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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-05-17 07:21:43 +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
@@ -568,7 +568,7 @@ namespace
&& weapon.attachmentUniques[attachmentUniqueIndex]->attachmentType != attachmentUnique.attachmentType)
{
std::vector<eAttachment> attachments;
if (T6::attachment_unique::ExtractAttachmentsFromAssetName(weapon.attachmentUniques[attachmentUniqueIndex]->szInternalName, attachments)
if (attachment_unique::ExtractAttachmentsFromAssetNameT6(weapon.attachmentUniques[attachmentUniqueIndex]->szInternalName, attachments)
&& attachments.front() == attachmentUnique.attachmentType)
{
if (lastSibling == nullptr)
@@ -599,16 +599,16 @@ namespace
}
} // namespace
namespace T6::weapon
namespace weapon
{
InfoStringLoader::InfoStringLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
InfoStringLoaderT6::InfoStringLoaderT6(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: m_memory(memory),
m_search_path(searchPath),
m_zone(zone)
{
}
AssetCreationResult InfoStringLoader::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
AssetCreationResult InfoStringLoaderT6::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
{
auto* weaponFullDef = m_memory.Alloc<WeaponFullDef>();
weaponFullDef->weapVariantDef.szInternalName = m_memory.Dup(assetName.c_str());
@@ -632,4 +632,4 @@ namespace T6::weapon
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
} // namespace T6::weapon
} // namespace weapon