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https://github.com/Laupetin/OpenAssetTools.git
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refactor: do not nest asset namespaces in game namespaces
* Duplicated namespace names are kind of annoying
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@@ -568,7 +568,7 @@ namespace
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&& weapon.attachmentUniques[attachmentUniqueIndex]->attachmentType != attachmentUnique.attachmentType)
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{
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std::vector<eAttachment> attachments;
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if (T6::attachment_unique::ExtractAttachmentsFromAssetName(weapon.attachmentUniques[attachmentUniqueIndex]->szInternalName, attachments)
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if (attachment_unique::ExtractAttachmentsFromAssetNameT6(weapon.attachmentUniques[attachmentUniqueIndex]->szInternalName, attachments)
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&& attachments.front() == attachmentUnique.attachmentType)
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{
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if (lastSibling == nullptr)
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@@ -599,16 +599,16 @@ namespace
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}
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} // namespace
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namespace T6::weapon
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namespace weapon
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{
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InfoStringLoader::InfoStringLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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InfoStringLoaderT6::InfoStringLoaderT6(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_memory(memory),
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m_search_path(searchPath),
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m_zone(zone)
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{
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}
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AssetCreationResult InfoStringLoader::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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AssetCreationResult InfoStringLoaderT6::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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auto* weaponFullDef = m_memory.Alloc<WeaponFullDef>();
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weaponFullDef->weapVariantDef.szInternalName = m_memory.Dup(assetName.c_str());
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@@ -632,4 +632,4 @@ namespace T6::weapon
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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} // namespace T6::weapon
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} // namespace weapon
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