mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-07-26 18:00:38 +00:00
feat: add T4 PhysPreset support (#925)
* feat: add T4 PhysPreset support * chore: slight adjustment to how the max friction constant is named --------- Co-authored-by: Jan Laupetin <[email protected]>
This commit is contained in:
@@ -4,8 +4,12 @@ namespace T4
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{
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static constexpr auto INFO_STRING_PREFIX_FLAME_TABLE = "FLAMETABLEFILE";
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static constexpr auto INFO_STRING_PREFIX_PHYS_CONSTRAINTS = "PHYSCONSTRAINTS";
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static constexpr auto INFO_STRING_PREFIX_PHYS_PRESET = "PHYSIC";
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static constexpr auto INFO_STRING_PREFIX_WEAPON = "WEAPONFILE";
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static constexpr auto GDF_FILENAME_PHYS_CONSTRAINTS = "physconstraints.gdf";
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static constexpr auto GDF_FILENAME_PHYS_PRESET = "physpreset.gdf";
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static constexpr auto GDF_FILENAME_WEAPON = "weapon.gdf";
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static constexpr float PHYS_PRESET_MAX_FRICTION = 1e+10f;
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} // namespace T4
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@@ -0,0 +1,20 @@
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#pragma once
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#include "Game/T4/T4.h"
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namespace T4
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{
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inline cspField_t phys_preset_fields[]{
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{"mass", offsetof(PhysPresetInfo, mass), CSPFT_FLOAT },
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{"bounce", offsetof(PhysPresetInfo, bounce), CSPFT_FLOAT },
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{"friction", offsetof(PhysPresetInfo, friction), CSPFT_FLOAT },
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{"isFrictionInfinity", offsetof(PhysPresetInfo, isFrictionInfinity), CSPFT_BOOL },
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{"bulletForceScale", offsetof(PhysPresetInfo, bulletForceScale), CSPFT_FLOAT },
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{"explosiveForceScale", offsetof(PhysPresetInfo, explosiveForceScale), CSPFT_FLOAT },
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{"sndAliasPrefix", offsetof(PhysPresetInfo, sndAliasPrefix), CSPFT_STRING},
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{"piecesSpreadFraction", offsetof(PhysPresetInfo, piecesSpreadFraction), CSPFT_FLOAT },
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{"piecesUpwardVelocity", offsetof(PhysPresetInfo, piecesUpwardVelocity), CSPFT_FLOAT },
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{"canFloat", offsetof(PhysPresetInfo, canFloat), CSPFT_BOOL },
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{"gravityScale", offsetof(PhysPresetInfo, gravityScale), CSPFT_FLOAT },
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};
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}
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@@ -11,6 +11,8 @@
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#include "Localize/AssetLoaderLocalizeT4.h"
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#include "Maps/MapEntsLoaderT4.h"
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#include "Material/LoaderMaterialT4.h"
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#include "PhysPreset/GdtLoaderPhysPresetT4.h"
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#include "PhysPreset/RawLoaderPhysPresetT4.h"
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#include "RawFile/AssetLoaderRawFileT4.h"
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#include "Weapon/FlameTableLoaderT4.h"
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#include "Weapon/WeaponGdtLoaderT4.h"
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@@ -103,6 +105,8 @@ namespace
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collection.AddAssetCreator(font::CreateLoaderT4(memory, searchPath));
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collection.AddAssetCreator(localize::CreateLoaderT4(memory, searchPath, zone));
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collection.AddAssetCreator(map_ents::CreateLoaderT4(memory, searchPath));
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collection.AddAssetCreator(phys_preset::CreateRawLoaderT4(memory, searchPath, zone));
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collection.AddAssetCreator(phys_preset::CreateGdtLoaderT4(memory, gdt, zone));
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collection.AddAssetCreator(raw_file::CreateLoaderT4(memory, searchPath));
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collection.AddAssetCreator(weapon::CreateRawLoaderT4(memory, searchPath, zone));
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collection.AddAssetCreator(weapon::CreateGdtLoaderT4(memory, searchPath, gdt, zone));
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@@ -0,0 +1,50 @@
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#include "GdtLoaderPhysPresetT4.h"
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#include "Game/T4/ObjConstantsT4.h"
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#include "Game/T4/T4.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysPresetT4.h"
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#include "Utils/Logging/Log.h"
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using namespace T4;
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namespace
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{
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class GdtLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
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{
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public:
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GdtLoaderPhysPreset(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
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: m_gdt(gdt),
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m_info_string_loader(memory, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(GDF_FILENAME_PHYS_PRESET, assetName);
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if (gdtEntry == nullptr)
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromGdtProperties(*gdtEntry))
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{
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con::error("Failed to read phys preset gdt entry: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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IGdtQueryable& m_gdt;
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phys_preset::InfoStringLoaderT4 m_info_string_loader;
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};
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} // namespace
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateGdtLoaderT4(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
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{
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return std::make_unique<GdtLoaderPhysPreset>(memory, gdt, zone);
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}
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} // namespace phys_preset
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@@ -0,0 +1,14 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T4/T4.h"
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#include "Gdt/IGdtQueryable.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<T4::AssetPhysPreset>> CreateGdtLoaderT4(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone);
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} // namespace phys_preset
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@@ -0,0 +1,94 @@
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#include "InfoStringLoaderPhysPresetT4.h"
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#include "Game/T4/InfoString/InfoStringToStructConverter.h"
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#include "Game/T4/ObjConstantsT4.h"
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#include "Game/T4/PhysPreset/PhysPresetFields.h"
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#include "Game/T4/T4.h"
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#include "Utils/Logging/Log.h"
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#include <algorithm>
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#include <cassert>
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#include <type_traits>
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using namespace T4;
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namespace
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{
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class InfoStringToPhysPresetConverter final : public InfoStringToStructConverter
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{
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protected:
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bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
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{
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assert(false);
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return false;
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}
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public:
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InfoStringToPhysPresetConverter(const InfoString& infoString,
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PhysPresetInfo& physPreset,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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AssetRegistration<AssetPhysPreset>& registration,
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const cspField_t* fields,
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, &physPreset, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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};
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void CopyFromPhysPresetInfo(const PhysPresetInfo& physPresetInfo, PhysPreset& physPreset)
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{
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physPreset.mass = std::clamp(physPresetInfo.mass, 1.0f, 2000.0f) * 0.001f;
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physPreset.bounce = physPresetInfo.bounce;
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if (physPresetInfo.isFrictionInfinity != 0)
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physPreset.friction = PHYS_PRESET_MAX_FRICTION;
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else
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physPreset.friction = physPresetInfo.friction;
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physPreset.bulletForceScale = physPresetInfo.bulletForceScale;
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physPreset.explosiveForceScale = physPresetInfo.explosiveForceScale;
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physPreset.sndAliasPrefix = physPresetInfo.sndAliasPrefix;
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physPreset.piecesSpreadFraction = physPresetInfo.piecesSpreadFraction;
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physPreset.piecesUpwardVelocity = physPresetInfo.piecesUpwardVelocity;
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physPreset.canFloat = physPresetInfo.canFloat;
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physPreset.gravityScale = std::clamp(physPresetInfo.gravityScale, 0.01f, 10.0f);
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}
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} // namespace
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namespace phys_preset
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{
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InfoStringLoaderT4::InfoStringLoaderT4(MemoryManager& memory, Zone& zone)
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: m_memory(memory),
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m_zone(zone)
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{
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}
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AssetCreationResult InfoStringLoaderT4::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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auto* physPreset = m_memory.Alloc<PhysPreset>();
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physPreset->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
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PhysPresetInfo physPresetInfo{};
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InfoStringToPhysPresetConverter converter(infoString,
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physPresetInfo,
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m_zone.m_script_strings,
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m_memory,
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context,
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registration,
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phys_preset_fields,
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std::extent_v<decltype(phys_preset_fields)>);
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if (!converter.Convert())
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{
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con::error("Failed to parse phys preset: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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CopyFromPhysPresetInfo(physPresetInfo, *physPreset);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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} // namespace phys_preset
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@@ -0,0 +1,20 @@
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/AssetCreationResult.h"
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#include "InfoString/InfoString.h"
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namespace phys_preset
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{
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class InfoStringLoaderT4
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{
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public:
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InfoStringLoaderT4(MemoryManager& memory, Zone& zone);
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AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
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private:
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MemoryManager& m_memory;
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Zone& m_zone;
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};
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} // namespace phys_preset
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@@ -0,0 +1,52 @@
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#include "RawLoaderPhysPresetT4.h"
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#include "Game/T4/ObjConstantsT4.h"
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#include "Game/T4/T4.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysPresetT4.h"
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#include "PhysPreset/PhysPresetCommon.h"
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#include "Utils/Logging/Log.h"
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using namespace T4;
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namespace
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{
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class RawLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
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{
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public:
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RawLoaderPhysPreset(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_search_path(searchPath),
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m_info_string_loader(memory, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto fileName = phys_preset::GetFileNameForAssetName(assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromStream(INFO_STRING_PREFIX_PHYS_PRESET, *file.m_stream))
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{
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con::error("Could not parse as info string file: \"{}\"", fileName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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ISearchPath& m_search_path;
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phys_preset::InfoStringLoaderT4 m_info_string_loader;
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};
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} // namespace
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateRawLoaderT4(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<RawLoaderPhysPreset>(memory, searchPath, zone);
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}
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} // namespace phys_preset
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@@ -0,0 +1,13 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T4/T4.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<T4::AssetPhysPreset>> CreateRawLoaderT4(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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} // namespace phys_preset
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@@ -8,6 +8,7 @@
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#include "Game/T4/XModel/XModelDumperT4.h"
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#include "Localize/LocalizeDumperT4.h"
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#include "PhysConstraints/PhysConstraintsInfoStringDumperT4.h"
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#include "PhysPreset/PhysPresetInfoStringDumperT4.h"
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#include "RawFile/RawFileDumperT4.h"
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#include "Sound/LoadedSoundDumperT4.h"
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#include "StringTable/StringTableDumperT4.h"
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@@ -18,6 +19,7 @@ using namespace T4;
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void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
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{
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RegisterAssetDumper(std::make_unique<phys_constraints::InfoStringDumperT4>());
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RegisterAssetDumper(std::make_unique<phys_preset::InfoStringDumperT4>());
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RegisterAssetDumper(std::make_unique<xanim::DumperT4>());
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RegisterAssetDumper(std::make_unique<xmodel::DumperT4>());
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RegisterAssetDumper(std::make_unique<material::JsonDumperT4>());
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@@ -0,0 +1,91 @@
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#include "PhysPresetInfoStringDumperT4.h"
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#include "Game/T4/InfoString/InfoStringFromStructConverter.h"
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#include "Game/T4/ObjConstantsT4.h"
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#include "Game/T4/PhysPreset/PhysPresetFields.h"
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#include "PhysPreset/PhysPresetCommon.h"
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#include <algorithm>
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#include <cassert>
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#include <type_traits>
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using namespace T4;
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namespace
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{
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class InfoStringFromPhysPresetConverter final : public InfoStringFromStructConverter
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{
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protected:
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void FillFromExtensionField(const cspField_t& field) override
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{
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assert(false);
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}
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public:
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InfoStringFromPhysPresetConverter(const PhysPresetInfo* structure, const cspField_t* fields, const size_t fieldCount)
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: InfoStringFromStructConverter(structure, fields, fieldCount)
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{
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}
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};
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void CopyToPhysPresetInfo(const PhysPreset& physPreset, PhysPresetInfo& physPresetInfo)
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{
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physPresetInfo.mass = std::clamp(physPreset.mass * 1000.0f, 1.0f, 2000.0f);
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physPresetInfo.bounce = physPreset.bounce;
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if (physPreset.friction >= PHYS_PRESET_MAX_FRICTION)
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{
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physPresetInfo.isFrictionInfinity = 1;
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physPresetInfo.friction = 0;
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}
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else
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{
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physPresetInfo.isFrictionInfinity = 0;
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physPresetInfo.friction = physPreset.friction;
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}
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physPresetInfo.bulletForceScale = physPreset.bulletForceScale;
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physPresetInfo.explosiveForceScale = physPreset.explosiveForceScale;
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physPresetInfo.sndAliasPrefix = physPreset.sndAliasPrefix;
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physPresetInfo.piecesSpreadFraction = physPreset.piecesSpreadFraction;
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physPresetInfo.piecesUpwardVelocity = physPreset.piecesUpwardVelocity;
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physPresetInfo.canFloat = physPreset.canFloat;
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physPresetInfo.gravityScale = std::clamp(physPreset.gravityScale, 0.01f, 10.0f);
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}
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InfoString CreateInfoString(const PhysPreset& physPreset)
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{
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PhysPresetInfo physPresetInfo{};
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CopyToPhysPresetInfo(physPreset, physPresetInfo);
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InfoStringFromPhysPresetConverter converter(&physPresetInfo, phys_preset_fields, std::extent_v<decltype(phys_preset_fields)>);
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return converter.Convert();
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}
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} // namespace
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namespace phys_preset
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{
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void InfoStringDumperT4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetPhysPreset::Type>& asset)
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{
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// Only dump raw when no gdt available
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if (context.m_gdt)
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{
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const auto infoString = CreateInfoString(*asset.Asset());
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GdtEntry gdtEntry(asset.m_name, GDF_FILENAME_PHYS_PRESET);
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infoString.ToGdtProperties(INFO_STRING_PREFIX_PHYS_PRESET, gdtEntry);
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context.m_gdt->WriteEntry(gdtEntry);
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}
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else
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{
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const auto assetFile = context.OpenAssetFile(GetFileNameForAssetName(asset.m_name));
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if (!assetFile)
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return;
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auto& stream = *assetFile;
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const auto infoString = CreateInfoString(*asset.Asset());
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const auto stringValue = infoString.ToString(INFO_STRING_PREFIX_PHYS_PRESET);
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stream.write(stringValue.c_str(), stringValue.size());
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}
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}
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} // namespace phys_preset
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@@ -0,0 +1,13 @@
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/T4/T4.h"
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namespace phys_preset
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{
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class InfoStringDumperT4 final : public AbstractAssetDumper<T4::AssetPhysPreset>
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{
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<T4::AssetPhysPreset::Type>& asset) override;
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};
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} // namespace phys_preset
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