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refactor: use variants in zone instead of only game
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138 files changed
+542
-549
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@@ -2,6 +2,7 @@
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#include "ContentLoaderT4.h"
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#include "Game/GameLanguage.h"
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#include "Game/T4/GameT4.h"
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#include "Game/T4/T4.h"
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#include "Game/T4/ZoneConstantsT4.h"
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#include "Loading/Processor/ProcessorInflate.h"
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@@ -43,9 +44,7 @@ std::optional<ZoneLoaderInspectionResult> ZoneLoaderFactory::InspectZoneHeader(Z
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{
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return ZoneLoaderInspectionResult{
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.m_game_id = GameId::T4,
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.m_endianness = GameEndianness::LE,
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.m_word_size = GameWordSize::ARCH_32,
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.m_platform = GamePlatform::PC,
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.m_variant_id = GameVariantId::T4_PC,
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// There is no way to know whether unsigned zones are official.
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.m_is_official = false,
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.m_is_signed = false,
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@@ -65,7 +64,7 @@ std::unique_ptr<ZoneLoader> ZoneLoaderFactory::CreateLoaderForHeader(ZoneDataPee
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return nullptr;
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// Create new zone
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auto zone = std::make_unique<Zone>(fileName, 0, GameId::T4, inspectResult->m_platform);
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auto zone = std::make_unique<Zone>(fileName, 0, inspectResult->m_variant_id);
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auto* zonePtr = zone.get();
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zone->m_language = GameLanguage::LANGUAGE_NONE;
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