Add texture folder for Wii U PTCL
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@ -119,6 +119,8 @@ namespace FirstPlugin
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public class Header
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{
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public List<EmitterSet> emitterSets = new List<EmitterSet>();
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public List<TextureInfo> Textures = new List<TextureInfo>();
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public bool IsSPBD = false;
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public uint EffectNameTableOffset;
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@ -152,8 +154,9 @@ namespace FirstPlugin
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uint ShaderParamTableOffset = reader.ReadUInt32();
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uint ShaderParamTableSize = reader.ReadUInt32();
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var groupEmitterSets = new TreeNode();
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groupEmitterSets.Text = "Emitter Sets";
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var groupEmitterSets = new TreeNode("Emitter Sets");
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var textureFolder = new TreeNode("Textures");
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pctl.Nodes.Add(textureFolder);
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pctl.Nodes.Add(groupEmitterSets);
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if (IsSPBD)
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@ -167,6 +170,8 @@ namespace FirstPlugin
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emitterSets.Add(emitterSet);
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groupEmitterSets.Nodes.Add(emitterSet);
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}
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foreach (var tex in Textures)
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textureFolder.Nodes.Add(tex);
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}
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public void Write(FileWriter writer, PTCL ptcl)
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{
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@ -336,7 +341,10 @@ namespace FirstPlugin
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textureInfo.Read(reader, header, Text);
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if (!textureInfo.IsEmpty())
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{
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DrawableTex.Add(textureInfo);
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header.Textures.Add(textureInfo);
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}
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}
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reader.Seek(pos + 1616, SeekOrigin.Begin);
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ColorPosition = reader.Position;
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