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refactor: streamline material dumping
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@@ -1,35 +0,0 @@
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#include "DumperMaterialT5.h"
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#include "Game/T5/Material/JsonMaterialWriterT5.h"
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#include "Game/T5/Material/MaterialConstantZoneStateT5.h"
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#include "Material/MaterialCommon.h"
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#include <assert.h>
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using namespace T5;
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void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
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{
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auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
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materialConstantState->ExtractNamesFromZone();
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AbstractAssetDumper::DumpPool(context, pool);
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}
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bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
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{
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return true;
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}
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void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
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{
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const auto assetFile = context.OpenAssetFile(material::GetFileNameForAssetName(asset->m_name));
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if (!assetFile)
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return;
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const auto* material = asset->Asset();
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assert(material->info.gameFlags < 0x400);
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assert(material->maxStreamedMips == 0);
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DumpMaterialAsJson(*assetFile, *material, context);
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}
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@@ -1,17 +0,0 @@
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/T5/T5.h"
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namespace T5
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{
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class AssetDumperMaterial final : public AbstractAssetDumper<Material>
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{
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public:
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void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
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protected:
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bool ShouldDump(XAssetInfo<Material>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
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};
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} // namespace T5
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