mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-09-12 08:57:07 +00:00
refactor: physpreset codestyle (#928)
* chore: adjust phys preset code to use similar code style * fix: infinity friction for t6 * fix: t6 phys preset canFloat qboolean * chore: move iw5 phys preset enum strings to enum strings header * chore: add phys preset tests for all games * chore: rename PhysPresetFields headers
This commit is contained in:
@@ -2,14 +2,10 @@
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#include "Game/IW3/IW3.h"
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#include "Game/IW3/InfoString/InfoStringToStructConverter.h"
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#include "Game/IW3/PhysPreset/PhysPresetFields.h"
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#include "Game/IW3/PhysPreset/PhysPresetFieldsIW3.h"
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#include "Utils/Logging/Log.h"
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#include <algorithm>
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#include <cassert>
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <limits>
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using namespace IW3;
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@@ -20,14 +16,14 @@ namespace
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{
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public:
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InfoStringToPhysPresetConverter(const InfoString& infoString,
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void* structure,
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PhysPresetInfo& physPreset,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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GenericAssetRegistration& registration,
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AssetRegistration<AssetPhysPreset>& registration,
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const cspField_t* fields,
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size_t fieldCount)
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: InfoStringToStructConverter(infoString, structure, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, &physPreset, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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@@ -68,22 +64,27 @@ namespace phys_preset
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AssetCreationResult InfoStringLoaderIW3::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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PhysPresetInfo presetInfo;
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std::memset(&presetInfo, 0, sizeof(presetInfo));
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auto* physPreset = m_memory.Alloc<PhysPreset>();
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physPreset->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
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InfoStringToPhysPresetConverter converter(
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infoString, &presetInfo, m_zone.m_script_strings, m_memory, context, registration, phys_preset_fields, std::extent_v<decltype(phys_preset_fields)>);
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PhysPresetInfo physPresetInfo{};
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InfoStringToPhysPresetConverter converter(infoString,
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physPresetInfo,
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m_zone.m_script_strings,
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m_memory,
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context,
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registration,
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phys_preset_fields,
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std::extent_v<decltype(phys_preset_fields)>);
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if (!converter.Convert())
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{
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con::error("Failed to parse phys preset: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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CopyFromPhysPresetInfo(presetInfo, *physPreset);
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physPreset->name = m_memory.Dup(assetName.c_str());
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CopyFromPhysPresetInfo(physPresetInfo, *physPreset);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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@@ -2,14 +2,10 @@
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/InfoString/InfoStringToStructConverter.h"
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#include "Game/IW4/PhysPreset/PhysPresetFields.h"
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#include "Game/IW4/PhysPreset/PhysPresetFieldsIW4.h"
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#include "Utils/Logging/Log.h"
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#include <algorithm>
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#include <cassert>
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <limits>
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using namespace IW4;
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@@ -20,14 +16,14 @@ namespace
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{
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public:
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InfoStringToPhysPresetConverter(const InfoString& infoString,
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void* structure,
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PhysPresetInfo& physPreset,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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GenericAssetRegistration& registration,
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AssetRegistration<AssetPhysPreset>& registration,
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const cspField_t* fields,
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size_t fieldCount)
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: InfoStringToStructConverter(infoString, structure, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, &physPreset, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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@@ -69,22 +65,27 @@ namespace phys_preset
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AssetCreationResult InfoStringLoaderIW4::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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PhysPresetInfo presetInfo;
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std::memset(&presetInfo, 0, sizeof(presetInfo));
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auto* physPreset = m_memory.Alloc<PhysPreset>();
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physPreset->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
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InfoStringToPhysPresetConverter converter(
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infoString, &presetInfo, m_zone.m_script_strings, m_memory, context, registration, phys_preset_fields, std::extent_v<decltype(phys_preset_fields)>);
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PhysPresetInfo physPresetInfo{};
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InfoStringToPhysPresetConverter converter(infoString,
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physPresetInfo,
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m_zone.m_script_strings,
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m_memory,
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context,
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registration,
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phys_preset_fields,
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std::extent_v<decltype(phys_preset_fields)>);
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if (!converter.Convert())
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{
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con::error("Failed to parse phys preset: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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CopyFromPhysPresetInfo(presetInfo, *physPreset);
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physPreset->name = m_memory.Dup(assetName.c_str());
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CopyFromPhysPresetInfo(physPresetInfo, *physPreset);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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@@ -1,13 +1,11 @@
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#include "InfoStringLoaderPhysPresetIW5.h"
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#include "Game/IW5/IW5.h"
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#include "Game/IW5/InfoString/EnumStrings.h"
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#include "Game/IW5/InfoString/InfoStringToStructConverter.h"
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#include "Game/IW5/PhysPreset/PhysPresetFields.h"
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#include "Game/IW5/PhysPreset/PhysPresetFieldsIW5.h"
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#include "Utils/Logging/Log.h"
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#include <cassert>
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#include <cstring>
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#include <limits>
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using namespace IW5;
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@@ -18,14 +16,14 @@ namespace
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{
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public:
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InfoStringToPhysPresetConverter(const InfoString& infoString,
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void* structure,
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PhysPresetInfo& physPreset,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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GenericAssetRegistration& registration,
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AssetRegistration<AssetPhysPreset>& registration,
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const cspField_t* fields,
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size_t fieldCount)
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: InfoStringToStructConverter(infoString, structure, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, &physPreset, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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@@ -80,22 +78,27 @@ namespace phys_preset
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AssetCreationResult InfoStringLoaderIW5::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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PhysPresetInfo presetInfo;
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std::memset(&presetInfo, 0, sizeof(presetInfo));
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auto* physPreset = m_memory.Alloc<PhysPreset>();
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physPreset->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
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InfoStringToPhysPresetConverter converter(
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infoString, &presetInfo, m_zone.m_script_strings, m_memory, context, registration, phys_preset_fields, std::extent_v<decltype(phys_preset_fields)>);
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PhysPresetInfo physPresetInfo{};
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InfoStringToPhysPresetConverter converter(infoString,
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physPresetInfo,
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m_zone.m_script_strings,
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m_memory,
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context,
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registration,
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phys_preset_fields,
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std::extent_v<decltype(phys_preset_fields)>);
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if (!converter.Convert())
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{
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con::error("Failed to parse phys preset: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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CopyFromPhysPresetInfo(presetInfo, *physPreset);
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physPreset->name = m_memory.Dup(assetName.c_str());
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CopyFromPhysPresetInfo(physPresetInfo, *physPreset);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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@@ -2,7 +2,7 @@
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#include "Game/T4/InfoString/InfoStringToStructConverter.h"
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#include "Game/T4/ObjConstantsT4.h"
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#include "Game/T4/PhysPreset/PhysPresetFields.h"
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#include "Game/T4/PhysPreset/PhysPresetFieldsT4.h"
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#include "Game/T4/T4.h"
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#include "Utils/Logging/Log.h"
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@@ -2,16 +2,13 @@
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#include "Game/T5/InfoString/InfoStringToStructConverter.h"
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#include "Game/T5/ObjConstantsT5.h"
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#include "Game/T5/PhysPreset/PhysPresetFields.h"
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#include "Game/T5/PhysPreset/PhysPresetFieldsT5.h"
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#include "Game/T5/T5.h"
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#include "Utils/Logging/Log.h"
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#include <algorithm>
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#include <cassert>
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <limits>
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#include <type_traits>
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using namespace T5;
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@@ -46,7 +43,7 @@ namespace
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physPreset.bounce = physPresetInfo.bounce;
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if (physPresetInfo.isFrictionInfinity != 0)
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physPreset.friction = MAX_FRICTION;
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physPreset.friction = PHYS_PRESET_MAX_FRICTION;
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else
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physPreset.friction = physPresetInfo.friction;
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@@ -77,8 +74,7 @@ namespace phys_preset
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AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
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PhysPresetInfo physPresetInfo;
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memset(&physPresetInfo, 0, sizeof(physPresetInfo));
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PhysPresetInfo physPresetInfo{};
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InfoStringToPhysPresetConverter converter(infoString,
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physPresetInfo,
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m_zone.m_script_strings,
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@@ -1,16 +1,14 @@
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#include "InfoStringLoaderPhysPresetT6.h"
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#include "Game/T6/InfoString/InfoStringToStructConverter.h"
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#include "Game/T6/PhysPreset/PhysPresetFields.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/PhysPreset/PhysPresetFieldsT6.h"
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#include "Game/T6/T6.h"
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#include "Utils/Logging/Log.h"
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#include <algorithm>
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#include <cassert>
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <limits>
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#include <type_traits>
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using namespace T6;
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@@ -45,7 +43,7 @@ namespace
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physPreset.bounce = physPresetInfo.bounce;
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if (physPresetInfo.isFrictionInfinity != 0)
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physPreset.friction = std::numeric_limits<float>::infinity();
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physPreset.friction = PHYS_PRESET_MAX_FRICTION;
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else
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physPreset.friction = physPresetInfo.friction;
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@@ -76,8 +74,7 @@ namespace phys_preset
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AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
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PhysPresetInfo physPresetInfo;
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memset(&physPresetInfo, 0, sizeof(physPresetInfo));
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PhysPresetInfo physPresetInfo{};
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InfoStringToPhysPresetConverter converter(infoString,
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physPresetInfo,
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m_zone.m_script_strings,
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