chore: use Asset definition instead of enum entry for zcg

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Jan Laupetin 2025-04-28 11:08:32 +02:00 committed by Jan
parent 3adbe5a275
commit 1fe1b30831
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GPG Key ID: 44B581F78FF5C57C
13 changed files with 195 additions and 203 deletions

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@ -3,31 +3,31 @@ game IW3;
architecture x86; architecture x86;
// Game Assets // Game Assets
asset PhysPreset ASSET_TYPE_PHYSPRESET; asset PhysPreset AssetPhysPreset;
asset XAnimParts ASSET_TYPE_XANIMPARTS; asset XAnimParts AssetXAnim;
asset XModel ASSET_TYPE_XMODEL; asset XModel AssetXModel;
asset Material ASSET_TYPE_MATERIAL; asset Material AssetMaterial;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET; asset MaterialTechniqueSet AssetTechniqueSet;
asset GfxImage ASSET_TYPE_IMAGE; asset GfxImage AssetImage;
asset snd_alias_list_t ASSET_TYPE_SOUND; asset snd_alias_list_t AssetSound;
asset SndCurve ASSET_TYPE_SOUND_CURVE; asset SndCurve AssetSoundCurve;
asset LoadedSound ASSET_TYPE_LOADED_SOUND; asset LoadedSound AssetLoadedSound;
asset clipMap_t ASSET_TYPE_CLIPMAP_PVS; asset clipMap_t AssetClipMapPvs;
asset ComWorld ASSET_TYPE_COMWORLD; asset ComWorld AssetComWorld;
asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP; asset GameWorldSp AssetGameWorldSp;
asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP; asset GameWorldMp AssetGameWorldMp;
asset MapEnts ASSET_TYPE_MAP_ENTS; asset MapEnts AssetMapEnts;
asset GfxWorld ASSET_TYPE_GFXWORLD; asset GfxWorld AssetGfxWorld;
asset GfxLightDef ASSET_TYPE_LIGHT_DEF; asset GfxLightDef AssetLightDef;
asset Font_s ASSET_TYPE_FONT; asset Font_s AssetFont;
asset MenuList ASSET_TYPE_MENULIST; asset MenuList AssetMenuList;
asset menuDef_t ASSET_TYPE_MENU; asset menuDef_t AssetMenu;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY; asset LocalizeEntry AssetLocalize;
asset WeaponDef ASSET_TYPE_WEAPON; asset WeaponDef AssetWeapon;
asset FxEffectDef ASSET_TYPE_FX; asset FxEffectDef AssetFx;
asset FxImpactTable ASSET_TYPE_IMPACT_FX; asset FxImpactTable AssetImpactFx;
asset RawFile ASSET_TYPE_RAWFILE; asset RawFile AssetRawFile;
asset StringTable ASSET_TYPE_STRINGTABLE; asset StringTable AssetStringTable;
// Setup blocks // Setup blocks
block temp XFILE_BLOCK_TEMP default; block temp XFILE_BLOCK_TEMP default;
@ -66,4 +66,3 @@ block normal XFILE_BLOCK_INDEX;
#include "XAssets/RawFile.txt" #include "XAssets/RawFile.txt"
#include "XAssets/StringTable.txt" #include "XAssets/StringTable.txt"
// EOF

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@ -3,41 +3,41 @@ game IW4;
architecture x86; architecture x86;
// Game Assets // Game Assets
asset PhysPreset ASSET_TYPE_PHYSPRESET; asset PhysPreset AssetPhysPreset;
asset PhysCollmap ASSET_TYPE_PHYSCOLLMAP; asset PhysCollmap AssetPhysCollMap;
asset XAnimParts ASSET_TYPE_XANIMPARTS; asset XAnimParts AssetXAnim;
asset XModel ASSET_TYPE_XMODEL; asset XModel AssetXModel;
asset Material ASSET_TYPE_MATERIAL; asset Material AssetMaterial;
asset MaterialPixelShader ASSET_TYPE_PIXELSHADER; asset MaterialPixelShader AssetPixelShader;
asset MaterialVertexShader ASSET_TYPE_VERTEXSHADER; asset MaterialVertexShader AssetVertexShader;
asset MaterialVertexDeclaration ASSET_TYPE_VERTEXDECL; asset MaterialVertexDeclaration AssetVertexDecl;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET; asset MaterialTechniqueSet AssetTechniqueSet;
asset GfxImage ASSET_TYPE_IMAGE; asset GfxImage AssetImage;
asset snd_alias_list_t ASSET_TYPE_SOUND; asset snd_alias_list_t AssetSound;
asset SndCurve ASSET_TYPE_SOUND_CURVE; asset SndCurve AssetSoundCurve;
asset LoadedSound ASSET_TYPE_LOADED_SOUND; asset LoadedSound AssetLoadedSound;
asset clipMap_t ASSET_TYPE_CLIPMAP_MP; asset clipMap_t AssetClipMapMp;
asset ComWorld ASSET_TYPE_COMWORLD; asset ComWorld AssetComWorld;
asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP; asset GameWorldSp AssetGameWorldSp;
asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP; asset GameWorldMp AssetGameWorldMp;
asset MapEnts ASSET_TYPE_MAP_ENTS; asset MapEnts AssetMapEnts;
asset FxWorld ASSET_TYPE_FXWORLD; asset FxWorld AssetFxWorld;
asset GfxWorld ASSET_TYPE_GFXWORLD; asset GfxWorld AssetGfxWorld;
asset GfxLightDef ASSET_TYPE_LIGHT_DEF; asset GfxLightDef AssetLightDef;
asset Font_s ASSET_TYPE_FONT; asset Font_s AssetFont;
asset MenuList ASSET_TYPE_MENULIST; asset MenuList AssetMenuList;
asset menuDef_t ASSET_TYPE_MENU; asset menuDef_t AssetMenu;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY; asset LocalizeEntry AssetLocalize;
asset WeaponCompleteDef ASSET_TYPE_WEAPON; asset WeaponCompleteDef AssetWeapon;
asset FxEffectDef ASSET_TYPE_FX; asset FxEffectDef AssetFx;
asset FxImpactTable ASSET_TYPE_IMPACT_FX; asset FxImpactTable AssetImpactFx;
asset RawFile ASSET_TYPE_RAWFILE; asset RawFile AssetRawFile;
asset StringTable ASSET_TYPE_STRINGTABLE; asset StringTable AssetStringTable;
asset LeaderboardDef ASSET_TYPE_LEADERBOARD; asset LeaderboardDef AssetLeaderboard;
asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF; asset StructuredDataDefSet AssetStructuredDataDef;
asset TracerDef ASSET_TYPE_TRACER; asset TracerDef AssetTracer;
asset VehicleDef ASSET_TYPE_VEHICLE; asset VehicleDef AssetVehicle;
asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS; asset AddonMapEnts AssetAddonMapEnts;
// Setup blocks // Setup blocks
block temp XFILE_BLOCK_TEMP default; block temp XFILE_BLOCK_TEMP default;
@ -85,4 +85,3 @@ block normal XFILE_BLOCK_INDEX;
#include "XAssets/VehicleDef.txt" #include "XAssets/VehicleDef.txt"
#include "XAssets/AddonMapEnts.txt" #include "XAssets/AddonMapEnts.txt"
// EOF

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@ -3,46 +3,46 @@ game IW5;
architecture x86; architecture x86;
// Game Assets // Game Assets
asset PhysPreset ASSET_TYPE_PHYSPRESET; asset PhysPreset AssetPhysPreset;
asset PhysCollmap ASSET_TYPE_PHYSCOLLMAP; asset PhysCollmap AssetPhysCollMap;
asset XAnimParts ASSET_TYPE_XANIMPARTS; asset XAnimParts AssetXAnim;
asset XModelSurfs ASSET_TYPE_XMODEL_SURFS; asset XModelSurfs AssetXModelSurfs;
asset XModel ASSET_TYPE_XMODEL; asset XModel AssetXModel;
asset Material ASSET_TYPE_MATERIAL; asset Material AssetMaterial;
asset MaterialPixelShader ASSET_TYPE_PIXELSHADER; asset MaterialPixelShader AssetPixelShader;
asset MaterialVertexShader ASSET_TYPE_VERTEXSHADER; asset MaterialVertexShader AssetVertexShader;
asset MaterialVertexDeclaration ASSET_TYPE_VERTEXDECL; asset MaterialVertexDeclaration AssetVertexDecl;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET; asset MaterialTechniqueSet AssetTechniqueSet;
asset GfxImage ASSET_TYPE_IMAGE; asset GfxImage AssetImage;
asset snd_alias_list_t ASSET_TYPE_SOUND; asset snd_alias_list_t AssetSound;
asset SndCurve ASSET_TYPE_SOUND_CURVE; asset SndCurve AssetSoundCurve;
asset LoadedSound ASSET_TYPE_LOADED_SOUND; asset LoadedSound AssetLoadedSound;
asset clipMap_t ASSET_TYPE_CLIPMAP; asset clipMap_t AssetClipMap;
asset ComWorld ASSET_TYPE_COMWORLD; asset ComWorld AssetComWorld;
asset GlassWorld ASSET_TYPE_GLASSWORLD; asset GlassWorld AssetGlassWorld;
asset PathData ASSET_TYPE_PATHDATA; asset PathData AssetPathData;
asset VehicleTrack ASSET_TYPE_VEHICLE_TRACK; asset VehicleTrack AssetVehicleTrack;
asset MapEnts ASSET_TYPE_MAP_ENTS; asset MapEnts AssetMapEnts;
asset FxWorld ASSET_TYPE_FXWORLD; asset FxWorld AssetFxWorld;
asset GfxWorld ASSET_TYPE_GFXWORLD; asset GfxWorld AssetGfxWorld;
asset GfxLightDef ASSET_TYPE_LIGHT_DEF; asset GfxLightDef AssetLightDef;
asset Font_s ASSET_TYPE_FONT; asset Font_s AssetFont;
asset MenuList ASSET_TYPE_MENULIST; asset MenuList AssetMenuList;
asset menuDef_t ASSET_TYPE_MENU; asset menuDef_t AssetMenu;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY; asset LocalizeEntry AssetLocalize;
asset WeaponAttachment ASSET_TYPE_ATTACHMENT; asset WeaponAttachment AssetAttachment;
asset WeaponCompleteDef ASSET_TYPE_WEAPON; asset WeaponCompleteDef AssetWeapon;
asset FxEffectDef ASSET_TYPE_FX; asset FxEffectDef AssetFx;
asset FxImpactTable ASSET_TYPE_IMPACT_FX; asset FxImpactTable AssetImpactFx;
asset SurfaceFxTable ASSET_TYPE_SURFACE_FX; asset SurfaceFxTable AssetSurfaceFx;
asset RawFile ASSET_TYPE_RAWFILE; asset RawFile AssetRawFile;
asset ScriptFile ASSET_TYPE_SCRIPTFILE; asset ScriptFile AssetScript;
asset StringTable ASSET_TYPE_STRINGTABLE; asset StringTable AssetStringTable;
asset LeaderboardDef ASSET_TYPE_LEADERBOARD; asset LeaderboardDef AssetLeaderboard;
asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF; asset StructuredDataDefSet AssetStructuredDataDef;
asset TracerDef ASSET_TYPE_TRACER; asset TracerDef AssetTracer;
asset VehicleDef ASSET_TYPE_VEHICLE; asset VehicleDef AssetVehicle;
asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS; asset AddonMapEnts AssetAddonMapEnts;
// Setup blocks // Setup blocks
block temp XFILE_BLOCK_TEMP default; block temp XFILE_BLOCK_TEMP default;
@ -96,4 +96,3 @@ block normal XFILE_BLOCK_SCRIPT;
#include "XAssets/VehicleDef.txt" #include "XAssets/VehicleDef.txt"
#include "XAssets/AddonMapEnts.txt" #include "XAssets/AddonMapEnts.txt"
// EOF

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@ -3,38 +3,38 @@ game T5;
architecture x86; architecture x86;
// Game Assets // Game Assets
asset PhysPreset ASSET_TYPE_PHYSPRESET; asset PhysPreset AssetPhysPreset;
asset PhysConstraints ASSET_TYPE_PHYSCONSTRAINTS; asset PhysConstraints AssetPhysConstraints;
asset DestructibleDef ASSET_TYPE_DESTRUCTIBLEDEF; asset DestructibleDef AssetDestructibleDef;
asset XAnimParts ASSET_TYPE_XANIMPARTS; asset XAnimParts AssetXAnim;
asset XModel ASSET_TYPE_XMODEL; asset XModel AssetXModel;
asset Material ASSET_TYPE_MATERIAL; asset Material AssetMaterial;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET; asset MaterialTechniqueSet AssetTechniqueSet;
asset GfxImage ASSET_TYPE_IMAGE; asset GfxImage AssetImage;
asset SndBank ASSET_TYPE_SOUND; asset SndBank AssetSoundBank;
asset SndPatch ASSET_TYPE_SOUND_PATCH; asset SndPatch AssetSoundPatch;
asset clipMap_t ASSET_TYPE_CLIPMAP_PVS; asset clipMap_t AssetClipMapPvs;
asset ComWorld ASSET_TYPE_COMWORLD; asset ComWorld AssetComWorld;
asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP; asset GameWorldSp AssetGameWorldSp;
asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP; asset GameWorldMp AssetGameWorldMp;
asset MapEnts ASSET_TYPE_MAP_ENTS; asset MapEnts AssetMapEnts;
asset GfxWorld ASSET_TYPE_GFXWORLD; asset GfxWorld AssetGfxWorld;
asset GfxLightDef ASSET_TYPE_LIGHT_DEF; asset GfxLightDef AssetLightDef;
asset Font_s ASSET_TYPE_FONT; asset Font_s AssetFont;
asset MenuList ASSET_TYPE_MENULIST; asset MenuList AssetMenuList;
asset menuDef_t ASSET_TYPE_MENU; asset menuDef_t AssetMenu;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY; asset LocalizeEntry AssetLocalize;
asset WeaponVariantDef ASSET_TYPE_WEAPON; asset WeaponVariantDef AssetWeapon;
asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS; asset SndDriverGlobals AssetSoundDriverGlobals;
asset FxEffectDef ASSET_TYPE_FX; asset FxEffectDef AssetFx;
asset FxImpactTable ASSET_TYPE_IMPACT_FX; asset FxImpactTable AssetImpactFx;
asset RawFile ASSET_TYPE_RAWFILE; asset RawFile AssetRawFile;
asset StringTable ASSET_TYPE_STRINGTABLE; asset StringTable AssetStringTable;
asset PackIndex ASSET_TYPE_PACK_INDEX; asset PackIndex AssetPackIndex;
asset XGlobals ASSET_TYPE_XGLOBALS; asset XGlobals AssetXGlobals;
asset ddlRoot_t ASSET_TYPE_DDL; asset ddlRoot_t AssetDDL;
asset Glasses ASSET_TYPE_GLASSES; asset Glasses AssetGlasses;
asset EmblemSet ASSET_TYPE_EMBLEMSET; asset EmblemSet AssetEmblemSet;
// Setup blocks // Setup blocks
block temp XFILE_BLOCK_TEMP default; block temp XFILE_BLOCK_TEMP default;
@ -79,4 +79,3 @@ block normal XFILE_BLOCK_PHYSICAL;
#include "XAssets/Glasses.txt" #include "XAssets/Glasses.txt"
#include "XAssets/EmblemSet.txt" #include "XAssets/EmblemSet.txt"
// EOF

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@ -3,54 +3,54 @@ game T6;
architecture x86; architecture x86;
// Game Assets // Game Assets
asset PhysPreset ASSET_TYPE_PHYSPRESET; asset PhysPreset AssetPhysPreset;
asset PhysConstraints ASSET_TYPE_PHYSCONSTRAINTS; asset PhysConstraints AssetPhysConstraints;
asset DestructibleDef ASSET_TYPE_DESTRUCTIBLEDEF; asset DestructibleDef AssetDestructibleDef;
asset XAnimParts ASSET_TYPE_XANIMPARTS; asset XAnimParts AssetXAnim;
asset XModel ASSET_TYPE_XMODEL; asset XModel AssetXModel;
asset Material ASSET_TYPE_MATERIAL; asset Material AssetMaterial;
asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET; asset MaterialTechniqueSet AssetTechniqueSet;
asset GfxImage ASSET_TYPE_IMAGE; asset GfxImage AssetImage;
asset SndBank ASSET_TYPE_SOUND; asset SndBank AssetSoundBank;
asset SndPatch ASSET_TYPE_SOUND_PATCH; asset SndPatch AssetSoundPatch;
asset clipMap_t ASSET_TYPE_CLIPMAP_PVS; asset clipMap_t AssetClipMapPvs;
asset ComWorld ASSET_TYPE_COMWORLD; asset ComWorld AssetComWorld;
asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP; asset GameWorldSp AssetGameWorldSp;
asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP; asset GameWorldMp AssetGameWorldMp;
asset MapEnts ASSET_TYPE_MAP_ENTS; asset MapEnts AssetMapEnts;
asset GfxWorld ASSET_TYPE_GFXWORLD; asset GfxWorld AssetGfxWorld;
asset GfxLightDef ASSET_TYPE_LIGHT_DEF; asset GfxLightDef AssetLightDef;
asset Font_s ASSET_TYPE_FONT; asset Font_s AssetFont;
asset FontIcon ASSET_TYPE_FONTICON; asset FontIcon AssetFontIcon;
asset MenuList ASSET_TYPE_MENULIST; asset MenuList AssetMenuList;
asset menuDef_t ASSET_TYPE_MENU; asset menuDef_t AssetMenu;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY; asset LocalizeEntry AssetLocalize;
asset WeaponVariantDef ASSET_TYPE_WEAPON; asset WeaponVariantDef AssetWeapon;
asset WeaponAttachment ASSET_TYPE_ATTACHMENT; asset WeaponAttachment AssetAttachment;
asset WeaponAttachmentUnique ASSET_TYPE_ATTACHMENT_UNIQUE; asset WeaponAttachmentUnique AssetAttachmentUnique;
asset WeaponCamo ASSET_TYPE_WEAPON_CAMO; asset WeaponCamo AssetWeaponCamo;
asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS; asset SndDriverGlobals AssetSoundDriverGlobals;
asset FxEffectDef ASSET_TYPE_FX; asset FxEffectDef AssetFx;
asset FxImpactTable ASSET_TYPE_IMPACT_FX; asset FxImpactTable AssetImpactFx;
asset RawFile ASSET_TYPE_RAWFILE; asset RawFile AssetRawFile;
asset StringTable ASSET_TYPE_STRINGTABLE; asset StringTable AssetStringTable;
asset LeaderboardDef ASSET_TYPE_LEADERBOARD; asset LeaderboardDef AssetLeaderboard;
asset XGlobals ASSET_TYPE_XGLOBALS; asset XGlobals AssetXGlobals;
asset ddlRoot_t ASSET_TYPE_DDL; asset ddlRoot_t AssetDDL;
asset Glasses ASSET_TYPE_GLASSES; asset Glasses AssetGlasses;
asset EmblemSet ASSET_TYPE_EMBLEMSET; asset EmblemSet AssetEmblemSet;
asset ScriptParseTree ASSET_TYPE_SCRIPTPARSETREE; asset ScriptParseTree AssetScript;
asset KeyValuePairs ASSET_TYPE_KEYVALUEPAIRS; asset KeyValuePairs AssetKeyValuePairs;
asset VehicleDef ASSET_TYPE_VEHICLEDEF; asset VehicleDef AssetVehicle;
asset MemoryBlock ASSET_TYPE_MEMORYBLOCK; asset MemoryBlock AssetMemoryBlock;
asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS; asset AddonMapEnts AssetAddonMapEnts;
asset TracerDef ASSET_TYPE_TRACER; asset TracerDef AssetTracer;
asset SkinnedVertsDef ASSET_TYPE_SKINNEDVERTS; asset SkinnedVertsDef AssetSkinnedVerts;
asset Qdb ASSET_TYPE_QDB; asset Qdb AssetQdb;
asset Slug ASSET_TYPE_SLUG; asset Slug AssetSlug;
asset FootstepTableDef ASSET_TYPE_FOOTSTEP_TABLE; asset FootstepTableDef AssetFootstepTable;
asset FootstepFXTableDef ASSET_TYPE_FOOTSTEPFX_TABLE; asset FootstepFXTableDef AssetFootstepFxTable;
asset ZBarrierDef ASSET_TYPE_ZBARRIER; asset ZBarrierDef AssetZBarrier;
// Setup blocks // Setup blocks
block temp XFILE_BLOCK_TEMP default; block temp XFILE_BLOCK_TEMP default;
@ -112,4 +112,3 @@ block normal XFILE_BLOCK_STREAMER_RESERVE;
#include "XAssets/FootstepFXTableDef.txt" #include "XAssets/FootstepFXTableDef.txt"
#include "XAssets/ZBarrierDef.txt" #include "XAssets/ZBarrierDef.txt"
// EOF

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@ -12,7 +12,7 @@ StructureComputations::StructureComputations(const StructureInformation* structu
bool StructureComputations::IsAsset() const bool StructureComputations::IsAsset() const
{ {
return m_info->m_asset_enum_entry != nullptr; return !m_info->m_asset_name.empty();
} }
MemberInformation* StructureComputations::GetDynamicMember() const MemberInformation* StructureComputations::GetDynamicMember() const

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@ -2,7 +2,6 @@
StructureInformation::StructureInformation(DefinitionWithMembers* definition) StructureInformation::StructureInformation(DefinitionWithMembers* definition)
: m_definition(definition), : m_definition(definition),
m_asset_enum_entry(nullptr),
m_is_leaf(false), m_is_leaf(false),
m_requires_marking(false), m_requires_marking(false),
m_has_matching_cross_platform_structure(false), m_has_matching_cross_platform_structure(false),

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@ -16,8 +16,8 @@ class StructureInformation
public: public:
explicit StructureInformation(DefinitionWithMembers* definition); explicit StructureInformation(DefinitionWithMembers* definition);
DefinitionWithMembers* const m_definition; DefinitionWithMembers* m_definition;
EnumMember* m_asset_enum_entry; std::string m_asset_name;
std::vector<StructureInformation*> m_usages; std::vector<StructureInformation*> m_usages;
std::vector<std::unique_ptr<MemberInformation>> m_ordered_members; std::vector<std::unique_ptr<MemberInformation>> m_ordered_members;

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@ -262,7 +262,7 @@ namespace
LINEF("{0}::{0}(Zone* zone, IZoneInputStream* stream)", LoaderClassName(m_env.m_asset)) LINEF("{0}::{0}(Zone* zone, IZoneInputStream* stream)", LoaderClassName(m_env.m_asset))
m_intendation++; m_intendation++;
LINE_STARTF(": AssetLoader({0}, zone, stream)", m_env.m_asset->m_asset_enum_entry->m_name) LINE_STARTF(": AssetLoader({0}::EnumEntry, zone, stream)", m_env.m_asset->m_asset_name)
if (m_env.m_has_actions) if (m_env.m_has_actions)
{ {
LINE_MIDDLE(", m_actions(zone)") LINE_MIDDLE(", m_actions(zone)")

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@ -245,7 +245,7 @@ namespace
LINEF("{0}::{0}(Zone* zone)", MarkerClassName(m_env.m_asset)) LINEF("{0}::{0}(Zone* zone)", MarkerClassName(m_env.m_asset))
m_intendation++; m_intendation++;
LINEF(": AssetMarker({0}, zone)", m_env.m_asset->m_asset_enum_entry->m_name) LINEF(": AssetMarker({0}::EnumEntry, zone)", m_env.m_asset->m_asset_name)
m_intendation--; m_intendation--;
LINE("{") LINE("{")

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@ -261,7 +261,7 @@ namespace
"{0}::{0}({1}* asset, const Zone& zone, IZoneOutputStream& stream)", WriterClassName(m_env.m_asset), m_env.m_asset->m_definition->GetFullName()) "{0}::{0}({1}* asset, const Zone& zone, IZoneOutputStream& stream)", WriterClassName(m_env.m_asset), m_env.m_asset->m_definition->GetFullName())
m_intendation++; m_intendation++;
LINEF(": AssetWriter(zone.m_pools->GetAssetOrAssetReference({0}, GetAssetName(asset)), zone, stream)", m_env.m_asset->m_asset_enum_entry->m_name) LINEF(": AssetWriter(zone.m_pools->GetAssetOrAssetReference({0}::EnumEntry, GetAssetName(asset)), zone, stream)", m_env.m_asset->m_asset_name)
m_intendation--; m_intendation--;
LINE("{") LINE("{")

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@ -6,7 +6,7 @@
namespace namespace
{ {
static constexpr auto CAPTURE_TYPE = 1; static constexpr auto CAPTURE_TYPE = 1;
static constexpr auto CAPTURE_ENUM_ENTRY = 2; static constexpr auto CAPTURE_ASSET_NAME = 2;
} // namespace } // namespace
SequenceAsset::SequenceAsset() SequenceAsset::SequenceAsset()
@ -17,7 +17,7 @@ SequenceAsset::SequenceAsset()
AddMatchers({ AddMatchers({
create.Keyword("asset"), create.Keyword("asset"),
create.Label(CommandsCommonMatchers::LABEL_TYPENAME).Capture(CAPTURE_TYPE), create.Label(CommandsCommonMatchers::LABEL_TYPENAME).Capture(CAPTURE_TYPE),
create.Identifier().Capture(CAPTURE_ENUM_ENTRY), create.Identifier().Capture(CAPTURE_ASSET_NAME),
create.Char(';'), create.Char(';'),
}); });
} }
@ -25,7 +25,7 @@ SequenceAsset::SequenceAsset()
void SequenceAsset::ProcessMatch(CommandsParserState* state, SequenceResult<CommandsParserValue>& result) const void SequenceAsset::ProcessMatch(CommandsParserState* state, SequenceResult<CommandsParserValue>& result) const
{ {
const auto& typeNameToken = result.NextCapture(CAPTURE_TYPE); const auto& typeNameToken = result.NextCapture(CAPTURE_TYPE);
const auto& enumEntryToken = result.NextCapture(CAPTURE_ENUM_ENTRY); const auto& assetNameToken = result.NextCapture(CAPTURE_ASSET_NAME);
auto* definition = state->GetRepository()->GetDataDefinitionByName(typeNameToken.TypeNameValue()); auto* definition = state->GetRepository()->GetDataDefinitionByName(typeNameToken.TypeNameValue());
if (definition == nullptr) if (definition == nullptr)
@ -39,9 +39,7 @@ void SequenceAsset::ProcessMatch(CommandsParserState* state, SequenceResult<Comm
if (information == nullptr) if (information == nullptr)
throw ParsingException(typeNameToken.GetPos(), "No information for definition"); throw ParsingException(typeNameToken.GetPos(), "No information for definition");
auto* enumMember = state->GetRepository()->GetEnumMemberByName(enumEntryToken.IdentifierValue()); information->m_asset_name = assetNameToken.IdentifierValue();
if (enumMember == nullptr) if (information->m_asset_name.empty())
throw ParsingException(enumEntryToken.GetPos(), "Unknown enum entry"); throw ParsingException(assetNameToken.GetPos(), "Asset name is empty");
information->m_asset_enum_entry = enumMember;
} }

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@ -10,12 +10,12 @@ namespace
{ {
bool CalculateRequiresMarking(std::unordered_set<const void*>& visitedStructures, StructureInformation* info) bool CalculateRequiresMarking(std::unordered_set<const void*>& visitedStructures, StructureInformation* info)
{ {
if (visitedStructures.find(info) != visitedStructures.end()) if (visitedStructures.contains(info))
return info->m_requires_marking; return info->m_requires_marking;
visitedStructures.emplace(info); visitedStructures.emplace(info);
if (info->m_asset_enum_entry) if (StructureComputations(info).IsAsset())
{ {
info->m_requires_marking = true; info->m_requires_marking = true;
return true; return true;
@ -47,7 +47,7 @@ namespace
continue; continue;
// Any script strings, asset refs and assets need to be processed. // Any script strings, asset refs and assets need to be processed.
if (member->m_is_script_string || member->m_asset_ref || member->m_type && member->m_type->m_asset_enum_entry) if (member->m_is_script_string || member->m_asset_ref || member->m_type && StructureComputations(member->m_type).IsAsset())
{ {
info->m_requires_marking = true; info->m_requires_marking = true;
return true; return true;