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refactor: streamline weapon dumping
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53
src/ObjLoading/Game/T6/Weapon/AttachmentGdtLoaderT6.cpp
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53
src/ObjLoading/Game/T6/Weapon/AttachmentGdtLoaderT6.cpp
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#include "AttachmentGdtLoaderT6.h"
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#include "AttachmentInfoStringLoaderT6.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/T6.h"
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#include "InfoString/InfoString.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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using namespace T6;
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namespace
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{
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class GdtLoaderAttachment final : public AssetCreator<AssetAttachment>
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{
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public:
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GdtLoaderAttachment(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
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: m_gdt(gdt),
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m_info_string_loader(memory, searchPath, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON_ATTACHMENT, assetName);
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if (gdtEntry == nullptr)
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromGdtProperties(*gdtEntry))
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{
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std::cerr << std::format("Failed to read attachment gdt entry: \"{}\"\n", assetName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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IGdtQueryable& m_gdt;
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T6::attachment::InfoStringLoader m_info_string_loader;
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};
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} // namespace
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namespace T6::attachment
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{
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std::unique_ptr<AssetCreator<AssetAttachment>> CreateGdtLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
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{
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return std::make_unique<GdtLoaderAttachment>(memory, searchPath, gdt, zone);
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}
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} // namespace T6::attachment
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