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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-11-25 14:12:06 +00:00

refactor: do not nest asset namespaces in game namespaces

* Duplicated namespace names are kind of annoying
This commit is contained in:
Jan Laupetin
2025-08-06 00:50:35 +02:00
parent 33c09dfe61
commit 46fb919a52
336 changed files with 1430 additions and 1480 deletions

View File

@@ -119,19 +119,19 @@ namespace
{
auto& memory = zone.Memory();
collection.AddAssetCreator(phys_preset::CreateRawLoader(memory, searchPath, zone));
collection.AddAssetCreator(phys_preset::CreateGdtLoader(memory, gdt, zone));
collection.AddAssetCreator(phys_preset::CreateRawLoaderIW4(memory, searchPath, zone));
collection.AddAssetCreator(phys_preset::CreateGdtLoaderIW4(memory, gdt, zone));
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysCollMap>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModelSurfs>(memory));
collection.AddAssetCreator(xmodel::CreateXModelLoader(memory, searchPath, zone));
collection.AddAssetCreator(material::CreateLoader(memory, searchPath));
collection.AddAssetCreator(shader::CreatePixelShaderLoader(memory, searchPath));
collection.AddAssetCreator(shader::CreateVertexShaderLoader(memory, searchPath));
collection.AddAssetCreator(xmodel::CreateLoaderIW4(memory, searchPath, zone));
collection.AddAssetCreator(material::CreateLoaderIW4(memory, searchPath));
collection.AddAssetCreator(shader::CreatePixelShaderLoaderIW4(memory, searchPath));
collection.AddAssetCreator(shader::CreateVertexShaderLoaderIW4(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderTechset>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderSound>(memory));
collection.AddAssetCreator(sound_curve::CreateLoader(memory, searchPath));
collection.AddAssetCreator(sound_curve::CreateLoaderIW4(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderLoadedSound>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMap>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderComWorld>(memory));
@@ -140,19 +140,19 @@ namespace
// collection.AddAssetCreator(std::make_unique<AssetLoaderMapEnts>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFxWorld>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderGfxWorld>(memory));
collection.AddAssetCreator(light_def::CreateLoader(memory, searchPath));
collection.AddAssetCreator(light_def::CreateLoaderIW4(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
collection.AddAssetCreator(menu::CreateMenuListLoader(memory, searchPath));
collection.AddAssetCreator(menu::CreateMenuListLoaderIW4(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
collection.AddAssetCreator(localize::CreateLoader(memory, searchPath, zone));
collection.AddAssetCreator(weapon::CreateRawLoader(memory, searchPath, zone));
collection.AddAssetCreator(weapon::CreateGdtLoader(memory, searchPath, gdt, zone));
collection.AddAssetCreator(localize::CreateLoaderIW4(memory, searchPath, zone));
collection.AddAssetCreator(weapon::CreateRawLoaderIW4(memory, searchPath, zone));
collection.AddAssetCreator(weapon::CreateGdtLoaderIW4(memory, searchPath, gdt, zone));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
collection.AddAssetCreator(raw_file::CreateLoader(memory, searchPath));
collection.AddAssetCreator(string_table::CreateLoader(memory, searchPath));
collection.AddAssetCreator(leaderboard::CreateLoader(memory, searchPath));
collection.AddAssetCreator(structured_data_def::CreateLoader(memory, searchPath));
collection.AddAssetCreator(raw_file::CreateLoaderIW4(memory, searchPath));
collection.AddAssetCreator(string_table::CreateLoaderIW4(memory, searchPath));
collection.AddAssetCreator(leaderboard::CreateLoaderIW4(memory, searchPath));
collection.AddAssetCreator(structured_data_def::CreateLoaderIW4(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderTracer>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderVehicle>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderAddonMapEnts>(memory));