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https://github.com/Laupetin/OpenAssetTools.git
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Add LeaderboardDef asset loading for IW4
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b4756c3688
commit
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@ -33,7 +33,7 @@ ZoneCode.Assets = {
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"FxImpactTable",
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"FxImpactTable",
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"RawFile",
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"RawFile",
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"StringTable",
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"StringTable",
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-- "LeaderboardDef",
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"LeaderboardDef",
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-- "StructuredDataDefSet",
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-- "StructuredDataDefSet",
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-- "TracerDef",
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-- "TracerDef",
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-- "VehicleDef",
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-- "VehicleDef",
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@ -33,7 +33,7 @@ asset FxEffectDef ASSET_TYPE_FX;
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asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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// asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
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asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
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// asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF;
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// asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF;
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// asset TracerDef ASSET_TYPE_TRACER;
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// asset TracerDef ASSET_TYPE_TRACER;
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// asset VehicleDef ASSET_TYPE_VEHICLE;
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// asset VehicleDef ASSET_TYPE_VEHICLE;
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@ -652,4 +652,17 @@ set count values columnCount * rowCount;
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// StringTableCell
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// StringTableCell
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set string StringTableCell::string;
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set string StringTableCell::string;
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// =========================================
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// LeaderboardDef
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// =========================================
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use LeaderboardDef;
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set string name;
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set name name;
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set count columns columnCount;
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// LbColumnDef
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use LbColumnDef;
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set string name;
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set string statName;
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// EOF
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// EOF
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@ -134,7 +134,7 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_fx_impact_table = nullptr;
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m_fx_impact_table = nullptr;
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m_raw_file = nullptr;
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m_raw_file = nullptr;
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m_string_table = nullptr;
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m_string_table = nullptr;
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// m_leaderboard = nullptr;
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m_leaderboard = nullptr;
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// m_structed_data_def_set = nullptr;
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// m_structed_data_def_set = nullptr;
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// m_tracer = nullptr;
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// m_tracer = nullptr;
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// m_vehicle = nullptr;
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// m_vehicle = nullptr;
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@ -187,7 +187,7 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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@ -247,7 +247,7 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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@ -316,7 +316,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
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CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
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CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
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// CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
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// CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
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// CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
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@ -376,7 +376,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
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CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
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CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
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// CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
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CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
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// CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
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// CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
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// CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
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// CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
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// CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
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// CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
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@ -46,7 +46,7 @@ public:
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std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
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std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
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std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
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std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
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std::unique_ptr<AssetPool<IW4::StringTable>> m_string_table;
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std::unique_ptr<AssetPool<IW4::StringTable>> m_string_table;
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// std::unique_ptr<AssetPool<IW4::LeaderboardDef>> m_leaderboard;
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std::unique_ptr<AssetPool<IW4::LeaderboardDef>> m_leaderboard;
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// std::unique_ptr<AssetPool<IW4::StructuredDataDefSet>> m_structed_data_def_set;
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// std::unique_ptr<AssetPool<IW4::StructuredDataDefSet>> m_structed_data_def_set;
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// std::unique_ptr<AssetPool<IW4::TracerDef>> m_tracer;
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// std::unique_ptr<AssetPool<IW4::TracerDef>> m_tracer;
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// std::unique_ptr<AssetPool<IW4::VehicleDef>> m_vehicle;
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// std::unique_ptr<AssetPool<IW4::VehicleDef>> m_vehicle;
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@ -105,8 +105,7 @@ namespace IW4
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struct FxImpactTable;
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struct FxImpactTable;
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struct RawFile;
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struct RawFile;
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struct StringTable;
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struct StringTable;
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struct LeaderboardDef;
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// struct LeaderboardDef;
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// struct StructuredDataDefSet;
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// struct StructuredDataDefSet;
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// struct TracerDef;
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// struct TracerDef;
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// struct VehicleDef;
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// struct VehicleDef;
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@ -146,7 +145,7 @@ namespace IW4
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FxImpactTable* impactFx;
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FxImpactTable* impactFx;
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RawFile* rawfile;
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RawFile* rawfile;
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StringTable* stringTable;
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StringTable* stringTable;
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// LeaderboardDef* leaderboardDef;
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LeaderboardDef* leaderboardDef;
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// StructuredDataDefSet* structuredDataDefSet;
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// StructuredDataDefSet* structuredDataDefSet;
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// TracerDef* tracerDef;
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// TracerDef* tracerDef;
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// VehicleDef* vehDef;
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// VehicleDef* vehDef;
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@ -1639,6 +1638,48 @@ namespace IW4
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FxImpactEntry* table;
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FxImpactEntry* table;
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};
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};
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enum LbColType
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{
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LBCOL_TYPE_NUMBER = 0x0,
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LBCOL_TYPE_TIME = 0x1,
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LBCOL_TYPE_LEVELXP = 0x2,
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LBCOL_TYPE_PRESTIGE = 0x3,
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LBCOL_TYPE_BIGNUMBER = 0x4,
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LBCOL_TYPE_PERCENT = 0x5,
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LBCOL_TYPE_COUNT = 0x6,
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};
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enum LbAggType
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{
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LBAGG_TYPE_MIN = 0x0,
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LBAGG_TYPE_MAX = 0x1,
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LBAGG_TYPE_SUM = 0x2,
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LBAGG_TYPE_LAST = 0x3,
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LBAGG_TYPE_COUNT = 0x4,
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};
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struct LbColumnDef
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{
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const char* name;
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int id;
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int propertyId;
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bool hidden;
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const char* statName;
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LbColType type;
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int precision;
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LbAggType agg;
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};
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struct LeaderboardDef
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{
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const char* name;
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int id;
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int columnCount;
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int xpColId;
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int prestigeColId;
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LbColumnDef* columns;
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};
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#ifndef __zonecodegenerator
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#ifndef __zonecodegenerator
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}
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}
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#endif
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#endif
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@ -16,7 +16,7 @@
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#include "Game/IW4/XAssets/gfximage/gfximage_load_db.h"
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#include "Game/IW4/XAssets/gfximage/gfximage_load_db.h"
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#include "Game/IW4/XAssets/gfxlightdef/gfxlightdef_load_db.h"
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#include "Game/IW4/XAssets/gfxlightdef/gfxlightdef_load_db.h"
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//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
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//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
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//#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
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#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
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#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
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#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
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#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
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#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
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//#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
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//#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
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@ -135,7 +135,7 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
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LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
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// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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// LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
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// LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
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// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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// LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
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// LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
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