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https://github.com/Laupetin/OpenAssetTools.git
synced 2026-01-25 09:23:03 +00:00
chore: restructure ModMan into list and details
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@@ -98,6 +98,11 @@ bool XAssetInfoGeneric::IsReference() const
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return !m_name.empty() && m_name[0] == ',';
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}
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std::string XAssetInfoGeneric::ReferencedAssetName() const
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{
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return m_name.substr(1);
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}
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std::string XAssetInfoGeneric::NormalizeAssetName(std::string input)
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{
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utils::MakeStringLowerCase(input);
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@@ -55,6 +55,7 @@ public:
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XAssetInfoGeneric& operator=(XAssetInfoGeneric&& other) noexcept = default;
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[[nodiscard]] bool IsReference() const;
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[[nodiscard]] std::string ReferencedAssetName() const;
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static std::string NormalizeAssetName(std::string input);
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@@ -1,5 +1,5 @@
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#pragma once
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#include "Utils/ClassUtils.h"
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#include "XAssetInfo.h"
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#include "Zone/Zone.h"
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#include "Zone/ZoneTypes.h"
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@@ -33,16 +33,16 @@ public:
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std::vector<XAssetInfoGeneric*> dependencies,
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std::vector<scr_string_t> usedScriptStrings,
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std::vector<IndirectAssetReference> indirectAssetReferences);
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_NODISCARD virtual XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const = 0;
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_NODISCARD virtual XAssetInfoGeneric* GetAssetOrAssetReference(asset_type_t type, const std::string& name) const;
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[[nodiscard]] virtual XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const = 0;
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[[nodiscard]] virtual XAssetInfoGeneric* GetAssetOrAssetReference(asset_type_t type, const std::string& name) const;
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_NODISCARD virtual asset_type_t GetAssetTypeCount() const = 0;
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_NODISCARD virtual std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const = 0;
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[[nodiscard]] virtual asset_type_t GetAssetTypeCount() const = 0;
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[[nodiscard]] virtual std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const = 0;
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_NODISCARD size_t GetTotalAssetCount() const;
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[[nodiscard]] size_t GetTotalAssetCount() const;
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_NODISCARD iterator begin() const;
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_NODISCARD iterator end() const;
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[[nodiscard]] iterator begin() const;
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[[nodiscard]] iterator end() const;
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static std::unique_ptr<ZoneAssetPools> CreateForGame(GameId game, Zone* zone, zone_priority_t priority);
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