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
This commit is contained in:
parent
3e2315aca5
commit
0b61fc6e81
14
src/Common/Game/IAsset.h
Normal file
14
src/Common/Game/IAsset.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Zone/ZoneTypes.h"
|
||||
|
||||
struct IAssetBase
|
||||
{
|
||||
};
|
||||
|
||||
template<asset_type_t AssetTypeEnum, typename AssetType> class Asset : IAssetBase
|
||||
{
|
||||
public:
|
||||
static constexpr auto EnumEntry = AssetTypeEnum;
|
||||
using Type = AssetType;
|
||||
};
|
@ -3,6 +3,7 @@
|
||||
// clang-format off: Order of includes matters here
|
||||
|
||||
// #include <d3d9.h>
|
||||
#include "Game/IAsset.h"
|
||||
#include "Image/Texture.h"
|
||||
|
||||
#include "IW3_Assets.h"
|
||||
@ -83,4 +84,32 @@ namespace IW3
|
||||
|
||||
WFT_NUM_FIELD_TYPES
|
||||
};
|
||||
|
||||
using AssetXModelPieces = Asset<ASSET_TYPE_XMODELPIECES, XModelPieces>;
|
||||
using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
|
||||
using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
|
||||
using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
|
||||
using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
|
||||
using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
|
||||
using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
|
||||
using AssetSound = Asset<ASSET_TYPE_SOUND, snd_alias_list_t>;
|
||||
using AssetSoundCurve = Asset<ASSET_TYPE_SOUND_CURVE, SndCurve>;
|
||||
using AssetLoadedSound = Asset<ASSET_TYPE_LOADED_SOUND, LoadedSound>;
|
||||
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>;
|
||||
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
|
||||
using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
|
||||
using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
|
||||
using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
|
||||
using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
|
||||
using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
|
||||
using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
|
||||
using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
|
||||
using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
|
||||
using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
|
||||
using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponDef>;
|
||||
using AssetSndDriverGlobals = Asset<ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals>;
|
||||
using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
|
||||
using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
|
||||
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
|
||||
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
|
||||
} // namespace IW3
|
||||
|
@ -3,6 +3,7 @@
|
||||
// clang-format off: Order of includes matters here
|
||||
|
||||
// #include <d3d9.h>
|
||||
#include "Game/IAsset.h"
|
||||
#include "Image/Texture.h"
|
||||
|
||||
#include "IW4_Assets.h"
|
||||
@ -129,4 +130,42 @@ namespace IW4
|
||||
|
||||
VFT_NUM,
|
||||
};
|
||||
|
||||
using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
|
||||
using AssetPhysCollMap = Asset<ASSET_TYPE_PHYSCOLLMAP, PhysCollmap>;
|
||||
using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
|
||||
using AssetXModelSurfs = Asset<ASSET_TYPE_XMODEL_SURFS, XModelSurfs>;
|
||||
using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
|
||||
using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
|
||||
using AssetPixelShader = Asset<ASSET_TYPE_PIXELSHADER, MaterialPixelShader>;
|
||||
using AssetVertexShader = Asset<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>;
|
||||
using AssetVertexDecl = Asset<ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration>;
|
||||
using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
|
||||
using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
|
||||
using AssetSound = Asset<ASSET_TYPE_SOUND, snd_alias_list_t>;
|
||||
using AssetSoundCurve = Asset<ASSET_TYPE_SOUND_CURVE, SndCurve>;
|
||||
using AssetLoadedSound = Asset<ASSET_TYPE_LOADED_SOUND, LoadedSound>;
|
||||
using AssetClipMapSp = Asset<ASSET_TYPE_CLIPMAP_SP, clipMap_t>;
|
||||
using AssetClipMapMp = Asset<ASSET_TYPE_CLIPMAP_MP, clipMap_t>;
|
||||
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
|
||||
using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
|
||||
using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
|
||||
using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
|
||||
using AssetFxWorld = Asset<ASSET_TYPE_FXWORLD, FxWorld>;
|
||||
using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
|
||||
using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
|
||||
using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
|
||||
using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
|
||||
using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
|
||||
using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
|
||||
using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponCompleteDef>;
|
||||
using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
|
||||
using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
|
||||
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
|
||||
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
|
||||
using AssetLeaderBoard = Asset<ASSET_TYPE_LEADERBOARD, LeaderboardDef>;
|
||||
using AssetStructuredDataDef = Asset<ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDef>;
|
||||
using AssetTracer = Asset<ASSET_TYPE_TRACER, TracerDef>;
|
||||
using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
|
||||
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
|
||||
} // namespace IW4
|
||||
|
@ -3,6 +3,7 @@
|
||||
// clang-format off: Order of includes matters here
|
||||
|
||||
// #include <d3d9.h>
|
||||
#include "Game/IAsset.h"
|
||||
#include "Image/Texture.h"
|
||||
|
||||
#include "IW5_Assets.h"
|
||||
@ -137,4 +138,45 @@ namespace IW5
|
||||
|
||||
WAFT_NUM_FIELD_TYPES,
|
||||
};
|
||||
|
||||
using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
|
||||
using AssetPhysCollMap = Asset<ASSET_TYPE_PHYSCOLLMAP, PhysCollmap>;
|
||||
using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
|
||||
using AssetXModelSurfs = Asset<ASSET_TYPE_XMODEL_SURFS, XModelSurfs>;
|
||||
using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
|
||||
using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
|
||||
using AssetPixelShader = Asset<ASSET_TYPE_PIXELSHADER, MaterialPixelShader>;
|
||||
using AssetVertexShader = Asset<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>;
|
||||
using AssetVertexDecl = Asset<ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration>;
|
||||
using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
|
||||
using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
|
||||
using AssetSound = Asset<ASSET_TYPE_SOUND, snd_alias_list_t>;
|
||||
using AssetSoundCurve = Asset<ASSET_TYPE_SOUND_CURVE, SndCurve>;
|
||||
using AssetLoadedSound = Asset<ASSET_TYPE_LOADED_SOUND, LoadedSound>;
|
||||
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>;
|
||||
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
|
||||
using AssetGlassWorld = Asset<ASSET_TYPE_GLASSWORLD, GlassWorld>;
|
||||
using AssetPathData = Asset<ASSET_TYPE_PATHDATA, PathData>;
|
||||
using AssetVehicleTrack = Asset<ASSET_TYPE_VEHICLE_TRACK, VehicleTrack>;
|
||||
using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
|
||||
using AssetFxWorld = Asset<ASSET_TYPE_FXWORLD, FxWorld>;
|
||||
using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
|
||||
using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
|
||||
using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
|
||||
using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
|
||||
using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
|
||||
using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
|
||||
using AssetAttachment = Asset<ASSET_TYPE_ATTACHMENT, WeaponAttachment>;
|
||||
using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponCompleteDef>;
|
||||
using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
|
||||
using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
|
||||
using AssetSurfaceFx = Asset<ASSET_TYPE_SURFACE_FX, SurfaceFxTable>;
|
||||
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
|
||||
using AssetScript = Asset<ASSET_TYPE_SCRIPTFILE, ScriptFile>;
|
||||
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
|
||||
using AssetLeaderBoard = Asset<ASSET_TYPE_LEADERBOARD, LeaderboardDef>;
|
||||
using AssetStructuredDataDef = Asset<ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDef>;
|
||||
using AssetTracer = Asset<ASSET_TYPE_TRACER, TracerDef>;
|
||||
using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
|
||||
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
|
||||
} // namespace IW5
|
||||
|
@ -3,6 +3,7 @@
|
||||
// clang-format off: Order of includes matters here
|
||||
|
||||
// #include <d3d9.h>
|
||||
#include "Game/IAsset.h"
|
||||
#include "Image/Texture.h"
|
||||
|
||||
#include "T5_Assets.h"
|
||||
@ -114,4 +115,38 @@ namespace T5
|
||||
|
||||
CFT_NUM_FIELD_TYPES
|
||||
};
|
||||
|
||||
using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
|
||||
using AssetPhysConstraints = Asset<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>;
|
||||
using AssetDestructibleDef = Asset<ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef>;
|
||||
using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
|
||||
using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
|
||||
using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
|
||||
using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
|
||||
using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
|
||||
using AssetSoundBank = Asset<ASSET_TYPE_SOUND, SndBank>;
|
||||
using AssetSoundPatch = Asset<ASSET_TYPE_SOUND_PATCH, SndPatch>;
|
||||
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
|
||||
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
|
||||
using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
|
||||
using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
|
||||
using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
|
||||
using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
|
||||
using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
|
||||
using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
|
||||
using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
|
||||
using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
|
||||
using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
|
||||
using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponVariantDef>;
|
||||
using AssetSoundDriverGlobals = Asset<ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals>;
|
||||
using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
|
||||
using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
|
||||
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
|
||||
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
|
||||
using AssetPackIndex = Asset<ASSET_TYPE_PACK_INDEX, PackIndex>;
|
||||
using AssetXGlobals = Asset<ASSET_TYPE_XGLOBALS, XGlobals>;
|
||||
using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>;
|
||||
using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>;
|
||||
using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>;
|
||||
|
||||
} // namespace T5
|
||||
|
@ -3,6 +3,7 @@
|
||||
// clang-format off: Order of includes matters here
|
||||
|
||||
// #include <d3d11.h>
|
||||
#include "Game/IAsset.h"
|
||||
#include "Image/Texture.h"
|
||||
|
||||
#include "T6_Assets.h"
|
||||
@ -159,4 +160,52 @@ namespace T6
|
||||
AUFT_NUM_FIELD_TYPES,
|
||||
};
|
||||
|
||||
using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
|
||||
using AssetPhysConstraints = Asset<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>;
|
||||
using AssetDestructibleDef = Asset<ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef>;
|
||||
using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
|
||||
using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
|
||||
using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
|
||||
using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
|
||||
using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
|
||||
using AssetSoundBank = Asset<ASSET_TYPE_SOUND, SndBank>;
|
||||
using AssetSoundPatch = Asset<ASSET_TYPE_SOUND_PATCH, SndPatch>;
|
||||
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
|
||||
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
|
||||
using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
|
||||
using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
|
||||
using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
|
||||
using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
|
||||
using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
|
||||
using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
|
||||
using AssetFontIcon = Asset<ASSET_TYPE_FONTICON, FontIcon>;
|
||||
using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
|
||||
using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
|
||||
using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
|
||||
using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponVariantDef>;
|
||||
using AssetAttachment = Asset<ASSET_TYPE_ATTACHMENT, WeaponAttachment>;
|
||||
using AssetAttachmentUnique = Asset<ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique>;
|
||||
using AssetWeaponCamo = Asset<ASSET_TYPE_WEAPON_CAMO, WeaponCamo>;
|
||||
using AssetSoundDriverGlobals = Asset<ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals>;
|
||||
using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
|
||||
using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
|
||||
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
|
||||
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
|
||||
using AssetLeaderBoard = Asset<ASSET_TYPE_LEADERBOARD, LeaderboardDef>;
|
||||
using AssetXGlobals = Asset<ASSET_TYPE_XGLOBALS, XGlobals>;
|
||||
using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>;
|
||||
using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>;
|
||||
using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>;
|
||||
using AssetScript = Asset<ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree>;
|
||||
using AssetKeyValuePairs = Asset<ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs>;
|
||||
using AssetVehicle = Asset<ASSET_TYPE_VEHICLEDEF, VehicleDef>;
|
||||
using AssetMemoryBlock = Asset<ASSET_TYPE_MEMORYBLOCK, MemoryBlock>;
|
||||
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
|
||||
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
|
||||
|
Loading…
x
Reference in New Issue
Block a user