mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-05-07 13:04:58 +00:00
chore: use Asset definition instead of enum entry for zcg
This commit is contained in:
parent
3adbe5a275
commit
1fe1b30831
@ -3,31 +3,31 @@ game IW3;
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architecture x86;
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// Game Assets
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asset PhysPreset ASSET_TYPE_PHYSPRESET;
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asset XAnimParts ASSET_TYPE_XANIMPARTS;
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asset XModel ASSET_TYPE_XMODEL;
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asset Material ASSET_TYPE_MATERIAL;
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asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
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asset GfxImage ASSET_TYPE_IMAGE;
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asset snd_alias_list_t ASSET_TYPE_SOUND;
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asset SndCurve ASSET_TYPE_SOUND_CURVE;
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asset LoadedSound ASSET_TYPE_LOADED_SOUND;
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asset clipMap_t ASSET_TYPE_CLIPMAP_PVS;
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asset ComWorld ASSET_TYPE_COMWORLD;
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asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
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asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP;
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asset MapEnts ASSET_TYPE_MAP_ENTS;
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asset GfxWorld ASSET_TYPE_GFXWORLD;
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asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
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asset Font_s ASSET_TYPE_FONT;
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asset MenuList ASSET_TYPE_MENULIST;
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asset menuDef_t ASSET_TYPE_MENU;
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asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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asset WeaponDef ASSET_TYPE_WEAPON;
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asset FxEffectDef ASSET_TYPE_FX;
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asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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asset PhysPreset AssetPhysPreset;
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asset XAnimParts AssetXAnim;
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asset XModel AssetXModel;
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asset Material AssetMaterial;
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asset MaterialTechniqueSet AssetTechniqueSet;
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asset GfxImage AssetImage;
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asset snd_alias_list_t AssetSound;
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asset SndCurve AssetSoundCurve;
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asset LoadedSound AssetLoadedSound;
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asset clipMap_t AssetClipMapPvs;
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asset ComWorld AssetComWorld;
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asset GameWorldSp AssetGameWorldSp;
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asset GameWorldMp AssetGameWorldMp;
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asset MapEnts AssetMapEnts;
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asset GfxWorld AssetGfxWorld;
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asset GfxLightDef AssetLightDef;
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asset Font_s AssetFont;
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asset MenuList AssetMenuList;
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asset menuDef_t AssetMenu;
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asset LocalizeEntry AssetLocalize;
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asset WeaponDef AssetWeapon;
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asset FxEffectDef AssetFx;
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asset FxImpactTable AssetImpactFx;
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asset RawFile AssetRawFile;
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asset StringTable AssetStringTable;
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// Setup blocks
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block temp XFILE_BLOCK_TEMP default;
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@ -66,4 +66,3 @@ block normal XFILE_BLOCK_INDEX;
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#include "XAssets/RawFile.txt"
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#include "XAssets/StringTable.txt"
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// EOF
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@ -3,41 +3,41 @@ game IW4;
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architecture x86;
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// Game Assets
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asset PhysPreset ASSET_TYPE_PHYSPRESET;
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asset PhysCollmap ASSET_TYPE_PHYSCOLLMAP;
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asset XAnimParts ASSET_TYPE_XANIMPARTS;
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asset XModel ASSET_TYPE_XMODEL;
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asset Material ASSET_TYPE_MATERIAL;
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asset MaterialPixelShader ASSET_TYPE_PIXELSHADER;
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asset MaterialVertexShader ASSET_TYPE_VERTEXSHADER;
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asset MaterialVertexDeclaration ASSET_TYPE_VERTEXDECL;
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asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
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asset GfxImage ASSET_TYPE_IMAGE;
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asset snd_alias_list_t ASSET_TYPE_SOUND;
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asset SndCurve ASSET_TYPE_SOUND_CURVE;
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asset LoadedSound ASSET_TYPE_LOADED_SOUND;
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asset clipMap_t ASSET_TYPE_CLIPMAP_MP;
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asset ComWorld ASSET_TYPE_COMWORLD;
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asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
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asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP;
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asset MapEnts ASSET_TYPE_MAP_ENTS;
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asset FxWorld ASSET_TYPE_FXWORLD;
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asset GfxWorld ASSET_TYPE_GFXWORLD;
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asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
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asset Font_s ASSET_TYPE_FONT;
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asset MenuList ASSET_TYPE_MENULIST;
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asset menuDef_t ASSET_TYPE_MENU;
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asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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asset FxEffectDef ASSET_TYPE_FX;
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asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
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asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF;
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asset TracerDef ASSET_TYPE_TRACER;
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asset VehicleDef ASSET_TYPE_VEHICLE;
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asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS;
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asset PhysPreset AssetPhysPreset;
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asset PhysCollmap AssetPhysCollMap;
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asset XAnimParts AssetXAnim;
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asset XModel AssetXModel;
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asset Material AssetMaterial;
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asset MaterialPixelShader AssetPixelShader;
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asset MaterialVertexShader AssetVertexShader;
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asset MaterialVertexDeclaration AssetVertexDecl;
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asset MaterialTechniqueSet AssetTechniqueSet;
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asset GfxImage AssetImage;
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asset snd_alias_list_t AssetSound;
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asset SndCurve AssetSoundCurve;
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asset LoadedSound AssetLoadedSound;
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asset clipMap_t AssetClipMapMp;
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asset ComWorld AssetComWorld;
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asset GameWorldSp AssetGameWorldSp;
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asset GameWorldMp AssetGameWorldMp;
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asset MapEnts AssetMapEnts;
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asset FxWorld AssetFxWorld;
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asset GfxWorld AssetGfxWorld;
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asset GfxLightDef AssetLightDef;
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asset Font_s AssetFont;
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asset MenuList AssetMenuList;
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asset menuDef_t AssetMenu;
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asset LocalizeEntry AssetLocalize;
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asset WeaponCompleteDef AssetWeapon;
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asset FxEffectDef AssetFx;
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asset FxImpactTable AssetImpactFx;
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asset RawFile AssetRawFile;
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asset StringTable AssetStringTable;
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asset LeaderboardDef AssetLeaderboard;
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asset StructuredDataDefSet AssetStructuredDataDef;
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asset TracerDef AssetTracer;
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asset VehicleDef AssetVehicle;
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asset AddonMapEnts AssetAddonMapEnts;
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// Setup blocks
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block temp XFILE_BLOCK_TEMP default;
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@ -85,4 +85,3 @@ block normal XFILE_BLOCK_INDEX;
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#include "XAssets/VehicleDef.txt"
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#include "XAssets/AddonMapEnts.txt"
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// EOF
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@ -3,46 +3,46 @@ game IW5;
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architecture x86;
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// Game Assets
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asset PhysPreset ASSET_TYPE_PHYSPRESET;
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asset PhysCollmap ASSET_TYPE_PHYSCOLLMAP;
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asset XAnimParts ASSET_TYPE_XANIMPARTS;
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asset XModelSurfs ASSET_TYPE_XMODEL_SURFS;
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asset XModel ASSET_TYPE_XMODEL;
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asset Material ASSET_TYPE_MATERIAL;
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asset MaterialPixelShader ASSET_TYPE_PIXELSHADER;
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asset MaterialVertexShader ASSET_TYPE_VERTEXSHADER;
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asset MaterialVertexDeclaration ASSET_TYPE_VERTEXDECL;
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asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
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asset GfxImage ASSET_TYPE_IMAGE;
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asset snd_alias_list_t ASSET_TYPE_SOUND;
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asset SndCurve ASSET_TYPE_SOUND_CURVE;
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asset LoadedSound ASSET_TYPE_LOADED_SOUND;
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asset clipMap_t ASSET_TYPE_CLIPMAP;
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asset ComWorld ASSET_TYPE_COMWORLD;
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asset GlassWorld ASSET_TYPE_GLASSWORLD;
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asset PathData ASSET_TYPE_PATHDATA;
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asset VehicleTrack ASSET_TYPE_VEHICLE_TRACK;
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asset MapEnts ASSET_TYPE_MAP_ENTS;
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asset FxWorld ASSET_TYPE_FXWORLD;
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asset GfxWorld ASSET_TYPE_GFXWORLD;
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asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
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asset Font_s ASSET_TYPE_FONT;
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asset MenuList ASSET_TYPE_MENULIST;
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asset menuDef_t ASSET_TYPE_MENU;
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asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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asset WeaponAttachment ASSET_TYPE_ATTACHMENT;
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asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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asset FxEffectDef ASSET_TYPE_FX;
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asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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asset SurfaceFxTable ASSET_TYPE_SURFACE_FX;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset ScriptFile ASSET_TYPE_SCRIPTFILE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
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asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF;
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asset TracerDef ASSET_TYPE_TRACER;
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asset VehicleDef ASSET_TYPE_VEHICLE;
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asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS;
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asset PhysPreset AssetPhysPreset;
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asset PhysCollmap AssetPhysCollMap;
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asset XAnimParts AssetXAnim;
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asset XModelSurfs AssetXModelSurfs;
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asset XModel AssetXModel;
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asset Material AssetMaterial;
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asset MaterialPixelShader AssetPixelShader;
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asset MaterialVertexShader AssetVertexShader;
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asset MaterialVertexDeclaration AssetVertexDecl;
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asset MaterialTechniqueSet AssetTechniqueSet;
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asset GfxImage AssetImage;
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asset snd_alias_list_t AssetSound;
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asset SndCurve AssetSoundCurve;
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asset LoadedSound AssetLoadedSound;
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asset clipMap_t AssetClipMap;
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asset ComWorld AssetComWorld;
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asset GlassWorld AssetGlassWorld;
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asset PathData AssetPathData;
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asset VehicleTrack AssetVehicleTrack;
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asset MapEnts AssetMapEnts;
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asset FxWorld AssetFxWorld;
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asset GfxWorld AssetGfxWorld;
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asset GfxLightDef AssetLightDef;
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asset Font_s AssetFont;
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asset MenuList AssetMenuList;
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asset menuDef_t AssetMenu;
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asset LocalizeEntry AssetLocalize;
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asset WeaponAttachment AssetAttachment;
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asset WeaponCompleteDef AssetWeapon;
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asset FxEffectDef AssetFx;
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asset FxImpactTable AssetImpactFx;
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asset SurfaceFxTable AssetSurfaceFx;
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asset RawFile AssetRawFile;
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asset ScriptFile AssetScript;
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asset StringTable AssetStringTable;
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asset LeaderboardDef AssetLeaderboard;
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asset StructuredDataDefSet AssetStructuredDataDef;
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asset TracerDef AssetTracer;
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asset VehicleDef AssetVehicle;
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asset AddonMapEnts AssetAddonMapEnts;
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// Setup blocks
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block temp XFILE_BLOCK_TEMP default;
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@ -96,4 +96,3 @@ block normal XFILE_BLOCK_SCRIPT;
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#include "XAssets/VehicleDef.txt"
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#include "XAssets/AddonMapEnts.txt"
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// EOF
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@ -3,38 +3,38 @@ game T5;
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architecture x86;
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// Game Assets
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asset PhysPreset ASSET_TYPE_PHYSPRESET;
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asset PhysConstraints ASSET_TYPE_PHYSCONSTRAINTS;
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asset DestructibleDef ASSET_TYPE_DESTRUCTIBLEDEF;
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asset XAnimParts ASSET_TYPE_XANIMPARTS;
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asset XModel ASSET_TYPE_XMODEL;
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asset Material ASSET_TYPE_MATERIAL;
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asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
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asset GfxImage ASSET_TYPE_IMAGE;
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asset SndBank ASSET_TYPE_SOUND;
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asset SndPatch ASSET_TYPE_SOUND_PATCH;
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asset clipMap_t ASSET_TYPE_CLIPMAP_PVS;
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asset ComWorld ASSET_TYPE_COMWORLD;
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asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
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asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP;
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asset MapEnts ASSET_TYPE_MAP_ENTS;
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asset GfxWorld ASSET_TYPE_GFXWORLD;
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asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
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asset Font_s ASSET_TYPE_FONT;
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asset MenuList ASSET_TYPE_MENULIST;
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asset menuDef_t ASSET_TYPE_MENU;
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asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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asset WeaponVariantDef ASSET_TYPE_WEAPON;
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asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
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asset FxEffectDef ASSET_TYPE_FX;
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asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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asset PackIndex ASSET_TYPE_PACK_INDEX;
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asset XGlobals ASSET_TYPE_XGLOBALS;
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asset ddlRoot_t ASSET_TYPE_DDL;
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asset Glasses ASSET_TYPE_GLASSES;
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asset EmblemSet ASSET_TYPE_EMBLEMSET;
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asset PhysPreset AssetPhysPreset;
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asset PhysConstraints AssetPhysConstraints;
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asset DestructibleDef AssetDestructibleDef;
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asset XAnimParts AssetXAnim;
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asset XModel AssetXModel;
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asset Material AssetMaterial;
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asset MaterialTechniqueSet AssetTechniqueSet;
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asset GfxImage AssetImage;
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asset SndBank AssetSoundBank;
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asset SndPatch AssetSoundPatch;
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asset clipMap_t AssetClipMapPvs;
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asset ComWorld AssetComWorld;
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asset GameWorldSp AssetGameWorldSp;
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asset GameWorldMp AssetGameWorldMp;
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asset MapEnts AssetMapEnts;
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asset GfxWorld AssetGfxWorld;
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asset GfxLightDef AssetLightDef;
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asset Font_s AssetFont;
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asset MenuList AssetMenuList;
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asset menuDef_t AssetMenu;
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asset LocalizeEntry AssetLocalize;
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asset WeaponVariantDef AssetWeapon;
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asset SndDriverGlobals AssetSoundDriverGlobals;
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asset FxEffectDef AssetFx;
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asset FxImpactTable AssetImpactFx;
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asset RawFile AssetRawFile;
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asset StringTable AssetStringTable;
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asset PackIndex AssetPackIndex;
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asset XGlobals AssetXGlobals;
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asset ddlRoot_t AssetDDL;
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asset Glasses AssetGlasses;
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asset EmblemSet AssetEmblemSet;
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// Setup blocks
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block temp XFILE_BLOCK_TEMP default;
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@ -79,4 +79,3 @@ block normal XFILE_BLOCK_PHYSICAL;
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#include "XAssets/Glasses.txt"
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#include "XAssets/EmblemSet.txt"
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// EOF
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@ -3,54 +3,54 @@ game T6;
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architecture x86;
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// Game Assets
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asset PhysPreset ASSET_TYPE_PHYSPRESET;
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asset PhysConstraints ASSET_TYPE_PHYSCONSTRAINTS;
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asset DestructibleDef ASSET_TYPE_DESTRUCTIBLEDEF;
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asset XAnimParts ASSET_TYPE_XANIMPARTS;
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asset XModel ASSET_TYPE_XMODEL;
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asset Material ASSET_TYPE_MATERIAL;
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asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
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asset GfxImage ASSET_TYPE_IMAGE;
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asset SndBank ASSET_TYPE_SOUND;
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asset SndPatch ASSET_TYPE_SOUND_PATCH;
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asset clipMap_t ASSET_TYPE_CLIPMAP_PVS;
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asset ComWorld ASSET_TYPE_COMWORLD;
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asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
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asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP;
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asset MapEnts ASSET_TYPE_MAP_ENTS;
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asset GfxWorld ASSET_TYPE_GFXWORLD;
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asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
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asset Font_s ASSET_TYPE_FONT;
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asset FontIcon ASSET_TYPE_FONTICON;
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asset MenuList ASSET_TYPE_MENULIST;
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asset menuDef_t ASSET_TYPE_MENU;
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asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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asset WeaponVariantDef ASSET_TYPE_WEAPON;
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asset WeaponAttachment ASSET_TYPE_ATTACHMENT;
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asset WeaponAttachmentUnique ASSET_TYPE_ATTACHMENT_UNIQUE;
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asset WeaponCamo ASSET_TYPE_WEAPON_CAMO;
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asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
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asset FxEffectDef ASSET_TYPE_FX;
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asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
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asset XGlobals ASSET_TYPE_XGLOBALS;
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asset ddlRoot_t ASSET_TYPE_DDL;
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asset Glasses ASSET_TYPE_GLASSES;
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asset EmblemSet ASSET_TYPE_EMBLEMSET;
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asset ScriptParseTree ASSET_TYPE_SCRIPTPARSETREE;
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asset KeyValuePairs ASSET_TYPE_KEYVALUEPAIRS;
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asset VehicleDef ASSET_TYPE_VEHICLEDEF;
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asset MemoryBlock ASSET_TYPE_MEMORYBLOCK;
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asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS;
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asset TracerDef ASSET_TYPE_TRACER;
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asset SkinnedVertsDef ASSET_TYPE_SKINNEDVERTS;
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asset Qdb ASSET_TYPE_QDB;
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asset Slug ASSET_TYPE_SLUG;
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asset FootstepTableDef ASSET_TYPE_FOOTSTEP_TABLE;
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asset FootstepFXTableDef ASSET_TYPE_FOOTSTEPFX_TABLE;
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asset ZBarrierDef ASSET_TYPE_ZBARRIER;
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asset PhysPreset AssetPhysPreset;
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asset PhysConstraints AssetPhysConstraints;
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asset DestructibleDef AssetDestructibleDef;
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asset XAnimParts AssetXAnim;
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asset XModel AssetXModel;
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asset Material AssetMaterial;
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asset MaterialTechniqueSet AssetTechniqueSet;
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asset GfxImage AssetImage;
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asset SndBank AssetSoundBank;
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asset SndPatch AssetSoundPatch;
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asset clipMap_t AssetClipMapPvs;
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asset ComWorld AssetComWorld;
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asset GameWorldSp AssetGameWorldSp;
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asset GameWorldMp AssetGameWorldMp;
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asset MapEnts AssetMapEnts;
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asset GfxWorld AssetGfxWorld;
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asset GfxLightDef AssetLightDef;
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asset Font_s AssetFont;
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asset FontIcon AssetFontIcon;
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asset MenuList AssetMenuList;
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asset menuDef_t AssetMenu;
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asset LocalizeEntry AssetLocalize;
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asset WeaponVariantDef AssetWeapon;
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asset WeaponAttachment AssetAttachment;
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asset WeaponAttachmentUnique AssetAttachmentUnique;
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asset WeaponCamo AssetWeaponCamo;
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asset SndDriverGlobals AssetSoundDriverGlobals;
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asset FxEffectDef AssetFx;
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asset FxImpactTable AssetImpactFx;
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asset RawFile AssetRawFile;
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asset StringTable AssetStringTable;
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asset LeaderboardDef AssetLeaderboard;
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asset XGlobals AssetXGlobals;
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asset ddlRoot_t AssetDDL;
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asset Glasses AssetGlasses;
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asset EmblemSet AssetEmblemSet;
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asset ScriptParseTree AssetScript;
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asset KeyValuePairs AssetKeyValuePairs;
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asset VehicleDef AssetVehicle;
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asset MemoryBlock AssetMemoryBlock;
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asset AddonMapEnts AssetAddonMapEnts;
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asset TracerDef AssetTracer;
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asset SkinnedVertsDef AssetSkinnedVerts;
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asset Qdb AssetQdb;
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asset Slug AssetSlug;
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asset FootstepTableDef AssetFootstepTable;
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asset FootstepFXTableDef AssetFootstepFxTable;
|
||||
asset ZBarrierDef AssetZBarrier;
|
||||
|
||||
// Setup blocks
|
||||
block temp XFILE_BLOCK_TEMP default;
|
||||
@ -112,4 +112,3 @@ block normal XFILE_BLOCK_STREAMER_RESERVE;
|
||||
#include "XAssets/FootstepFXTableDef.txt"
|
||||
#include "XAssets/ZBarrierDef.txt"
|
||||
|
||||
// EOF
|
@ -12,7 +12,7 @@ StructureComputations::StructureComputations(const StructureInformation* structu
|
||||
|
||||
bool StructureComputations::IsAsset() const
|
||||
{
|
||||
return m_info->m_asset_enum_entry != nullptr;
|
||||
return !m_info->m_asset_name.empty();
|
||||
}
|
||||
|
||||
MemberInformation* StructureComputations::GetDynamicMember() const
|
||||
|
@ -2,7 +2,6 @@
|
||||
|
||||
StructureInformation::StructureInformation(DefinitionWithMembers* definition)
|
||||
: m_definition(definition),
|
||||
m_asset_enum_entry(nullptr),
|
||||
m_is_leaf(false),
|
||||
m_requires_marking(false),
|
||||
m_has_matching_cross_platform_structure(false),
|
||||
|
@ -16,8 +16,8 @@ class StructureInformation
|
||||
public:
|
||||
explicit StructureInformation(DefinitionWithMembers* definition);
|
||||
|
||||
DefinitionWithMembers* const m_definition;
|
||||
EnumMember* m_asset_enum_entry;
|
||||
DefinitionWithMembers* m_definition;
|
||||
std::string m_asset_name;
|
||||
|
||||
std::vector<StructureInformation*> m_usages;
|
||||
std::vector<std::unique_ptr<MemberInformation>> m_ordered_members;
|
||||
|
@ -262,7 +262,7 @@ namespace
|
||||
LINEF("{0}::{0}(Zone* zone, IZoneInputStream* stream)", LoaderClassName(m_env.m_asset))
|
||||
|
||||
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)
|
||||
{
|
||||
LINE_MIDDLE(", m_actions(zone)")
|
||||
|
@ -245,7 +245,7 @@ namespace
|
||||
LINEF("{0}::{0}(Zone* zone)", MarkerClassName(m_env.m_asset))
|
||||
|
||||
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--;
|
||||
|
||||
LINE("{")
|
||||
|
@ -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())
|
||||
|
||||
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--;
|
||||
|
||||
LINE("{")
|
||||
|
@ -6,7 +6,7 @@
|
||||
namespace
|
||||
{
|
||||
static constexpr auto CAPTURE_TYPE = 1;
|
||||
static constexpr auto CAPTURE_ENUM_ENTRY = 2;
|
||||
static constexpr auto CAPTURE_ASSET_NAME = 2;
|
||||
} // namespace
|
||||
|
||||
SequenceAsset::SequenceAsset()
|
||||
@ -17,7 +17,7 @@ SequenceAsset::SequenceAsset()
|
||||
AddMatchers({
|
||||
create.Keyword("asset"),
|
||||
create.Label(CommandsCommonMatchers::LABEL_TYPENAME).Capture(CAPTURE_TYPE),
|
||||
create.Identifier().Capture(CAPTURE_ENUM_ENTRY),
|
||||
create.Identifier().Capture(CAPTURE_ASSET_NAME),
|
||||
create.Char(';'),
|
||||
});
|
||||
}
|
||||
@ -25,7 +25,7 @@ SequenceAsset::SequenceAsset()
|
||||
void SequenceAsset::ProcessMatch(CommandsParserState* state, SequenceResult<CommandsParserValue>& result) const
|
||||
{
|
||||
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());
|
||||
if (definition == nullptr)
|
||||
@ -39,9 +39,7 @@ void SequenceAsset::ProcessMatch(CommandsParserState* state, SequenceResult<Comm
|
||||
if (information == nullptr)
|
||||
throw ParsingException(typeNameToken.GetPos(), "No information for definition");
|
||||
|
||||
auto* enumMember = state->GetRepository()->GetEnumMemberByName(enumEntryToken.IdentifierValue());
|
||||
if (enumMember == nullptr)
|
||||
throw ParsingException(enumEntryToken.GetPos(), "Unknown enum entry");
|
||||
|
||||
information->m_asset_enum_entry = enumMember;
|
||||
information->m_asset_name = assetNameToken.IdentifierValue();
|
||||
if (information->m_asset_name.empty())
|
||||
throw ParsingException(assetNameToken.GetPos(), "Asset name is empty");
|
||||
}
|
||||
|
@ -10,12 +10,12 @@ namespace
|
||||
{
|
||||
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;
|
||||
|
||||
visitedStructures.emplace(info);
|
||||
|
||||
if (info->m_asset_enum_entry)
|
||||
if (StructureComputations(info).IsAsset())
|
||||
{
|
||||
info->m_requires_marking = true;
|
||||
return true;
|
||||
@ -47,7 +47,7 @@ namespace
|
||||
continue;
|
||||
|
||||
// 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;
|
||||
return true;
|
||||
|
Loading…
x
Reference in New Issue
Block a user