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https://github.com/Laupetin/OpenAssetTools.git
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chore: add ObjCompiling component
This commit is contained in:
8
src/ObjCompiling/Game/IW3/ObjCompilerIW3.cpp
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src/ObjCompiling/Game/IW3/ObjCompilerIW3.cpp
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#include "ObjCompilerIW3.h"
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using namespace IW3;
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ObjCompilerResult ObjCompiler::CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
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{
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return ObjCompilerResult::NO_COMPILATION_DONE;
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}
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src/ObjCompiling/Game/IW3/ObjCompilerIW3.h
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src/ObjCompiling/Game/IW3/ObjCompilerIW3.h
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#pragma once
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#include "IObjCompiler.h"
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namespace IW3
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{
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class ObjCompiler final : public IObjCompiler
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{
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public:
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ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
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};
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} // namespace IW3
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src/ObjCompiling/Game/IW4/ObjCompilerIW4.cpp
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src/ObjCompiling/Game/IW4/ObjCompilerIW4.cpp
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#include "ObjCompilerIW4.h"
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using namespace IW4;
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ObjCompilerResult ObjCompiler::CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
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{
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return ObjCompilerResult::NO_COMPILATION_DONE;
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}
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src/ObjCompiling/Game/IW4/ObjCompilerIW4.h
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src/ObjCompiling/Game/IW4/ObjCompilerIW4.h
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#pragma once
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#include "IObjCompiler.h"
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namespace IW4
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{
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class ObjCompiler final : public IObjCompiler
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{
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public:
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ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
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};
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} // namespace IW4
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src/ObjCompiling/Game/IW5/ObjCompilerIW5.cpp
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src/ObjCompiling/Game/IW5/ObjCompilerIW5.cpp
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#include "ObjCompilerIW5.h"
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using namespace IW5;
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ObjCompilerResult ObjCompiler::CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
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{
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return ObjCompilerResult::NO_COMPILATION_DONE;
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}
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src/ObjCompiling/Game/IW5/ObjCompilerIW5.h
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src/ObjCompiling/Game/IW5/ObjCompilerIW5.h
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#pragma once
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#include "IObjCompiler.h"
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namespace IW5
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{
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class ObjCompiler final : public IObjCompiler
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{
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public:
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ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
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};
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} // namespace IW5
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src/ObjCompiling/Game/T5/ObjCompilerT5.cpp
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src/ObjCompiling/Game/T5/ObjCompilerT5.cpp
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#include "ObjCompilerT5.h"
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using namespace T5;
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ObjCompilerResult ObjCompiler::CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
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{
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return ObjCompilerResult::NO_COMPILATION_DONE;
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}
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src/ObjCompiling/Game/T5/ObjCompilerT5.h
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src/ObjCompiling/Game/T5/ObjCompilerT5.h
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#pragma once
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#include "IObjCompiler.h"
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namespace T5
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{
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class ObjCompiler final : public IObjCompiler
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{
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public:
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ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
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};
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} // namespace T5
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src/ObjCompiling/Game/T6/ObjCompilerT6.cpp
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src/ObjCompiling/Game/T6/ObjCompilerT6.cpp
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#include "ObjCompilerT6.h"
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using namespace T6;
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ObjCompilerResult ObjCompiler::CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
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{
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return ObjCompilerResult::NO_COMPILATION_DONE;
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}
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src/ObjCompiling/Game/T6/ObjCompilerT6.h
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src/ObjCompiling/Game/T6/ObjCompilerT6.h
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#pragma once
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#include "IObjCompiler.h"
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namespace T6
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{
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class ObjCompiler final : public IObjCompiler
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{
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public:
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ObjCompilerResult CompileAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
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};
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} // namespace T6
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