)
		{
			file->Write("$");
			file->Write(CAssimilateDoc::GetKeyword(TK_AS_PCJ, TABLE_QDT)," ");
			file->Writeln( PCJList_GetEntry(iPCJ) );
		}
	}

	CComment* curComment = m_comments;
	while(curComment != NULL)
	{
		curComment->Write(file);
		curComment = curComment->GetNext();
	}

	bool bFirstSeqWritten = false;
	CSequence* curSequence = m_sequences;
	while(curSequence != NULL)
	{
		curSequence->Write(file, !bFirstSeqWritten && GetPreQuat());
		curSequence = curSequence->GetNext();

		bFirstSeqWritten = true;
	}

	file->Writeln("$", CAssimilateDoc::GetKeyword(TK_AS_GRABFINALIZE, TABLE_QDT));

	if (m_path != NULL)
	{
		file->Write("$", CAssimilateDoc::GetKeyword(GetConvertType(), TABLE_QDT));
		CString path = m_path;
	
		int loc = path.Find("/base");
		if (loc > -1)
		{
			path = path.Right(path.GetLength() - loc - 5);
			loc = path.Find("/");
			path = path.Right(path.GetLength() - loc - 1);
		}
		if (!path.GetLength())	// check that some dopey artist hasn't use the name "base" on the right hand side
		{
			path = m_path;
		}

		file->Write(" ", path, " ");

		// params stuff...

		if (IsGhoul2())
		{
			if	(GetMakeSkin())
			{
				file->Write("-", CAssimilateDoc::GetKeyword(TK_AS_MAKESKIN,	TABLE_CONVERT), " ");
			}
			if	(GetSmooth())
			{
				file->Write("-", CAssimilateDoc::GetKeyword(TK_AS_SMOOTH,	TABLE_CONVERT), " ");
			}
			if (GetLoseDupVerts())
			{
				file->Write("-", CAssimilateDoc::GetKeyword(TK_AS_LOSEDUPVERTS, TABLE_CONVERT), " ");
			}
			if  (GetIgnoreBaseDeviations())
			{
				file->Write("-", CAssimilateDoc::GetKeyword(TK_AS_IGNOREBASEDEVIATIONS, TABLE_CONVERT), " ");
			}
			if	(GetSkew90())
			{
				file->Write("-", CAssimilateDoc::GetKeyword(TK_AS_SKEW90,	TABLE_CONVERT), " ");
			}
			if	(GetNoSkew90())
			{
				file->Write("-", CAssimilateDoc::GetKeyword(TK_AS_NOSKEW90, TABLE_CONVERT), " ");
			}
			if	(GetMakeSkelPath() && strlen(GetMakeSkelPath()))
			{
				file->Write("-", CAssimilateDoc::GetKeyword(TK_AS_MAKESKEL,	TABLE_CONVERT), " ");
				file->Write(GetMakeSkelPath(), " ");
			}

			// params below not used for ghoul2
		}
		else
		{
			if (giLODLevelOverride)
			{
				file->Write(va("-lod %d ",giLODLevelOverride));
			}

			file->Write("-", CAssimilateDoc::GetKeyword(TK_AS_PLAYERPARMS, TABLE_CONVERT), " ");
			file->Write(0);//m_skipStart+1);	// ignore these, but don't want to update parser and have invalid prev files
			file->Space();
			file->Write(0);//m_skipEnd);//max upper frames);
			file->Space();		
		}

		if (m_originx || m_originy || m_originz)
		{
			file->Write("-", CAssimilateDoc::GetKeyword(TK_AS_ORIGIN, TABLE_CONVERT), " ");
			file->Write(m_originx);
			file->Space();
			file->Write(m_originy);
			file->Space();
			file->Write(m_originz);
		}

		file->Writeln();
	}
}