Fix bfres shape flags, msbt text fixes, and extracting archive fixes
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db04c5102a
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@ -268,9 +268,10 @@ namespace FirstPlugin
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EntryCount = reader.ReadUInt32();
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Offsets = reader.ReadUInt32s((int)EntryCount);
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Console.WriteLine($"");
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for (int i = 0; i < EntryCount; i++)
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{
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reader.Position = Offsets[i] + Position;
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reader.SeekBegin(Offsets[i] + Position);
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ReadMessageString(reader, (uint)i);
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}
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}
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@ -279,13 +280,20 @@ namespace FirstPlugin
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{
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List<byte> chars = new List<byte>();
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short charCheck = reader.ReadInt16();
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while (charCheck != 0)
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byte charCheck = reader.ReadByte();
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byte charCheck2 = reader.ReadByte();
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while (charCheck != 0 && charCheck2 != 0)
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{
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chars.Add((byte)(charCheck >> 8));
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chars.Add((byte)(charCheck & 255));
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chars.Add(charCheck);
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chars.Add(charCheck2);
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charCheck = reader.ReadInt16();
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if (reader.Position < reader.BaseStream.Length - 2)
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{
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charCheck = reader.ReadByte();
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charCheck2 = reader.ReadByte();
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}
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else
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break;
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}
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TextData.Add(new StringEntry(chars.ToArray()) { Index = index, });
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@ -111,9 +111,9 @@ namespace Toolbox.Library
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if (ParentPath != string.Empty)
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FilePath = FilePath.Replace(ParentPath, string.Empty);
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var path = Path.Combine(overridePath, FilePath);
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var path = $"{overridePath}/{FilePath}";
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progressBar.Task = $"Extracting File {file}";
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progressBar.Task = $"Extracting File {FileName}";
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progressBar.Value = (Curfile++ * 100) / Collection.Count();
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progressBar.Refresh();
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CreateDirectoryIfExists($"{path}");
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@ -19,6 +19,12 @@ namespace Toolbox.Library.IO
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this.Position = 0;
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}
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public FileReader(Stream stream, Encoding encoding, bool leaveOpen = false)
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: base(stream, encoding, leaveOpen)
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{
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this.Position = 0;
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}
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public FileReader(string fileName, bool leaveOpen = false)
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: this(new FileStream(fileName, FileMode.Open, FileAccess.Read, FileShare.ReadWrite), leaveOpen)
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{
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@ -34,10 +34,9 @@ void main()
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{
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// Convert to sRGB.
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vec3 whiteColorSRGB = pow(whiteColor.rgb, vec3(1.0 / gamma));
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vec3 blackColorSRGB = pow(blackColor.rgb, vec3(1.0 / gamma));
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vec3 whiteInterpolation = whiteColor.rgb * textureMap0.rgb;
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vec3 blackInterpolation = (vec3(1) - textureMap0.rgb) * blackColorSRGB.rgb;
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vec3 whiteInterpolation = whiteColorSRGB.rgb * textureMap0.rgb;
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vec3 blackInterpolation = (vec3(1) - textureMap0.rgb) * blackColor.rgb;
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vec3 colorBlend = whiteInterpolation + blackInterpolation;
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