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https://github.com/Laupetin/OpenAssetTools.git
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Dump a few iw4 assets
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70
src/Unlinker/Game/IW4/ZoneDefWriterIW4.cpp
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70
src/Unlinker/Game/IW4/ZoneDefWriterIW4.cpp
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#include "ZoneDefWriterIW4.h"
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#include "Game/IW4/GameIW4.h"
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#include "Game/IW4/CommonIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include <sstream>
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#include <iomanip>
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#include <cassert>
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using namespace IW4;
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namespace IW4
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{
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class ZoneDefWriterInternal final : public AbstractZoneDefWriter
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{
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void WriteContent() const
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{
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const auto* pools = dynamic_cast<GameAssetPoolIW4*>(m_zone->GetPools());
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assert(pools);
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if (!pools)
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return;
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// Localized strings are all collected in one string file. So only add this to the zone file.
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if (!pools->m_localize->m_asset_lookup.empty())
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{
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WriteEntry(pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), m_zone->m_name);
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}
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for (const auto& asset : *pools)
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{
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switch (asset->m_type)
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{
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case ASSET_TYPE_LOCALIZE_ENTRY:
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break;
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default:
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WriteEntry(pools->GetAssetTypeName(asset->m_type), asset->m_name);
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break;
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}
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}
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}
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public:
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ZoneDefWriterInternal(Zone* zone, FileAPI::IFile* file)
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: AbstractZoneDefWriter(zone, file)
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{
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}
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void WriteZoneDef() override
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{
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WriteComment("Call Of Duty: Modern Warfare 2");
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WriteMetaData(META_DATA_KEY_GAME, "iw4");
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EmptyLine();
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WriteContent();
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}
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};
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}
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bool ZoneDefWriter::CanHandleZone(Zone* zone) const
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{
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return zone->m_game == &g_GameIW4;
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}
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void ZoneDefWriter::WriteZoneDef(Zone* zone, FileAPI::IFile* file) const
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{
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ZoneDefWriterInternal writer(zone, file);
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writer.WriteZoneDef();
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}
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13
src/Unlinker/Game/IW4/ZoneDefWriterIW4.h
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13
src/Unlinker/Game/IW4/ZoneDefWriterIW4.h
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#pragma once
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#include "ContentLister/ZoneDefWriter.h"
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namespace IW4
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{
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class ZoneDefWriter final : public IZoneDefWriter
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{
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public:
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bool CanHandleZone(Zone* zone) const override;
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void WriteZoneDef(Zone* zone, FileAPI::IFile* file) const override;
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};
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}
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