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refactor: asset refs are specified via asset name not enum entry

This commit is contained in:
Jan Laupetin
2026-02-04 20:41:28 +00:00
parent 504f67fc2c
commit 1540b69ac1
17 changed files with 48 additions and 41 deletions

View File

@@ -37,7 +37,7 @@ set condition material FxElemDef::elemType == FX_ELEM_TYPE_SPRITE_BILLBOARD
use FxEffectDefRef;
set condition handle never;
set string name;
set assetref name ASSET_TYPE_FX;
set assetref name AssetFx;
// FxTrailDef
use FxTrailDef;

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@@ -8,7 +8,7 @@ set reusable weapDef;
set string szDisplayName;
set string szAltWeaponName;
set string szXAnims;
set assetref szXAnims ASSET_TYPE_XANIMPARTS;
set assetref szXAnims AssetXAnim;
set count szXAnims NUM_WEAP_ANIMS;
set reusable szXAnims;
set scriptstring hideTags;