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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-02-10 17:43:03 +00:00

refactor: move asset type names to IGame implementations

This commit is contained in:
Jan Laupetin
2026-02-04 22:35:33 +00:00
parent e5784d09ed
commit 3b1e65e8cc
39 changed files with 72 additions and 607 deletions

View File

@@ -66,6 +66,7 @@ void ZoneDefWriter::WriteMetaData(ZoneDefinitionOutputStream& stream, const Zone
void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Zone& zone) const
{
const auto* game = IGame::GetGameById(zone.m_game_id);
const auto* pools = dynamic_cast<GameAssetPoolT6*>(zone.m_pools.get());
assert(pools);
@@ -74,7 +75,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Zone&
// Localized strings are all collected in one string file. So only add this to the zone file.
if (!pools->m_localize->m_asset_lookup.empty())
stream.WriteEntry(*pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone.m_name);
stream.WriteEntry(*game->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone.m_name);
for (const auto& asset : *pools)
{
@@ -85,7 +86,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Zone&
break;
default:
stream.WriteEntry(*pools->GetAssetTypeName(asset->m_type), asset->m_name);
stream.WriteEntry(*game->GetAssetTypeName(asset->m_type), asset->m_name);
break;
}
}