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https://github.com/Laupetin/OpenAssetTools.git
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chore: add modman bind for getting assets from a zone
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120
src/Common/Game/IW4/CommonAssetIW4.cpp
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120
src/Common/Game/IW4/CommonAssetIW4.cpp
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#include "CommonAssetIW4.h"
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#include "IW4.h"
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#include <cassert>
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namespace IW4
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{
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CommonAssetTypeMapper::CommonAssetTypeMapper() = default;
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CommonAssetType CommonAssetTypeMapper::GameToCommonAssetType(const asset_type_t gameAssetType) const
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{
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static CommonAssetType lookupTable[static_cast<unsigned>(ASSET_TYPE_COUNT)]{
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CommonAssetType::PHYS_PRESET, // ASSET_TYPE_PHYSPRESET
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CommonAssetType::PHYS_COLL_MAP, // ASSET_TYPE_PHYSCOLLMAP
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CommonAssetType::XANIM, // ASSET_TYPE_XANIMPARTS
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CommonAssetType::XMODEL_SURFS, // ASSET_TYPE_XMODEL_SURFS
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CommonAssetType::XMODEL, // ASSET_TYPE_XMODEL
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CommonAssetType::MATERIAL, // ASSET_TYPE_MATERIAL
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CommonAssetType::PIXEL_SHADER, // ASSET_TYPE_PIXELSHADER
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CommonAssetType::VERTEX_SHADER, // ASSET_TYPE_VERTEXSHADER
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CommonAssetType::VERTEX_DECL, // ASSET_TYPE_VERTEXDECL
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CommonAssetType::TECHNIQUE_SET, // ASSET_TYPE_TECHNIQUE_SET
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CommonAssetType::IMAGE, // ASSET_TYPE_IMAGE
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CommonAssetType::SOUND, // ASSET_TYPE_SOUND
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CommonAssetType::SOUND_CURVE, // ASSET_TYPE_SOUND_CURVE
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CommonAssetType::LOADED_SOUND, // ASSET_TYPE_LOADED_SOUND
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CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP_SP
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CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP_MP
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CommonAssetType::COM_WORLD, // ASSET_TYPE_COMWORLD
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CommonAssetType::GAME_WORLD_SP, // ASSET_TYPE_GAMEWORLD_SP
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CommonAssetType::GAME_WORLD_MP, // ASSET_TYPE_GAMEWORLD_MP
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CommonAssetType::MAP_ENTS, // ASSET_TYPE_MAP_ENTS
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CommonAssetType::FX_WORLD, // ASSET_TYPE_FXWORLD
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CommonAssetType::GFX_WORLD, // ASSET_TYPE_GFXWORLD
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CommonAssetType::LIGHT_DEF, // ASSET_TYPE_LIGHT_DEF
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CommonAssetType::UI_MAP, // ASSET_TYPE_UI_MAP
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CommonAssetType::FONT, // ASSET_TYPE_FONT
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CommonAssetType::MENULIST, // ASSET_TYPE_MENULIST
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CommonAssetType::MENU, // ASSET_TYPE_MENU
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CommonAssetType::LOCALIZE_ENTRY, // ASSET_TYPE_LOCALIZE_ENTRY
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CommonAssetType::WEAPON, // ASSET_TYPE_WEAPON
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CommonAssetType::SOUND_DRIVER_GLOBALS, // ASSET_TYPE_SNDDRIVER_GLOBALS
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CommonAssetType::FX, // ASSET_TYPE_FX
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CommonAssetType::IMPACT_FX, // ASSET_TYPE_IMPACT_FX
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CommonAssetType::AI_TYPE, // ASSET_TYPE_AITYPE
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CommonAssetType::MP_TYPE, // ASSET_TYPE_MPTYPE
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CommonAssetType::CHARACTER, // ASSET_TYPE_CHARACTER
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CommonAssetType::XMODEL_ALIAS, // ASSET_TYPE_XMODELALIAS
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CommonAssetType::RAW_FILE, // ASSET_TYPE_RAWFILE
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CommonAssetType::STRING_TABLE, // ASSET_TYPE_STRINGTABLE
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CommonAssetType::LEADERBOARD, // ASSET_TYPE_LEADERBOARD
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CommonAssetType::STRUCTURED_DATA_DEF, // ASSET_TYPE_STRUCTURED_DATA_DEF
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CommonAssetType::TRACER, // ASSET_TYPE_TRACER
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CommonAssetType::VEHICLE, // ASSET_TYPE_VEHICLE
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CommonAssetType::ADDON_MAP_ENTS, // ASSET_TYPE_ADDON_MAP_ENTS
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};
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assert(gameAssetType < ASSET_TYPE_COUNT);
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return lookupTable[gameAssetType];
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}
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std::optional<asset_type_t> CommonAssetTypeMapper::CommonToGameAssetType(const CommonAssetType commonAssetType) const
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{
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#define MAP_COMMON(common, game) \
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case common: \
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return game;
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switch (commonAssetType)
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{
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MAP_COMMON(CommonAssetType::PHYS_PRESET, ASSET_TYPE_PHYSPRESET)
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MAP_COMMON(CommonAssetType::PHYS_COLL_MAP, ASSET_TYPE_PHYSCOLLMAP)
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MAP_COMMON(CommonAssetType::XANIM, ASSET_TYPE_XANIMPARTS)
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MAP_COMMON(CommonAssetType::XMODEL_SURFS, ASSET_TYPE_XMODEL_SURFS)
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MAP_COMMON(CommonAssetType::XMODEL, ASSET_TYPE_XMODEL)
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MAP_COMMON(CommonAssetType::MATERIAL, ASSET_TYPE_MATERIAL)
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MAP_COMMON(CommonAssetType::PIXEL_SHADER, ASSET_TYPE_PIXELSHADER)
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MAP_COMMON(CommonAssetType::VERTEX_SHADER, ASSET_TYPE_VERTEXSHADER)
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MAP_COMMON(CommonAssetType::VERTEX_DECL, ASSET_TYPE_VERTEXDECL)
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MAP_COMMON(CommonAssetType::TECHNIQUE_SET, ASSET_TYPE_TECHNIQUE_SET)
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MAP_COMMON(CommonAssetType::IMAGE, ASSET_TYPE_IMAGE)
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MAP_COMMON(CommonAssetType::SOUND, ASSET_TYPE_SOUND)
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MAP_COMMON(CommonAssetType::SOUND_CURVE, ASSET_TYPE_SOUND_CURVE)
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MAP_COMMON(CommonAssetType::LOADED_SOUND, ASSET_TYPE_LOADED_SOUND)
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MAP_COMMON(CommonAssetType::CLIP_MAP, ASSET_TYPE_CLIPMAP_MP)
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MAP_COMMON(CommonAssetType::COM_WORLD, ASSET_TYPE_COMWORLD)
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MAP_COMMON(CommonAssetType::GAME_WORLD_SP, ASSET_TYPE_GAMEWORLD_SP)
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MAP_COMMON(CommonAssetType::GAME_WORLD_MP, ASSET_TYPE_GAMEWORLD_MP)
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MAP_COMMON(CommonAssetType::MAP_ENTS, ASSET_TYPE_MAP_ENTS)
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MAP_COMMON(CommonAssetType::FX_WORLD, ASSET_TYPE_FXWORLD)
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MAP_COMMON(CommonAssetType::GFX_WORLD, ASSET_TYPE_GFXWORLD)
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MAP_COMMON(CommonAssetType::LIGHT_DEF, ASSET_TYPE_LIGHT_DEF)
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MAP_COMMON(CommonAssetType::UI_MAP, ASSET_TYPE_UI_MAP)
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MAP_COMMON(CommonAssetType::FONT, ASSET_TYPE_FONT)
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MAP_COMMON(CommonAssetType::MENULIST, ASSET_TYPE_MENULIST)
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MAP_COMMON(CommonAssetType::MENU, ASSET_TYPE_MENU)
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MAP_COMMON(CommonAssetType::LOCALIZE_ENTRY, ASSET_TYPE_LOCALIZE_ENTRY)
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MAP_COMMON(CommonAssetType::WEAPON, ASSET_TYPE_WEAPON)
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MAP_COMMON(CommonAssetType::SOUND_DRIVER_GLOBALS, ASSET_TYPE_SNDDRIVER_GLOBALS)
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MAP_COMMON(CommonAssetType::FX, ASSET_TYPE_FX)
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MAP_COMMON(CommonAssetType::IMPACT_FX, ASSET_TYPE_IMPACT_FX)
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MAP_COMMON(CommonAssetType::AI_TYPE, ASSET_TYPE_AITYPE)
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MAP_COMMON(CommonAssetType::MP_TYPE, ASSET_TYPE_MPTYPE)
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MAP_COMMON(CommonAssetType::CHARACTER, ASSET_TYPE_CHARACTER)
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MAP_COMMON(CommonAssetType::XMODEL_ALIAS, ASSET_TYPE_XMODELALIAS)
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MAP_COMMON(CommonAssetType::RAW_FILE, ASSET_TYPE_RAWFILE)
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MAP_COMMON(CommonAssetType::STRING_TABLE, ASSET_TYPE_STRINGTABLE)
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MAP_COMMON(CommonAssetType::LEADERBOARD, ASSET_TYPE_LEADERBOARD)
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MAP_COMMON(CommonAssetType::STRUCTURED_DATA_DEF, ASSET_TYPE_STRUCTURED_DATA_DEF)
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MAP_COMMON(CommonAssetType::TRACER, ASSET_TYPE_TRACER)
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MAP_COMMON(CommonAssetType::VEHICLE, ASSET_TYPE_VEHICLE)
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MAP_COMMON(CommonAssetType::ADDON_MAP_ENTS, ASSET_TYPE_ADDON_MAP_ENTS)
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default:
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return std::nullopt;
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}
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#undef MAP_COMMON
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}
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} // namespace IW4
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