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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-23 05:12:05 +00:00

chore: do not make filename constants separate variables

This commit is contained in:
Jan Laupetin
2025-11-10 20:40:50 +01:00
parent 9114cf5d7d
commit 049fa2b8ae
3 changed files with 6 additions and 11 deletions

View File

@@ -198,9 +198,8 @@ namespace BSP
{
std::unique_ptr<BSPData> createBSPData(const std::string& mapName, ISearchPath& searchPath)
{
std::string gfxFbxFileName = "map_gfx.fbx";
std::string gfxFbxPath = BSPUtil::getFileNameForBSPAsset(gfxFbxFileName);
auto gfxFile = searchPath.Open(gfxFbxPath);
const auto gfxFbxPath = BSPUtil::getFileNameForBSPAsset("map_gfx.fbx");
const auto gfxFile = searchPath.Open(gfxFbxPath);
if (!gfxFile.IsOpen())
{
con::error("Failed to open map gfx fbx file: {}", gfxFbxPath);
@@ -228,8 +227,7 @@ namespace BSP
}
ufbx_scene* colScene;
std::string colFbxFileName = "map_col.fbx";
const auto colFbxPath = BSPUtil::getFileNameForBSPAsset(colFbxFileName);
const auto colFbxPath = BSPUtil::getFileNameForBSPAsset("map_col.fbx");
const auto colFile = searchPath.Open(colFbxPath);
if (!colFile.IsOpen())
{

View File

@@ -717,8 +717,7 @@ namespace BSP
gfxWorld.outdoorLookupMatrix[3].z = zScale;
gfxWorld.outdoorLookupMatrix[3].w = 1.0f;
const std::string outdoorImageName = std::string("$outdoor");
auto outdoorImageAsset = m_context.LoadDependency<AssetImage>(outdoorImageName);
const auto outdoorImageAsset = m_context.LoadDependency<AssetImage>("$outdoor");
if (!outdoorImageAsset)
{
con::error("ERROR! unable to find outdoor image $outdoor!");

View File

@@ -79,8 +79,7 @@ namespace BSP
try
{
json entJs;
std::string entityFileName = "entities.json";
std::string entityFilePath = BSPUtil::getFileNameForBSPAsset(entityFileName);
const auto entityFilePath = BSPUtil::getFileNameForBSPAsset("entities.json");
const auto entFile = m_search_path.Open(entityFilePath);
if (!entFile.IsOpen())
{
@@ -96,8 +95,7 @@ namespace BSP
return nullptr;
json spawnJs;
std::string spawnFileName = "spawns.json";
std::string spawnFilePath = BSPUtil::getFileNameForBSPAsset(spawnFileName);
const auto spawnFilePath = BSPUtil::getFileNameForBSPAsset("spawns.json");
const auto spawnFile = m_search_path.Open(spawnFilePath);
if (!spawnFile.IsOpen())
{