mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-20 16:15:43 +00:00
chore: add asset structs for all games containing enum entry and type
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14
src/Common/Game/IAsset.h
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14
src/Common/Game/IAsset.h
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@ -0,0 +1,14 @@
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#pragma once
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#include "Zone/ZoneTypes.h"
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struct IAssetBase
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{
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};
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template<asset_type_t AssetTypeEnum, typename AssetType> class Asset : IAssetBase
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{
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public:
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static constexpr auto EnumEntry = AssetTypeEnum;
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using Type = AssetType;
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};
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@ -3,6 +3,7 @@
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// clang-format off: Order of includes matters here
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// clang-format off: Order of includes matters here
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// #include <d3d9.h>
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// #include <d3d9.h>
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#include "Game/IAsset.h"
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#include "Image/Texture.h"
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#include "Image/Texture.h"
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#include "IW3_Assets.h"
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#include "IW3_Assets.h"
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@ -83,4 +84,32 @@ namespace IW3
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WFT_NUM_FIELD_TYPES
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WFT_NUM_FIELD_TYPES
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};
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};
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using AssetXModelPieces = Asset<ASSET_TYPE_XMODELPIECES, XModelPieces>;
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using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
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using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
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using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
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using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
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using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
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using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
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using AssetSound = Asset<ASSET_TYPE_SOUND, snd_alias_list_t>;
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using AssetSoundCurve = Asset<ASSET_TYPE_SOUND_CURVE, SndCurve>;
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using AssetLoadedSound = Asset<ASSET_TYPE_LOADED_SOUND, LoadedSound>;
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using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>;
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using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
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using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
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using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
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using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
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using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
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using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
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using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
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using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
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using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
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using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
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using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponDef>;
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using AssetSndDriverGlobals = Asset<ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals>;
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using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
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using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
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using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
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using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
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} // namespace IW3
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} // namespace IW3
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@ -3,6 +3,7 @@
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// clang-format off: Order of includes matters here
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// clang-format off: Order of includes matters here
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// #include <d3d9.h>
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// #include <d3d9.h>
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#include "Game/IAsset.h"
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#include "Image/Texture.h"
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#include "Image/Texture.h"
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#include "IW4_Assets.h"
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#include "IW4_Assets.h"
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@ -129,4 +130,42 @@ namespace IW4
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VFT_NUM,
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VFT_NUM,
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};
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};
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using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
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using AssetPhysCollMap = Asset<ASSET_TYPE_PHYSCOLLMAP, PhysCollmap>;
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using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
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using AssetXModelSurfs = Asset<ASSET_TYPE_XMODEL_SURFS, XModelSurfs>;
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using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
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using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
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using AssetPixelShader = Asset<ASSET_TYPE_PIXELSHADER, MaterialPixelShader>;
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using AssetVertexShader = Asset<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>;
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using AssetVertexDecl = Asset<ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration>;
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using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
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using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
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using AssetSound = Asset<ASSET_TYPE_SOUND, snd_alias_list_t>;
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using AssetSoundCurve = Asset<ASSET_TYPE_SOUND_CURVE, SndCurve>;
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using AssetLoadedSound = Asset<ASSET_TYPE_LOADED_SOUND, LoadedSound>;
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using AssetClipMapSp = Asset<ASSET_TYPE_CLIPMAP_SP, clipMap_t>;
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using AssetClipMapMp = Asset<ASSET_TYPE_CLIPMAP_MP, clipMap_t>;
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using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
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using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
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using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
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using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
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using AssetFxWorld = Asset<ASSET_TYPE_FXWORLD, FxWorld>;
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using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
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using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
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using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
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using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
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using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
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using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
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using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponCompleteDef>;
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using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
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using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
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using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
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using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
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using AssetLeaderBoard = Asset<ASSET_TYPE_LEADERBOARD, LeaderboardDef>;
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using AssetStructuredDataDef = Asset<ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDef>;
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using AssetTracer = Asset<ASSET_TYPE_TRACER, TracerDef>;
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using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
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using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
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} // namespace IW4
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} // namespace IW4
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@ -3,6 +3,7 @@
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// clang-format off: Order of includes matters here
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// clang-format off: Order of includes matters here
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// #include <d3d9.h>
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// #include <d3d9.h>
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#include "Game/IAsset.h"
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#include "Image/Texture.h"
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#include "Image/Texture.h"
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#include "IW5_Assets.h"
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#include "IW5_Assets.h"
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@ -137,4 +138,45 @@ namespace IW5
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WAFT_NUM_FIELD_TYPES,
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WAFT_NUM_FIELD_TYPES,
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};
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};
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using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
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using AssetPhysCollMap = Asset<ASSET_TYPE_PHYSCOLLMAP, PhysCollmap>;
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using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
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using AssetXModelSurfs = Asset<ASSET_TYPE_XMODEL_SURFS, XModelSurfs>;
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using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
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using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
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using AssetPixelShader = Asset<ASSET_TYPE_PIXELSHADER, MaterialPixelShader>;
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using AssetVertexShader = Asset<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>;
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using AssetVertexDecl = Asset<ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration>;
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using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
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using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
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using AssetSound = Asset<ASSET_TYPE_SOUND, snd_alias_list_t>;
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using AssetSoundCurve = Asset<ASSET_TYPE_SOUND_CURVE, SndCurve>;
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using AssetLoadedSound = Asset<ASSET_TYPE_LOADED_SOUND, LoadedSound>;
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using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>;
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using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
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using AssetGlassWorld = Asset<ASSET_TYPE_GLASSWORLD, GlassWorld>;
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using AssetPathData = Asset<ASSET_TYPE_PATHDATA, PathData>;
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using AssetVehicleTrack = Asset<ASSET_TYPE_VEHICLE_TRACK, VehicleTrack>;
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using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
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using AssetFxWorld = Asset<ASSET_TYPE_FXWORLD, FxWorld>;
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using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
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using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
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using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
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using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
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using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
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using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
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using AssetAttachment = Asset<ASSET_TYPE_ATTACHMENT, WeaponAttachment>;
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using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponCompleteDef>;
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using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
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using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
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using AssetSurfaceFx = Asset<ASSET_TYPE_SURFACE_FX, SurfaceFxTable>;
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using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
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using AssetScript = Asset<ASSET_TYPE_SCRIPTFILE, ScriptFile>;
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using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
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using AssetLeaderBoard = Asset<ASSET_TYPE_LEADERBOARD, LeaderboardDef>;
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using AssetStructuredDataDef = Asset<ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDef>;
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using AssetTracer = Asset<ASSET_TYPE_TRACER, TracerDef>;
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using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
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using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
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} // namespace IW5
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} // namespace IW5
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@ -3,6 +3,7 @@
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// clang-format off: Order of includes matters here
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// clang-format off: Order of includes matters here
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// #include <d3d9.h>
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// #include <d3d9.h>
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#include "Game/IAsset.h"
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#include "Image/Texture.h"
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#include "Image/Texture.h"
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#include "T5_Assets.h"
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#include "T5_Assets.h"
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@ -114,4 +115,38 @@ namespace T5
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CFT_NUM_FIELD_TYPES
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CFT_NUM_FIELD_TYPES
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};
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};
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using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
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using AssetPhysConstraints = Asset<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>;
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using AssetDestructibleDef = Asset<ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef>;
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using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
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using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
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using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
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using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
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using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
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using AssetSoundBank = Asset<ASSET_TYPE_SOUND, SndBank>;
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using AssetSoundPatch = Asset<ASSET_TYPE_SOUND_PATCH, SndPatch>;
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using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
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using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
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using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
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using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
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using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
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using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
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using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
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using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
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using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
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using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
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using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
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using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponVariantDef>;
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using AssetSoundDriverGlobals = Asset<ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals>;
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using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
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using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
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using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
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using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
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using AssetPackIndex = Asset<ASSET_TYPE_PACK_INDEX, PackIndex>;
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using AssetXGlobals = Asset<ASSET_TYPE_XGLOBALS, XGlobals>;
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using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>;
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using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>;
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using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>;
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} // namespace T5
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} // namespace T5
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// clang-format off: Order of includes matters here
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// clang-format off: Order of includes matters here
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// #include <d3d11.h>
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// #include <d3d11.h>
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#include "Game/IAsset.h"
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#include "Image/Texture.h"
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#include "Image/Texture.h"
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#include "T6_Assets.h"
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#include "T6_Assets.h"
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@ -159,4 +160,52 @@ namespace T6
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AUFT_NUM_FIELD_TYPES,
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AUFT_NUM_FIELD_TYPES,
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};
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};
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using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
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using AssetPhysConstraints = Asset<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>;
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using AssetDestructibleDef = Asset<ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef>;
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using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
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using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
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using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
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using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
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using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
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using AssetSoundBank = Asset<ASSET_TYPE_SOUND, SndBank>;
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using AssetSoundPatch = Asset<ASSET_TYPE_SOUND_PATCH, SndPatch>;
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using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
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using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
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using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
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using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
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using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
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using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
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using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
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using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
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using AssetFontIcon = Asset<ASSET_TYPE_FONTICON, FontIcon>;
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using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
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using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
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using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
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using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponVariantDef>;
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using AssetAttachment = Asset<ASSET_TYPE_ATTACHMENT, WeaponAttachment>;
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using AssetAttachmentUnique = Asset<ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique>;
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using AssetWeaponCamo = Asset<ASSET_TYPE_WEAPON_CAMO, WeaponCamo>;
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using AssetSoundDriverGlobals = Asset<ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals>;
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using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
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using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
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using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
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using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
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using AssetLeaderBoard = Asset<ASSET_TYPE_LEADERBOARD, LeaderboardDef>;
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using AssetXGlobals = Asset<ASSET_TYPE_XGLOBALS, XGlobals>;
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using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>;
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using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>;
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using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>;
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using AssetScript = Asset<ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree>;
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using AssetKeyValuePairs = Asset<ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs>;
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using AssetVehicle = Asset<ASSET_TYPE_VEHICLEDEF, VehicleDef>;
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using AssetMemoryBlock = Asset<ASSET_TYPE_MEMORYBLOCK, MemoryBlock>;
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using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
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using AssetTracer = Asset<ASSET_TYPE_TRACER, TracerDef>;
|
||||||
|
using AssetSkinnedVerts = Asset<ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef>;
|
||||||
|
using AssetQdb = Asset<ASSET_TYPE_QDB, Qdb>;
|
||||||
|
using AssetSlug = Asset<ASSET_TYPE_SLUG, Slug>;
|
||||||
|
using AssetFootstepTable = Asset<ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef>;
|
||||||
|
using AssetFootstepFxTable = Asset<ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef>;
|
||||||
|
using AssetZBarrier = Asset<ASSET_TYPE_ZBARRIER, ZBarrierDef>;
|
||||||
} // namespace T6
|
} // namespace T6
|
||||||
|
Loading…
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Reference in New Issue
Block a user