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Add IW3 PhysPreset dump logic (#744)
* Copied template from font. * Create PhysPreset writer from Font dumper template. * Completely refactor to match previous implementation. * Remove files from previous implementation. * Fix PhysPresetFields. * Add missing fields and correct order. * Add static infinity check as builtin does not work. * Wasn't clang formatted. * Remove unused 'perSurfaceSndAlias' field. * Removed unsupported vals (tracer & vehicle) and un-needed vals (material). * Make order match struct and mark 'tempDefaultToCylinder' as QBOOLEAN. * Make order match struct and clamp vals for 'mass' and 'tempDefaultToCylinder'. * Remove un-needed includes and add limits for float max. * Remove clamping of mass. * Use float max to determine if friction is infinite. * Clang format. * chore: formatting * chore: do not use classes for obj constants --------- Co-authored-by: njohnson <gitea.nicholasjohnson.info> Co-authored-by: Jan Laupetin <[email protected]>
This commit is contained in:
co-authored by
njohnson <gitea.nicholasjohnson.info>
Jan Laupetin
parent
7a0109ab2e
commit
010ac3ad3e
@@ -741,8 +741,8 @@ namespace weapon
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if (context.m_gdt)
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{
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const auto infoString = CreateInfoString(asset);
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GdtEntry gdtEntry(asset.m_name, ObjConstants::GDF_FILENAME_WEAPON);
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infoString.ToGdtProperties(ObjConstants::INFO_STRING_PREFIX_WEAPON, gdtEntry);
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GdtEntry gdtEntry(asset.m_name, GDF_FILENAME_WEAPON);
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infoString.ToGdtProperties(INFO_STRING_PREFIX_WEAPON, gdtEntry);
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context.m_gdt->WriteEntry(gdtEntry);
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}
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else
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@@ -754,7 +754,7 @@ namespace weapon
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auto& stream = *assetFile;
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const auto infoString = CreateInfoString(asset);
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const auto stringValue = infoString.ToString(ObjConstants::INFO_STRING_PREFIX_WEAPON);
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const auto stringValue = infoString.ToString(INFO_STRING_PREFIX_WEAPON);
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stream.write(stringValue.c_str(), stringValue.size());
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}
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