mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-02-10 17:43:03 +00:00
Generate zone code for IW4 for the first 3 assets
This commit is contained in:
@@ -53,117 +53,94 @@ const std::string GameAssetPoolIW4::ASSET_TYPE_NAMES[]
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"addonmapents"
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};
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/*
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Asset Pool Table
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Useful for macro generation via regex-replace for example
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#assetType, #typeName, #unionEntry, #poolName
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ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
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ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
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ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
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ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs, m_xmodel_surfs
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ASSET_TYPE_XMODEL, XModel, model, m_xmodel
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ASSET_TYPE_MATERIAL, Material, material, m_material
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ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader, m_material_pixel_shader
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ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader, m_material_vertex_shader
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ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl, m_material_vertex_decl
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ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet, m_technique_set
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ASSET_TYPE_IMAGE, GfxImage, image, m_image
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ASSET_TYPE_SOUND, snd_alias_list_t, sound, m_sound
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ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve, m_sound_curve
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ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd, m_loaded_sound
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ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap, m_clip_map
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ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap, m_clip_map
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ASSET_TYPE_COMWORLD, ComWorld, comWorld, m_com_world
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ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp, m_game_world_sp
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ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp, m_game_world_mp
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ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts, m_map_ents
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ASSET_TYPE_FXWORLD, FxWorld, fxWorld, m_fx_world
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ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld, m_gfx_world
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ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef, m_gfx_light_def
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ASSET_TYPE_FONT, Font_s, font, m_font
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ASSET_TYPE_MENULIST, MenuList, menuList, m_menu_list
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ASSET_TYPE_MENU, menuDef_t, menu, m_menu_def
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ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize, m_localize
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ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon, m_weapon
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ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals, m_snd_driver_globals
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ASSET_TYPE_FX, FxEffectDef, fx, m_fx
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ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx, m_fx_impact_table
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ASSET_TYPE_RAWFILE, RawFile, rawfile, m_raw_file
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ASSET_TYPE_STRINGTABLE, StringTable, stringTable, m_string_table
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ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef, m_leaderboard
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ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet, m_structed_data_def_set
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ASSET_TYPE_TRACER, TracerDef, tracerDef, m_tracer
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ASSET_TYPE_VEHICLE, VehicleDef, vehDef, m_vehicle
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ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts, m_addon_map_ents
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*/
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GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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{
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assert(_countof(ASSET_TYPE_NAMES) == ASSET_TYPE_COUNT);
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m_priority = priority;
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/*m_phys_preset = nullptr;
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m_phys_constraints = nullptr;
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m_destructible_def = nullptr;
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m_phys_preset = nullptr;
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m_phys_collmap = nullptr;
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m_xanim_parts = nullptr;
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m_xmodel = nullptr;
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m_material = nullptr;
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m_technique_set = nullptr;
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m_image = nullptr;
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m_sound_bank = nullptr;
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m_sound_patch = nullptr;
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m_clip_map = nullptr;
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m_com_world = nullptr;
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m_game_world_sp = nullptr;
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m_game_world_mp = nullptr;
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m_map_ents = nullptr;
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m_gfx_world = nullptr;
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m_gfx_light_def = nullptr;
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m_font = nullptr;
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m_font_icon = nullptr;
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m_menu_list = nullptr;
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m_menu_def = nullptr;
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m_localize = nullptr;
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m_weapon = nullptr;
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m_attachment = nullptr;
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m_attachment_unique = nullptr;
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m_camo = nullptr;
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m_snd_driver_globals = nullptr;
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m_fx = nullptr;
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m_fx_impact_table = nullptr;
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m_raw_file = nullptr;
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m_string_table = nullptr;
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m_leaderboard = nullptr;
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m_xglobals = nullptr;
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m_ddl = nullptr;
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m_glasses = nullptr;
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m_emblem_set = nullptr;
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m_script = nullptr;
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m_key_value_pairs = nullptr;
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m_vehicle = nullptr;
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m_memory_block = nullptr;
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m_addon_map_ents = nullptr;
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m_tracer = nullptr;
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m_skinned_verts = nullptr;
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m_qdb = nullptr;
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m_slug = nullptr;
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m_footstep_table = nullptr;
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m_footstep_fx_table = nullptr;
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m_zbarrier = nullptr;*/
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}
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GameAssetPoolIW4::~GameAssetPoolIW4()
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{
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#define DELETE_POOL(poolName) \
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delete (poolName); (poolName) = nullptr;
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/*DELETE_POOL(m_phys_preset);
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DELETE_POOL(m_phys_constraints);
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DELETE_POOL(m_destructible_def);
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DELETE_POOL(m_xanim_parts);
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DELETE_POOL(m_xmodel);
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DELETE_POOL(m_material);
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DELETE_POOL(m_technique_set);
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DELETE_POOL(m_image);
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DELETE_POOL(m_sound_bank);
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DELETE_POOL(m_sound_patch);
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DELETE_POOL(m_clip_map);
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DELETE_POOL(m_com_world);
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DELETE_POOL(m_game_world_sp);
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DELETE_POOL(m_game_world_mp);
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DELETE_POOL(m_map_ents);
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DELETE_POOL(m_gfx_world);
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DELETE_POOL(m_gfx_light_def);
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DELETE_POOL(m_font);
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DELETE_POOL(m_font_icon);
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DELETE_POOL(m_menu_list);
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DELETE_POOL(m_menu_def);
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DELETE_POOL(m_localize);
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DELETE_POOL(m_weapon);
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DELETE_POOL(m_attachment);
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DELETE_POOL(m_attachment_unique);
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DELETE_POOL(m_camo);
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DELETE_POOL(m_snd_driver_globals);
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DELETE_POOL(m_fx);
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DELETE_POOL(m_fx_impact_table);
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DELETE_POOL(m_raw_file);
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DELETE_POOL(m_string_table);
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DELETE_POOL(m_leaderboard);
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DELETE_POOL(m_xglobals);
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DELETE_POOL(m_ddl);
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DELETE_POOL(m_glasses);
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DELETE_POOL(m_emblem_set);
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DELETE_POOL(m_script);
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DELETE_POOL(m_key_value_pairs);
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DELETE_POOL(m_vehicle);
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DELETE_POOL(m_memory_block);
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DELETE_POOL(m_addon_map_ents);
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DELETE_POOL(m_tracer);
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DELETE_POOL(m_skinned_verts);
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DELETE_POOL(m_qdb);
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DELETE_POOL(m_slug);
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DELETE_POOL(m_footstep_table);
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DELETE_POOL(m_footstep_fx_table);
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DELETE_POOL(m_zbarrier);*/
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#undef DELETE_POOL
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// m_xmodel_surfs = nullptr;
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// m_xmodel = nullptr;
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// m_material = nullptr;
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// m_material_pixel_shader = nullptr;
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// m_material_vertex_shader = nullptr;
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// m_material_vertex_decl = nullptr;
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// m_technique_set = nullptr;
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// m_image = nullptr;
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// m_sound = nullptr;
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// m_sound_curve = nullptr;
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// m_loaded_sound = nullptr;
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// m_clip_map = nullptr;
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// m_com_world = nullptr;
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// m_game_world_sp = nullptr;
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// m_game_world_mp = nullptr;
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// m_map_ents = nullptr;
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// m_fx_world = nullptr;
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// m_gfx_world = nullptr;
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// m_gfx_light_def = nullptr;
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// m_font = nullptr;
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// m_menu_list = nullptr;
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// m_menu_def = nullptr;
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// m_localize = nullptr;
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// m_weapon = nullptr;
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// m_snd_driver_globals = nullptr;
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// m_fx = nullptr;
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// m_fx_impact_table = nullptr;
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// m_raw_file = nullptr;
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// m_string_table = nullptr;
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// m_leaderboard = nullptr;
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// m_structed_data_def_set = nullptr;
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// m_tracer = nullptr;
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// m_vehicle = nullptr;
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// m_addon_map_ents = nullptr;
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}
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void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capacity)
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@@ -173,62 +150,51 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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{ \
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if((poolName) == nullptr && capacity > 0) \
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{ \
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(poolName) = new AssetPoolStatic<poolType>(capacity, m_priority, (assetType)); \
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(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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{
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/*CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_QDB, m_qdb, Qdb);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SLUG, m_slug, Slug);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);*/
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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@@ -245,62 +211,51 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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{ \
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if((poolName) == nullptr) \
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||||
{ \
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(poolName) = new AssetPoolDynamic<poolType>(m_priority, (assetType)); \
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||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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||||
{
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/*CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
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||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_QDB, m_qdb, Qdb);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SLUG, m_slug, Slug);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);*/
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
|
||||
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@@ -333,55 +288,44 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
|
||||
|
||||
switch (xAsset.type)
|
||||
{
|
||||
/*CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, physConstraints);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, destructibleDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch, soundPatch);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONTICON, m_font_icon, fontIcon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment, attachment);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, attachmentUnique);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON_CAMO, m_camo, weaponCamo);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals, xGlobals);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl, ddlRoot);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses, glasses);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set, emblemSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTPARSETREE, m_script, scriptParseTree);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, keyValuePairs);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLEDEF, m_vehicle, vehicleDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MEMORYBLOCK, m_memory_block, memoryBlock);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, skinnedVertsDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_QDB, m_qdb, qdb);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SLUG, m_slug, slug);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, footstepTableDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, footstepFXTableDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ZBARRIER, m_zbarrier, zbarrierDef);*/
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, modelSurfs);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world, fxWorld);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
|
||||
// CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@@ -405,55 +349,44 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
|
||||
|
||||
switch (type)
|
||||
{
|
||||
/*CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONTICON, m_font_icon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON_CAMO, m_camo);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses);
|
||||
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SCRIPTPARSETREE, m_script);
|
||||
CASE_GET_ASSET(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLEDEF, m_vehicle);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MEMORYBLOCK, m_memory_block);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_QDB, m_qdb);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SLUG, m_slug);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ZBARRIER, m_zbarrier);*/
|
||||
// CASE_GET_ASSET(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, m_clip_map);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
|
||||
// CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
|
||||
Reference in New Issue
Block a user