because not all node references are decoded and reencoded yet
adrientd
Also we would still need to look into the CKSrvCollision to enable collision of new spheres...
adrientd
Because just adding CKBoundingSphere won't work
pegperegogaucho
and also the clonemanager because it sets the cloneindex of the clone nodes?
adrientd
Yeah, that too
pegperegogaucho
the hardest thing will probably be the SrvCollision
pegperegogaucho
did you ever try to do anything with it?
adrientd
Yes, but there are still things I need to look into
pegperegogaucho
its probably the single most complex class huh ^^
pegperegogaucho
@adrientd can you give me some better insights to the clonemanager than the code does? ^^ Where exactly does a node know what clone geometry it is assigned to in the CClonemanager?
adrientd
In the CloneManager there is a vector/array, that assigns for every scene node, an index to a clone geometry (in another array of the clone manager)
pegperegogaucho
yeah i got that part about the node references, but where are the indices?
pegperegogaucho
in the RwTeamDictionary?
adrientd
Oh yeah
adrientd
So there is RwTeam
adrientd
In RwTeam you should find the array **dongs** (haha) that has the same size as the **CloneManager::_clones** array
adrientd
And in the **Dong** structure, which should correspond to a clone node listed in the _clones array, there is a int vector **bongs**.
adrientd
And in **bongs** you can find the clone geometry indices for the RwTeamDictionary
pegperegogaucho
wait what does the RwTeamDictionary do now
adrientd
Think of **RwTeamDictionary** like the texture dictionary, but with geometries instead