V40: include attached M2 models in render outline path
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@@ -113,7 +113,7 @@ fn renderDrawDetour(this: u32, view_matrix: u32, batch_data: u32, batch_indices:
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const idx_u: u32 = @bitCast(indices[i]);
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const model_ptr = hook.readMem(u32, batch_data +% idx_u *% 0x40 +% 4);
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if (model_ptr != 0) {
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if (tracker.findOutlineEntry(model_ptr) != null) {
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if (tracker.findOutlineEntryIncludingAttachment(model_ptr) != null) {
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outline_count += 1;
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} else if (tracker.isGameObjectModel(model_ptr)) {
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game_obj_count += 1;
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@@ -137,7 +137,7 @@ fn renderDrawDetour(this: u32, view_matrix: u32, batch_data: u32, batch_indices:
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const batch_idx = indices[i];
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const idx_u: u32 = @bitCast(batch_idx);
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const model_ptr = hook.readMem(u32, batch_data +% idx_u *% 0x40 +% 4);
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if (model_ptr != 0 and tracker.findOutlineEntry(model_ptr) != null) {
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if (model_ptr != 0 and tracker.findOutlineEntryIncludingAttachment(model_ptr) != null) {
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reordered_indices[outline_pos] = batch_idx;
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outline_pos += 1;
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} else if (model_ptr != 0 and tracker.isGameObjectModel(model_ptr)) {
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@@ -193,7 +193,7 @@ fn drawBatchProjDetour(ctx: u32) callconv(hook.cc.thiscall) void {
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else
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0;
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const entry = if (model_ptr != 0) tracker.findOutlineEntry(model_ptr) else null;
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const entry = if (model_ptr != 0) tracker.findOutlineEntryIncludingAttachment(model_ptr) else null;
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if (entry != null) {
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// This batch is an outline target - signal the DIP hook
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