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refactor: streamline weapon dumping
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@@ -0,0 +1,56 @@
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#include "AttachmentUniqueRawLoaderT6.h"
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#include "AttachmentUniqueInfoStringLoaderT6.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 "Weapon/AttachmentUniqueCommon.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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using namespace ::attachment_unique;
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namespace
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{
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class RawLoader final : public AssetCreator<AssetAttachmentUnique>
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{
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public:
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RawLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_search_path(searchPath),
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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 fileName = GetFileNameForAssetName(assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromStream(ObjConstants::INFO_STRING_PREFIX_WEAPON_ATTACHMENT_UNIQUE, *file.m_stream))
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{
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std::cerr << std::format("Could not parse as info string file: \"{}\"\n", fileName);
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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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ISearchPath& m_search_path;
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T6::attachment_unique::InfoStringLoader m_info_string_loader;
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};
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} // namespace
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namespace T6::attachment_unique
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{
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std::unique_ptr<AssetCreator<AssetAttachmentUnique>> CreateRawLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<RawLoader>(memory, searchPath, zone);
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}
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} // namespace T6::attachment_unique
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