mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-05-10 14:34:57 +00:00
Add IW4 asset loader classes for all asset types that did not have one yet
This commit is contained in:
parent
98d62039eb
commit
57f37ec0ea
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#include "AssetLoaderAddonMapEnts.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderAddonMapEnts::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* addonMapEnts = memory->Create<AddonMapEnts>();
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memset(addonMapEnts, 0, sizeof(AddonMapEnts));
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addonMapEnts->name = memory->Dup(assetName.c_str());
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return addonMapEnts;
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}
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderAddonMapEnts final : public BasicAssetLoader<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderClipMap.cpp
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderClipMap.cpp
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#include "AssetLoaderClipMap.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderClipMap::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* clipMap = memory->Create<clipMap_t>();
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memset(clipMap, 0, sizeof(clipMap_t));
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clipMap->name = memory->Dup(assetName.c_str());
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return clipMap;
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}
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asset_type_t AssetLoaderClipMapSp::GetHandlingAssetType() const
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{
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return ASSET_TYPE_CLIPMAP_SP;
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}
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asset_type_t AssetLoaderClipMapMp::GetHandlingAssetType() const
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{
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return ASSET_TYPE_CLIPMAP_MP;
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}
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25
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderClipMap.h
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderClipMap.h
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderClipMap : public BasicAssetLoader<ASSET_TYPE_CLIPMAP_MP, clipMap_t>
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{
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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class AssetLoaderClipMapSp final : public AssetLoaderClipMap
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{
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public:
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_NODISCARD asset_type_t GetHandlingAssetType() const override;
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};
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class AssetLoaderClipMapMp final : public AssetLoaderClipMap
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{
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public:
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_NODISCARD asset_type_t GetHandlingAssetType() const override;
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};
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}
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17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderComWorld.cpp
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderComWorld.cpp
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#include "AssetLoaderComWorld.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderComWorld::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* comWorld = memory->Create<ComWorld>();
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memset(comWorld, 0, sizeof(ComWorld));
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comWorld->name = memory->Dup(assetName.c_str());
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return comWorld;
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}
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderComWorld.h
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderComWorld.h
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderComWorld final : public BasicAssetLoader<ASSET_TYPE_COMWORLD, ComWorld>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFont.cpp
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFont.cpp
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#include "AssetLoaderFont.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderFont::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* font = memory->Create<Font_s>();
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memset(font, 0, sizeof(Font_s));
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font->fontName = memory->Dup(assetName.c_str());
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return font;
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}
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFont.h
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFont.h
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderFont final : public BasicAssetLoader<ASSET_TYPE_FONT, Font_s>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFx.cpp
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFx.cpp
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#include "AssetLoaderFx.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderFx::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* fx = memory->Create<FxEffectDef>();
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memset(fx, 0, sizeof(FxEffectDef));
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fx->name = memory->Dup(assetName.c_str());
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return fx;
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}
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFx.h
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFx.h
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderFx final : public BasicAssetLoader<ASSET_TYPE_FX, FxEffectDef>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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#include "AssetLoaderFxImpactTable.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderFxImpactTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* fxImpactTable = memory->Create<FxImpactTable>();
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memset(fxImpactTable, 0, sizeof(FxImpactTable));
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fxImpactTable->name = memory->Dup(assetName.c_str());
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return fxImpactTable;
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}
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderFxImpactTable final : public BasicAssetLoader<ASSET_TYPE_IMPACT_FX, FxImpactTable>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFxWorld.cpp
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFxWorld.cpp
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#include "AssetLoaderFxWorld.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderFxWorld::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* fxWorld = memory->Create<FxWorld>();
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memset(fxWorld, 0, sizeof(FxWorld));
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fxWorld->name = memory->Dup(assetName.c_str());
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return fxWorld;
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}
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFxWorld.h
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderFxWorld.h
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderFxWorld final : public BasicAssetLoader<ASSET_TYPE_FXWORLD, FxWorld>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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#include "AssetLoaderGameWorldMp.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderGameWorldMp::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* gameWorld = memory->Create<GameWorldMp>();
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memset(gameWorld, 0, sizeof(GameWorldMp));
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gameWorld->name = memory->Dup(assetName.c_str());
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return gameWorld;
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}
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderGameWorldMp final : public BasicAssetLoader<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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#include "AssetLoaderGameWorldSp.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderGameWorldSp::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* gameWorld = memory->Create<GameWorldSp>();
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memset(gameWorld, 0, sizeof(GameWorldSp));
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gameWorld->name = memory->Dup(assetName.c_str());
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return gameWorld;
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}
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderGameWorldSp final : public BasicAssetLoader<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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#include "AssetLoaderGfxLightDef.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderGfxLightDef::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* lightDef = memory->Create<GfxLightDef>();
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memset(lightDef, 0, sizeof(GfxLightDef));
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lightDef->name = memory->Dup(assetName.c_str());
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return lightDef;
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}
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderGfxLightDef final : public BasicAssetLoader<ASSET_TYPE_LIGHT_DEF, GfxLightDef>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderGfxWorld.cpp
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderGfxWorld.cpp
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#include "AssetLoaderGfxWorld.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderGfxWorld::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* gfxWorld = memory->Create<GfxWorld>();
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memset(gfxWorld, 0, sizeof(GfxWorld));
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gfxWorld->name = memory->Dup(assetName.c_str());
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return gfxWorld;
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}
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14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderGfxWorld.h
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src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderGfxWorld.h
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderGfxWorld final : public BasicAssetLoader<ASSET_TYPE_GFXWORLD, GfxWorld>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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#include "AssetLoaderLeaderboard.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderLeaderboard::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* leaderboard = memory->Create<LeaderboardDef>();
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memset(leaderboard, 0, sizeof(LeaderboardDef));
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leaderboard->name = memory->Dup(assetName.c_str());
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return leaderboard;
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}
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderLeaderboard final : public BasicAssetLoader<ASSET_TYPE_LEADERBOARD, LeaderboardDef>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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#include "AssetLoaderLoadedSound.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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void* AssetLoaderLoadedSound::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* loadedSound = memory->Create<LoadedSound>();
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memset(loadedSound, 0, sizeof(LoadedSound));
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loadedSound->name = memory->Dup(assetName.c_str());
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return loadedSound;
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}
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#pragma once
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW4
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{
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class AssetLoaderLoadedSound final : public BasicAssetLoader<ASSET_TYPE_LOADED_SOUND, LoadedSound>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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}
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17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderMapEnts.cpp
Normal file
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderMapEnts.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderMapEnts.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderMapEnts::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* mapEnts = memory->Create<MapEnts>();
|
||||
memset(mapEnts, 0, sizeof(MapEnts));
|
||||
mapEnts->name = memory->Dup(assetName.c_str());
|
||||
return mapEnts;
|
||||
}
|
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderMapEnts.h
Normal file
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderMapEnts.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderMapEnts final : public BasicAssetLoader<ASSET_TYPE_MAP_ENTS, MapEnts>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderPhysCollmap.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderPhysCollmap::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* collmap = memory->Create<PhysCollmap>();
|
||||
memset(collmap, 0, sizeof(PhysCollmap));
|
||||
collmap->name = memory->Dup(assetName.c_str());
|
||||
return collmap;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderPhysCollmap final : public BasicAssetLoader<ASSET_TYPE_PHYSCOLLMAP, PhysCollmap>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderPhysPreset.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderPhysPreset::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* physPreset = memory->Create<PhysPreset>();
|
||||
memset(physPreset, 0, sizeof(PhysPreset));
|
||||
physPreset->name = memory->Dup(assetName.c_str());
|
||||
return physPreset;
|
||||
}
|
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderPhysPreset.h
Normal file
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderPhysPreset.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderPhysPreset final : public BasicAssetLoader<ASSET_TYPE_PHYSPRESET, PhysPreset>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderPixelShader.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderPixelShader::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* pixelShader = memory->Create<MaterialPixelShader>();
|
||||
memset(pixelShader, 0, sizeof(MaterialPixelShader));
|
||||
pixelShader->name = memory->Dup(assetName.c_str());
|
||||
return pixelShader;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderPixelShader final : public BasicAssetLoader<ASSET_TYPE_PIXELSHADER, MaterialPixelShader>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderSndCurve.cpp
Normal file
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderSndCurve.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderSndCurve.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderSndCurve::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* sndCurve = memory->Create<SndCurve>();
|
||||
memset(sndCurve, 0, sizeof(SndCurve));
|
||||
sndCurve->filename = memory->Dup(assetName.c_str());
|
||||
return sndCurve;
|
||||
}
|
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderSndCurve.h
Normal file
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderSndCurve.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderSndCurve final : public BasicAssetLoader<ASSET_TYPE_SOUND_CURVE, SndCurve>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderSoundAliasList.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderSoundAliasList::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* sndAliasList = memory->Create<snd_alias_list_t>();
|
||||
memset(sndAliasList, 0, sizeof(snd_alias_list_t));
|
||||
sndAliasList->aliasName = memory->Dup(assetName.c_str());
|
||||
return sndAliasList;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderSoundAliasList final : public BasicAssetLoader<ASSET_TYPE_SOUND, snd_alias_list_t>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderStringTable.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderStringTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* stringTable = memory->Create<StringTable>();
|
||||
memset(stringTable, 0, sizeof(StringTable));
|
||||
stringTable->name = memory->Dup(assetName.c_str());
|
||||
return stringTable;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderStringTable final : public BasicAssetLoader<ASSET_TYPE_STRINGTABLE, StringTable>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderStructuredDataDefSet.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderStructuredDataDefSet::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* structuredDataDefSet = memory->Create<StructuredDataDefSet>();
|
||||
memset(structuredDataDefSet, 0, sizeof(StructuredDataDefSet));
|
||||
structuredDataDefSet->name = memory->Dup(assetName.c_str());
|
||||
return structuredDataDefSet;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderStructuredDataDefSet final : public BasicAssetLoader<ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDef>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderTechniqueSet.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderTechniqueSet::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* techset = memory->Create<MaterialTechniqueSet>();
|
||||
memset(techset, 0, sizeof(MaterialTechniqueSet));
|
||||
techset->name = memory->Dup(assetName.c_str());
|
||||
return techset;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderTechniqueSet final : public BasicAssetLoader<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderTracer.cpp
Normal file
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderTracer.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderTracer.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderTracer::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* tracer = memory->Create<TracerDef>();
|
||||
memset(tracer, 0, sizeof(TracerDef));
|
||||
tracer->name = memory->Dup(assetName.c_str());
|
||||
return tracer;
|
||||
}
|
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderTracer.h
Normal file
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderTracer.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderTracer final : public BasicAssetLoader<ASSET_TYPE_TRACER, TracerDef>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderVehicle.cpp
Normal file
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderVehicle.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderVehicle.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderVehicle::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* vehicle = memory->Create<VehicleDef>();
|
||||
memset(vehicle, 0, sizeof(VehicleDef));
|
||||
vehicle->name = memory->Dup(assetName.c_str());
|
||||
return vehicle;
|
||||
}
|
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderVehicle.h
Normal file
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderVehicle.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderVehicle final : public BasicAssetLoader<ASSET_TYPE_VEHICLE, VehicleDef>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderVertexDecl.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderVertexDecl::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* vertexDecl = memory->Create<MaterialVertexDeclaration>();
|
||||
memset(vertexDecl, 0, sizeof(MaterialVertexDeclaration));
|
||||
vertexDecl->name = memory->Dup(assetName.c_str());
|
||||
return vertexDecl;
|
||||
}
|
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderVertexDecl.h
Normal file
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderVertexDecl.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderVertexDecl final : public BasicAssetLoader<ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderVertexShader.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderVertexShader::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* vertexShader = memory->Create<MaterialVertexShader>();
|
||||
memset(vertexShader, 0, sizeof(MaterialVertexShader));
|
||||
vertexShader->name = memory->Dup(assetName.c_str());
|
||||
return vertexShader;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderVertexShader final : public BasicAssetLoader<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderWeapon.cpp
Normal file
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderWeapon.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderWeapon.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderWeapon::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* weapon = memory->Create<WeaponCompleteDef>();
|
||||
memset(weapon, 0, sizeof(WeaponCompleteDef));
|
||||
weapon->szInternalName = memory->Dup(assetName.c_str());
|
||||
return weapon;
|
||||
}
|
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderWeapon.h
Normal file
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderWeapon.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderWeapon final : public BasicAssetLoader<ASSET_TYPE_WEAPON, WeaponCompleteDef>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderXAnim.cpp
Normal file
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderXAnim.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderXAnim.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderXAnim::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* anim = memory->Create<XAnimParts>();
|
||||
memset(anim, 0, sizeof(XAnimParts));
|
||||
anim->name = memory->Dup(assetName.c_str());
|
||||
return anim;
|
||||
}
|
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderXAnim.h
Normal file
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderXAnim.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderXAnim final : public BasicAssetLoader<ASSET_TYPE_XANIMPARTS, XAnimParts>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderXModel.cpp
Normal file
17
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderXModel.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderXModel.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderXModel::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* model = memory->Create<XModel>();
|
||||
memset(model, 0, sizeof(XModel));
|
||||
model->name = memory->Dup(assetName.c_str());
|
||||
return model;
|
||||
}
|
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderXModel.h
Normal file
14
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderXModel.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderXModel final : public BasicAssetLoader<ASSET_TYPE_XMODEL, XModel>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -0,0 +1,17 @@
|
||||
#include "AssetLoaderXModelSurfs.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
#include "ObjLoading.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
void* AssetLoaderXModelSurfs::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* modelSurfs = memory->Create<XModelSurfs>();
|
||||
memset(modelSurfs, 0, sizeof(XModelSurfs));
|
||||
modelSurfs->name = memory->Dup(assetName.c_str());
|
||||
return modelSurfs;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "Game/IW4/IW4.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace IW4
|
||||
{
|
||||
class AssetLoaderXModelSurfs final : public BasicAssetLoader<ASSET_TYPE_XMODEL_SURFS, XModel>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
}
|
@ -4,11 +4,42 @@
|
||||
#include "Game/IW4/GameAssetPoolIW4.h"
|
||||
#include "ObjContainer/IPak/IPak.h"
|
||||
#include "ObjLoading.h"
|
||||
#include "AssetLoaders/AssetLoaderAddonMapEnts.h"
|
||||
#include "AssetLoaders/AssetLoaderClipMap.h"
|
||||
#include "AssetLoaders/AssetLoaderComWorld.h"
|
||||
#include "AssetLoaders/AssetLoaderFont.h"
|
||||
#include "AssetLoaders/AssetLoaderFx.h"
|
||||
#include "AssetLoaders/AssetLoaderFxImpactTable.h"
|
||||
#include "AssetLoaders/AssetLoaderFxWorld.h"
|
||||
#include "AssetLoaders/AssetLoaderGameWorldMp.h"
|
||||
#include "AssetLoaders/AssetLoaderGameWorldSp.h"
|
||||
#include "AssetLoaders/AssetLoaderGfxImage.h"
|
||||
#include "AssetLoaders/AssetLoaderGfxLightDef.h"
|
||||
#include "AssetLoaders/AssetLoaderGfxWorld.h"
|
||||
#include "AssetLoaders/AssetLoaderLeaderboard.h"
|
||||
#include "AssetLoaders/AssetLoaderLoadedSound.h"
|
||||
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
|
||||
#include "AssetLoaders/AssetLoaderMapEnts.h"
|
||||
#include "AssetLoaders/AssetLoaderMaterial.h"
|
||||
#include "AssetLoaders/AssetLoaderMenuDef.h"
|
||||
#include "AssetLoaders/AssetLoaderMenuList.h"
|
||||
#include "AssetLoaders/AssetLoaderPhysCollmap.h"
|
||||
#include "AssetLoaders/AssetLoaderPhysPreset.h"
|
||||
#include "AssetLoaders/AssetLoaderPixelShader.h"
|
||||
#include "AssetLoaders/AssetLoaderRawFile.h"
|
||||
#include "AssetLoaders/AssetLoaderSndCurve.h"
|
||||
#include "AssetLoaders/AssetLoaderSoundAliasList.h"
|
||||
#include "AssetLoaders/AssetLoaderStringTable.h"
|
||||
#include "AssetLoaders/AssetLoaderStructuredDataDefSet.h"
|
||||
#include "AssetLoaders/AssetLoaderTechniqueSet.h"
|
||||
#include "AssetLoaders/AssetLoaderTracer.h"
|
||||
#include "AssetLoaders/AssetLoaderVehicle.h"
|
||||
#include "AssetLoaders/AssetLoaderVertexDecl.h"
|
||||
#include "AssetLoaders/AssetLoaderVertexShader.h"
|
||||
#include "AssetLoaders/AssetLoaderWeapon.h"
|
||||
#include "AssetLoaders/AssetLoaderXAnim.h"
|
||||
#include "AssetLoaders/AssetLoaderXModel.h"
|
||||
#include "AssetLoaders/AssetLoaderXModelSurfs.h"
|
||||
#include "AssetLoading/AssetLoadingManager.h"
|
||||
#include "Image/Dx9TextureLoader.h"
|
||||
#include "Image/Texture.h"
|
||||
@ -20,47 +51,45 @@ using namespace IW4;
|
||||
ObjLoader::ObjLoader()
|
||||
{
|
||||
#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
|
||||
#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
|
||||
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL_SURFS, XModelSurfs))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))
|
||||
REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderPhysCollmap)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderXAnim)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderXModelSurfs)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderXModel)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderMaterial)
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PIXELSHADER, MaterialPixelShader))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet))
|
||||
REGISTER_ASSET_LOADER(AssetLoaderPixelShader)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderVertexShader)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderVertexDecl)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderTechniqueSet)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGfxImage)
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND, snd_alias_list_t))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND_CURVE, SndCurve))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOADED_SOUND, LoadedSound))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_SP, clipMap_t))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_MP, clipMap_t))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_COMWORLD, ComWorld))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MAP_ENTS, MapEnts))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FXWORLD, FxWorld))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GFXWORLD, GfxWorld))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LIGHT_DEF, GfxLightDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONT, Font_s))
|
||||
REGISTER_ASSET_LOADER(AssetLoaderSoundAliasList)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderSndCurve)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderLoadedSound)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderClipMapSp)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderClipMapMp)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderComWorld)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGameWorldSp)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGameWorldMp)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderMapEnts)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderFxWorld)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGfxWorld)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGfxLightDef)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderFont)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderMenuList)
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
|
||||
REGISTER_ASSET_LOADER(AssetLoaderMenuDef)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponCompleteDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
|
||||
REGISTER_ASSET_LOADER(AssetLoaderWeapon)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderFx)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderFxImpactTable)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VEHICLE, VehicleDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts))
|
||||
REGISTER_ASSET_LOADER(AssetLoaderStringTable)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderLeaderboard)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderStructuredDataDefSet)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderTracer)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderVehicle)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderAddonMapEnts)
|
||||
|
||||
#undef BASIC_LOADER
|
||||
#undef REGISTER_ASSET_LOADER
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user