mirror of
https://github.com/Laupetin/OpenAssetTools.git
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Generate zone code for IW4 for the first 3 assets
This commit is contained in:
parent
413034f7b2
commit
5e8173539b
@ -1,6 +1,46 @@
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ZoneCode = {}
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ZoneCode.Assets = {
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IW4 = {
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"PhysPreset",
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"PhysCollmap",
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"XAnimParts",
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-- "XModelSurfs",
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-- "XModel",
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-- "Material",
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-- "MaterialPixelShader",
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-- "MaterialVertexShader",
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-- "MaterialVertexDeclaration",
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-- "MaterialTechniqueSet",
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-- "GfxImage",
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-- "snd_alias_list_t",
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-- "SndCurve",
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-- "LoadedSound",
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-- "clipMap_t",
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-- "ComWorld",
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-- "GameWorldSp",
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-- "GameWorldMp",
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-- "MapEnts",
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-- "FxWorld",
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-- "GfxWorld",
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-- "GfxLightDef",
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-- "Font_s",
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-- "MenuList",
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-- "menuDef_t",
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-- "LocalizeEntry",
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-- "WeaponCompleteDef",
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-- "SndDriverGlobals",
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-- "FxEffectDef",
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-- "FxImpactTable",
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-- "RawFile",
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-- "StringTable",
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-- "LeaderboardDef",
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-- "StructuredDataDefSet",
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-- "TracerDef",
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-- "VehicleDef",
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-- "AddonMapEnts"
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},
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T6 = {
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"PhysPreset",
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"PhysConstraints",
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@ -165,6 +205,10 @@ function ZoneCode:project()
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}
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filter {}
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filter "files:**/IW4.gen"
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self:outputForAssets(self.Assets.IW4)
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filter {}
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filter "files:**/T6.gen"
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self:outputForAssets(self.Assets.T6)
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filter {}
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1
src/ZoneCode/Game/IW4/IW4.gen
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1
src/ZoneCode/Game/IW4/IW4.gen
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@ -0,0 +1 @@
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# This file exists for automatically generating zone loading code.
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8
src/ZoneCode/Game/IW4/IW4.h
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8
src/ZoneCode/Game/IW4/IW4.h
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@ -0,0 +1,8 @@
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#pragma once
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// Entry point for IW4 code generation
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#include "../Common.h"
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#include "../../../ZoneCommon/Game/IW4/IW4_Assets.h"
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// EOF
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170
src/ZoneCode/Game/IW4/IW4_Commands.txt
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170
src/ZoneCode/Game/IW4/IW4_Commands.txt
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@ -0,0 +1,170 @@
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// Game: Modern Warfare 2 (IW4)
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game IW4;
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// Game Assets
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asset PhysPreset ASSET_TYPE_PHYSPRESET;
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asset PhysCollmap ASSET_TYPE_PHYSCOLLMAP;
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asset XAnimParts ASSET_TYPE_XANIMPARTS;
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// asset XModelSurfs ASSET_TYPE_XMODEL_SURFS;
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// asset XModel ASSET_TYPE_XMODEL;
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// asset Material ASSET_TYPE_MATERIAL;
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// asset MaterialPixelShader ASSET_TYPE_PIXELSHADER;
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// asset MaterialVertexShader ASSET_TYPE_VERTEXSHADER;
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// asset MaterialVertexDeclaration ASSET_TYPE_VERTEXDECL;
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// asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
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// asset GfxImage ASSET_TYPE_IMAGE;
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// asset snd_alias_list_t ASSET_TYPE_SOUND;
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// asset SndCurve ASSET_TYPE_SOUND_CURVE;
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// asset LoadedSound ASSET_TYPE_LOADED_SOUND;
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// asset clipMap_t ASSET_TYPE_CLIPMAP_MP;
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// asset ComWorld ASSET_TYPE_COMWORLD;
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// asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
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// asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP;
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// asset MapEnts ASSET_TYPE_MAP_ENTS;
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// asset FxWorld ASSET_TYPE_FXWORLD;
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// asset GfxWorld ASSET_TYPE_GFXWORLD;
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// asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
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// asset Font_s ASSET_TYPE_FONT;
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// asset MenuList ASSET_TYPE_MENULIST;
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// asset menuDef_t ASSET_TYPE_MENU;
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// asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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// asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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// asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
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// asset FxEffectDef ASSET_TYPE_FX;
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// asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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// asset RawFile ASSET_TYPE_RAWFILE;
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// asset StringTable ASSET_TYPE_STRINGTABLE;
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// asset LeaderboardDef ASSET_TYPE_LEADERBOARD;
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// asset StructuredDataDefSet ASSET_TYPE_STRUCTURED_DATA_DEF;
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// asset TracerDef ASSET_TYPE_TRACER;
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// asset VehicleDef ASSET_TYPE_VEHICLE;
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// asset AddonMapEnts ASSET_TYPE_ADDON_MAP_ENTS;
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// Setup blocks
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block temp XFILE_BLOCK_TEMP default;
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block normal XFILE_BLOCK_PHYSICAL;
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block runtime XFILE_BLOCK_RUNTIME default;
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block normal XFILE_BLOCK_VIRTUAL default;
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block normal XFILE_BLOCK_LARGE;
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block normal XFILE_BLOCK_CALLBACK;
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block normal XFILE_BLOCK_VERTEX;
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block normal XFILE_BLOCK_INDEX;
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// =========================================
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// PhysPreset
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// =========================================
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use PhysPreset;
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set string name;
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set name name;
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set string sndAliasPrefix;
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block normal XFILE_BLOCK_INDEX;
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// =========================================
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// PhysCollmap
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// =========================================
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use PhysCollmap;
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set string name;
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set name name;
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set count geoms count;
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// PhysGeomInfo
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use PhysGeomInfo;
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set count brushWrapper 1;
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// BrushWrapper
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use BrushWrapper;
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set reusable planes;
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set count planes brush::numsides;
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// cbrushWrapper_t
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use cbrushWrapper_t;
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set count sides numsides;
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set count baseAdjacentSide BrushWrapper::totalEdgeCount;
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// cbrushside_t
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use cbrushside_t;
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set reusable plane;
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set count plane 1;
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// =========================================
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// XAnimParts
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// =========================================
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use XAnimParts;
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set string name;
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set name name;
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set scriptstring names;
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set count names boneCount[9];
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set count notify notifyCount;
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set count deltaPart 1;
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set count dataByte dataByteCount;
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set count dataShort dataShortCount;
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set count dataInt dataIntCount;
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set count randomDataShort randomDataShortCount;
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set count randomDataByte randomDataByteCount;
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set count randomDataInt randomDataIntCount;
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set count indices::_1 indexCount;
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set count indices::_2 indexCount;
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set condition indices::_1 numframes < 256;
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set condition indices::data never;
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reorder:
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name
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names
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notify
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deltaPart
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dataByte
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dataShort
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dataInt
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randomDataShort
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randomDataByte
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randomDataInt
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indices;
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// XAnimNotifyInfo
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set scriptstring XAnimNotifyInfo::name;
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// XAnimDeltaPart
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use XAnimDeltaPart;
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set count trans 1;
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set count quat2 1;
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set count quat 1;
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// XAnimPartTrans
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use XAnimPartTrans;
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set condition u::frames size > 0;
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set condition u::frames::indices::_1 XAnimParts::numframes < 256;
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set arraysize u::frames::indices::_1 size + 1;
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set arraysize u::frames::indices::_2 size + 1;
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set condition u::frames::frames::_1 smallTrans;
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set count u::frames::frames::_1 size + 1;
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set count u::frames::frames::_2 size + 1;
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// XAnimPartTransFrames
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reorder XAnimPartTransFrames:
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indices
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frames;
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// XAnimDeltaPartQuat2
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use XAnimDeltaPartQuat2;
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set condition u::frames size > 0;
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set condition u::frames::indices::_1 XAnimParts::numframes < 256;
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set arraysize u::frames::indices::_1 size + 1;
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set arraysize u::frames::indices::_2 size + 1;
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set count u::frames::frames size + 1;
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// XAnimDeltaPartQuatDataFrames2
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reorder XAnimDeltaPartQuatDataFrames2:
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indices
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frames;
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// XAnimDeltaPartQuat
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use XAnimDeltaPartQuat;
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set condition u::frames size > 0;
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set condition u::frames::indices::_1 XAnimParts::numframes < 256;
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set arraysize u::frames::indices::_1 size + 1;
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set arraysize u::frames::indices::_2 size + 1;
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set count u::frames::frames size + 1;
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// XAnimDeltaPartQuatDataFrames
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reorder XAnimDeltaPartQuatDataFrames:
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indices
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frames;
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@ -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;
|
||||
// m_tracer = nullptr;
|
||||
// m_vehicle = nullptr;
|
||||
// m_addon_map_ents = nullptr;
|
||||
}
|
||||
|
||||
void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capacity)
|
||||
@ -173,62 +150,51 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
|
||||
{ \
|
||||
if((poolName) == nullptr && capacity > 0) \
|
||||
{ \
|
||||
(poolName) = new AssetPoolStatic<poolType>(capacity, m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
/*CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_QDB, m_qdb, Qdb);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SLUG, m_slug, Slug);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);*/
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
|
||||
// CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -245,62 +211,51 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
|
||||
{ \
|
||||
if((poolName) == nullptr) \
|
||||
{ \
|
||||
(poolName) = new AssetPoolDynamic<poolType>(m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
/*CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
|
||||
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);
|
||||
|
@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "Pool/IZoneAssetPools.h"
|
||||
#include "Pool/AssetPool.h"
|
||||
#include "IW4.h"
|
||||
@ -13,57 +15,46 @@ class GameAssetPoolIW4 final : public IZoneAssetPools
|
||||
static const std::string ASSET_TYPE_NAMES[];
|
||||
|
||||
public:
|
||||
/*AssetPool<T6::PhysPreset>* m_phys_preset;
|
||||
AssetPool<T6::PhysConstraints>* m_phys_constraints;
|
||||
AssetPool<T6::DestructibleDef>* m_destructible_def;
|
||||
AssetPool<T6::XAnimParts>* m_xanim_parts;
|
||||
AssetPool<T6::XModel>* m_xmodel;
|
||||
AssetPool<T6::Material>* m_material;
|
||||
AssetPool<T6::MaterialTechniqueSet>* m_technique_set;
|
||||
AssetPool<T6::GfxImage>* m_image;
|
||||
AssetPool<T6::SndBank>* m_sound_bank;
|
||||
AssetPool<T6::SndPatch>* m_sound_patch;
|
||||
AssetPool<T6::clipMap_t>* m_clip_map;
|
||||
AssetPool<T6::ComWorld>* m_com_world;
|
||||
AssetPool<T6::GameWorldSp>* m_game_world_sp;
|
||||
AssetPool<T6::GameWorldMp>* m_game_world_mp;
|
||||
AssetPool<T6::MapEnts>* m_map_ents;
|
||||
AssetPool<T6::GfxWorld>* m_gfx_world;
|
||||
AssetPool<T6::GfxLightDef>* m_gfx_light_def;
|
||||
AssetPool<T6::Font_s>* m_font;
|
||||
AssetPool<T6::FontIcon>* m_font_icon;
|
||||
AssetPool<T6::MenuList>* m_menu_list;
|
||||
AssetPool<T6::menuDef_t>* m_menu_def;
|
||||
AssetPool<T6::LocalizeEntry>* m_localize;
|
||||
AssetPool<T6::WeaponVariantDef>* m_weapon;
|
||||
AssetPool<T6::WeaponAttachment>* m_attachment;
|
||||
AssetPool<T6::WeaponAttachmentUnique>* m_attachment_unique;
|
||||
AssetPool<T6::WeaponCamo>* m_camo;
|
||||
AssetPool<T6::SndDriverGlobals>* m_snd_driver_globals;
|
||||
AssetPool<T6::FxEffectDef>* m_fx;
|
||||
AssetPool<T6::FxImpactTable>* m_fx_impact_table;
|
||||
AssetPool<T6::RawFile>* m_raw_file;
|
||||
AssetPool<T6::StringTable>* m_string_table;
|
||||
AssetPool<T6::LeaderboardDef>* m_leaderboard;
|
||||
AssetPool<T6::XGlobals>* m_xglobals;
|
||||
AssetPool<T6::ddlRoot_t>* m_ddl;
|
||||
AssetPool<T6::Glasses>* m_glasses;
|
||||
AssetPool<T6::EmblemSet>* m_emblem_set;
|
||||
AssetPool<T6::ScriptParseTree>* m_script;
|
||||
AssetPool<T6::KeyValuePairs>* m_key_value_pairs;
|
||||
AssetPool<T6::VehicleDef>* m_vehicle;
|
||||
AssetPool<T6::MemoryBlock>* m_memory_block;
|
||||
AssetPool<T6::AddonMapEnts>* m_addon_map_ents;
|
||||
AssetPool<T6::TracerDef>* m_tracer;
|
||||
AssetPool<T6::SkinnedVertsDef>* m_skinned_verts;
|
||||
AssetPool<T6::Qdb>* m_qdb;
|
||||
AssetPool<T6::Slug>* m_slug;
|
||||
AssetPool<T6::FootstepTableDef>* m_footstep_table;
|
||||
AssetPool<T6::FootstepFXTableDef>* m_footstep_fx_table;
|
||||
AssetPool<T6::ZBarrierDef>* m_zbarrier;*/
|
||||
std::unique_ptr<AssetPool<IW4::PhysPreset>> m_phys_preset;
|
||||
std::unique_ptr<AssetPool<IW4::PhysCollmap>> m_phys_collmap;
|
||||
std::unique_ptr<AssetPool<IW4::XAnimParts>> m_xanim_parts;
|
||||
// std::unique_ptr<AssetPool<IW4::XModelSurfs>> m_xmodel_surfs;
|
||||
// std::unique_ptr<AssetPool<IW4::XModel>> m_xmodel;
|
||||
// std::unique_ptr<AssetPool<IW4::Material>> m_material;
|
||||
// std::unique_ptr<AssetPool<IW4::MaterialPixelShader>> m_material_pixel_shader;
|
||||
// std::unique_ptr<AssetPool<IW4::MaterialVertexShader>> m_material_vertex_shader;
|
||||
// std::unique_ptr<AssetPool<IW4::MaterialVertexDeclaration>> m_material_vertex_decl;
|
||||
// std::unique_ptr<AssetPool<IW4::MaterialTechniqueSet>> m_technique_set;
|
||||
// std::unique_ptr<AssetPool<IW4::GfxImage>> m_image;
|
||||
// std::unique_ptr<AssetPool<IW4::snd_alias_list_t>> m_sound;
|
||||
// std::unique_ptr<AssetPool<IW4::SndCurve>> m_sound_curve;
|
||||
// std::unique_ptr<AssetPool<IW4::LoadedSound>> m_loaded_sound;
|
||||
// std::unique_ptr<AssetPool<IW4::clipMap_t>> m_clip_map;
|
||||
// std::unique_ptr<AssetPool<IW4::ComWorld>> m_com_world;
|
||||
// std::unique_ptr<AssetPool<IW4::GameWorldSp>> m_game_world_sp;
|
||||
// std::unique_ptr<AssetPool<IW4::GameWorldMp>> m_game_world_mp;
|
||||
// std::unique_ptr<AssetPool<IW4::MapEnts>> m_map_ents;
|
||||
// std::unique_ptr<AssetPool<IW4::FxWorld>> m_fx_world;
|
||||
// std::unique_ptr<AssetPool<IW4::GfxWorld>> m_gfx_world;
|
||||
// std::unique_ptr<AssetPool<IW4::GfxLightDef>> m_gfx_light_def;
|
||||
// std::unique_ptr<AssetPool<IW4::Font_s>> m_font;
|
||||
// std::unique_ptr<AssetPool<IW4::MenuList>> m_menu_list;
|
||||
// std::unique_ptr<AssetPool<IW4::menuDef_t>> m_menu_def;
|
||||
// std::unique_ptr<AssetPool<IW4::LocalizeEntry>> m_localize;
|
||||
// std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
|
||||
// std::unique_ptr<AssetPool<IW4::SndDriverGlobals>> m_snd_driver_globals;
|
||||
// std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
|
||||
// std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
|
||||
// std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
|
||||
// std::unique_ptr<AssetPool<IW4::StringTable>> m_string_table;
|
||||
// std::unique_ptr<AssetPool<IW4::LeaderboardDef>> m_leaderboard;
|
||||
// std::unique_ptr<AssetPool<IW4::StructuredDataDefSet>> m_structed_data_def_set;
|
||||
// std::unique_ptr<AssetPool<IW4::TracerDef>> m_tracer;
|
||||
// std::unique_ptr<AssetPool<IW4::VehicleDef>> m_vehicle;
|
||||
// std::unique_ptr<AssetPool<IW4::AddonMapEnts>> m_addon_map_ents;
|
||||
|
||||
explicit GameAssetPoolIW4(int priority);
|
||||
~GameAssetPoolIW4() override;
|
||||
~GameAssetPoolIW4() override = default;
|
||||
|
||||
void InitPoolStatic(asset_type_t type, size_t capacity) override;
|
||||
void InitPoolDynamic(asset_type_t type) override;
|
||||
|
@ -1,8 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#ifndef __IW4_ASSETS_H
|
||||
#define __IW4_ASSETS_H
|
||||
|
||||
#ifndef __zonecodegenerator
|
||||
namespace IW4
|
||||
{
|
||||
|
||||
#endif
|
||||
enum XAssetType
|
||||
{
|
||||
ASSET_TYPE_PHYSPRESET = 0x0,
|
||||
@ -70,9 +74,47 @@ namespace IW4
|
||||
MAX_XFILE_COUNT,
|
||||
};
|
||||
|
||||
struct PhysPreset;
|
||||
struct PhysCollmap;
|
||||
struct XAnimParts;
|
||||
struct XModelSurfs;
|
||||
struct XModel;
|
||||
struct Material;
|
||||
struct MaterialPixelShader;
|
||||
struct MaterialVertexShader;
|
||||
struct MaterialVertexDeclaration;
|
||||
struct MaterialTechniqueSet;
|
||||
struct GfxImage;
|
||||
struct snd_alias_list_t;
|
||||
struct SndCurve;
|
||||
struct LoadedSound;
|
||||
struct clipMap_t;
|
||||
struct ComWorld;
|
||||
struct GameWorldSp;
|
||||
struct GameWorldMp;
|
||||
struct MapEnts;
|
||||
struct FxWorld;
|
||||
struct GfxWorld;
|
||||
struct GfxLightDef;
|
||||
struct Font_s;
|
||||
struct MenuList;
|
||||
struct menuDef_t;
|
||||
struct LocalizeEntry;
|
||||
struct WeaponCompleteDef;
|
||||
struct SndDriverGlobals;
|
||||
struct FxEffectDef;
|
||||
struct FxImpactTable;
|
||||
struct RawFile;
|
||||
struct StringTable;
|
||||
struct LeaderboardDef;
|
||||
struct StructuredDataDefSet;
|
||||
struct TracerDef;
|
||||
struct VehicleDef;
|
||||
struct AddonMapEnts;
|
||||
|
||||
union XAssetHeader
|
||||
{
|
||||
/*PhysPreset* physPreset;
|
||||
PhysPreset* physPreset;
|
||||
PhysCollmap* physCollmap;
|
||||
XAnimParts* parts;
|
||||
XModelSurfs* modelSurfs;
|
||||
@ -108,7 +150,218 @@ namespace IW4
|
||||
StructuredDataDefSet* structuredDataDefSet;
|
||||
TracerDef* tracerDef;
|
||||
VehicleDef* vehDef;
|
||||
AddonMapEnts* addonMapEnts;*/
|
||||
AddonMapEnts* addonMapEnts;
|
||||
void* data;
|
||||
};
|
||||
}
|
||||
|
||||
typedef char cbrushedge_t;
|
||||
typedef float vec3_t[3];
|
||||
|
||||
struct PhysPreset
|
||||
{
|
||||
const char* name;
|
||||
int type;
|
||||
float mass;
|
||||
float bounce;
|
||||
float friction;
|
||||
float bulletForceScale;
|
||||
float explosiveForceScale;
|
||||
const char* sndAliasPrefix;
|
||||
float piecesSpreadFraction;
|
||||
float piecesUpwardVelocity;
|
||||
bool tempDefaultToCylinder;
|
||||
bool perSurfaceSndAlias;
|
||||
};
|
||||
|
||||
struct Bounds
|
||||
{
|
||||
float midPoint[3];
|
||||
float halfSize[3];
|
||||
};
|
||||
|
||||
struct cplane_s
|
||||
{
|
||||
float normal[3];
|
||||
float dist;
|
||||
char type;
|
||||
char pad[3];
|
||||
};
|
||||
|
||||
struct cbrushside_t
|
||||
{
|
||||
cplane_s* plane;
|
||||
unsigned __int16 materialNum;
|
||||
char firstAdjacentSideOffset;
|
||||
char edgeCount;
|
||||
};
|
||||
|
||||
struct cbrushWrapper_t
|
||||
{
|
||||
unsigned __int16 numsides;
|
||||
unsigned __int16 glassPieceIndex;
|
||||
cbrushside_t* sides;
|
||||
cbrushedge_t* baseAdjacentSide;
|
||||
__int16 axialMaterialNum[2][3];
|
||||
char firstAdjacentSideOffsets[2][3];
|
||||
char edgeCount[2][3];
|
||||
};
|
||||
|
||||
struct BrushWrapper
|
||||
{
|
||||
Bounds bounds;
|
||||
cbrushWrapper_t brush;
|
||||
int totalEdgeCount;
|
||||
cplane_s* planes;
|
||||
};
|
||||
|
||||
struct PhysGeomInfo
|
||||
{
|
||||
BrushWrapper* brushWrapper;
|
||||
int type;
|
||||
float orientation[3][3];
|
||||
Bounds bounds;
|
||||
};
|
||||
|
||||
struct PhysMass
|
||||
{
|
||||
float centerOfMass[3];
|
||||
float momentsOfInertia[3];
|
||||
float productsOfInertia[3];
|
||||
};
|
||||
|
||||
struct PhysCollmap
|
||||
{
|
||||
const char* name;
|
||||
unsigned int count;
|
||||
PhysGeomInfo* geoms;
|
||||
PhysMass mass;
|
||||
Bounds bounds;
|
||||
};
|
||||
|
||||
union XAnimIndices
|
||||
{
|
||||
char* _1;
|
||||
unsigned __int16* _2;
|
||||
void* data;
|
||||
};
|
||||
|
||||
struct XAnimNotifyInfo
|
||||
{
|
||||
unsigned __int16 name;
|
||||
float time;
|
||||
};
|
||||
|
||||
union XAnimDynamicFrames
|
||||
{
|
||||
char(*_1)[3];
|
||||
unsigned __int16(*_2)[3];
|
||||
};
|
||||
|
||||
union XAnimDynamicIndices
|
||||
{
|
||||
char _1[1];
|
||||
unsigned __int16 _2[1];
|
||||
};
|
||||
|
||||
struct __declspec(align(4)) XAnimPartTransFrames
|
||||
{
|
||||
float mins[3];
|
||||
float size[3];
|
||||
XAnimDynamicFrames frames;
|
||||
XAnimDynamicIndices indices;
|
||||
};
|
||||
|
||||
union XAnimPartTransData
|
||||
{
|
||||
XAnimPartTransFrames frames;
|
||||
//float frame0[3];
|
||||
vec3_t frame0;
|
||||
};
|
||||
|
||||
struct XAnimPartTrans
|
||||
{
|
||||
unsigned __int16 size;
|
||||
char smallTrans;
|
||||
XAnimPartTransData u;
|
||||
};
|
||||
|
||||
struct __declspec(align(4)) XAnimDeltaPartQuatDataFrames2
|
||||
{
|
||||
__int16(*frames)[2];
|
||||
XAnimDynamicIndices indices;
|
||||
};
|
||||
|
||||
union XAnimDeltaPartQuatData2
|
||||
{
|
||||
XAnimDeltaPartQuatDataFrames2 frames;
|
||||
__int16 frame0[2];
|
||||
};
|
||||
|
||||
struct XAnimDeltaPartQuat2
|
||||
{
|
||||
unsigned __int16 size;
|
||||
XAnimDeltaPartQuatData2 u;
|
||||
};
|
||||
|
||||
struct XAnimDeltaPartQuatDataFrames
|
||||
{
|
||||
__int16(*frames)[4];
|
||||
XAnimDynamicIndices indices;
|
||||
};
|
||||
|
||||
union XAnimDeltaPartQuatData
|
||||
{
|
||||
XAnimDeltaPartQuatDataFrames frames;
|
||||
__int16 frame0[4];
|
||||
};
|
||||
|
||||
struct XAnimDeltaPartQuat
|
||||
{
|
||||
unsigned __int16 size;
|
||||
XAnimDeltaPartQuatData u;
|
||||
};
|
||||
|
||||
struct XAnimDeltaPart
|
||||
{
|
||||
XAnimPartTrans* trans;
|
||||
XAnimDeltaPartQuat2* quat2;
|
||||
XAnimDeltaPartQuat* quat;
|
||||
};
|
||||
|
||||
struct XAnimParts
|
||||
{
|
||||
const char* name;
|
||||
unsigned __int16 dataByteCount;
|
||||
unsigned __int16 dataShortCount;
|
||||
unsigned __int16 dataIntCount;
|
||||
unsigned __int16 randomDataByteCount;
|
||||
unsigned __int16 randomDataIntCount;
|
||||
unsigned __int16 numframes;
|
||||
char flags;
|
||||
char boneCount[10];
|
||||
char notifyCount;
|
||||
char assetType;
|
||||
bool isDefault;
|
||||
unsigned int randomDataShortCount;
|
||||
unsigned int indexCount;
|
||||
float framerate;
|
||||
float frequency;
|
||||
unsigned __int16* names;
|
||||
char* dataByte;
|
||||
__int16* dataShort;
|
||||
int* dataInt;
|
||||
__int16* randomDataShort;
|
||||
char* randomDataByte;
|
||||
int* randomDataInt;
|
||||
XAnimIndices indices;
|
||||
XAnimNotifyInfo* notify;
|
||||
XAnimDeltaPart* deltaPart;
|
||||
};
|
||||
|
||||
#ifndef __zonecodegenerator
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
// EOF
|
||||
|
@ -4,54 +4,43 @@
|
||||
|
||||
#include <cassert>
|
||||
|
||||
//#include "Game/T6/XAssets/addonmapents/addonmapents_load_db.h"
|
||||
//#include "Game/T6/XAssets/clipmap_t/clipmap_t_load_db.h"
|
||||
//#include "Game/T6/XAssets/comworld/comworld_load_db.h"
|
||||
//#include "Game/T6/XAssets/ddlroot_t/ddlroot_t_load_db.h"
|
||||
//#include "Game/T6/XAssets/destructibledef/destructibledef_load_db.h"
|
||||
//#include "Game/T6/XAssets/emblemset/emblemset_load_db.h"
|
||||
//#include "Game/T6/XAssets/font_s/font_s_load_db.h"
|
||||
//#include "Game/T6/XAssets/fonticon/fonticon_load_db.h"
|
||||
//#include "Game/T6/XAssets/footstepfxtabledef/footstepfxtabledef_load_db.h"
|
||||
//#include "Game/T6/XAssets/footsteptabledef/footsteptabledef_load_db.h"
|
||||
//#include "Game/T6/XAssets/fxeffectdef/fxeffectdef_load_db.h"
|
||||
//#include "Game/T6/XAssets/fximpacttable/fximpacttable_load_db.h"
|
||||
//#include "Game/T6/XAssets/gameworldmp/gameworldmp_load_db.h"
|
||||
//#include "Game/T6/XAssets/gameworldsp/gameworldsp_load_db.h"
|
||||
//#include "Game/T6/XAssets/gfximage/gfximage_load_db.h"
|
||||
//#include "Game/T6/XAssets/gfxlightdef/gfxlightdef_load_db.h"
|
||||
//#include "Game/T6/XAssets/gfxworld/gfxworld_load_db.h"
|
||||
//#include "Game/T6/XAssets/glasses/glasses_load_db.h"
|
||||
//#include "Game/T6/XAssets/keyvaluepairs/keyvaluepairs_load_db.h"
|
||||
//#include "Game/T6/XAssets/leaderboarddef/leaderboarddef_load_db.h"
|
||||
//#include "Game/T6/XAssets/localizeentry/localizeentry_load_db.h"
|
||||
//#include "Game/T6/XAssets/mapents/mapents_load_db.h"
|
||||
//#include "Game/T6/XAssets/material/material_load_db.h"
|
||||
//#include "Game/T6/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
|
||||
//#include "Game/T6/XAssets/memoryblock/memoryblock_load_db.h"
|
||||
//#include "Game/T6/XAssets/menudef_t/menudef_t_load_db.h"
|
||||
//#include "Game/T6/XAssets/menulist/menulist_load_db.h"
|
||||
//#include "Game/T6/XAssets/physconstraints/physconstraints_load_db.h"
|
||||
//#include "Game/T6/XAssets/physpreset/physpreset_load_db.h"
|
||||
//#include "Game/T6/XAssets/qdb/qdb_load_db.h"
|
||||
//#include "Game/T6/XAssets/rawfile/rawfile_load_db.h"
|
||||
//#include "Game/T6/XAssets/scriptparsetree/scriptparsetree_load_db.h"
|
||||
//#include "Game/T6/XAssets/skinnedvertsdef/skinnedvertsdef_load_db.h"
|
||||
//#include "Game/T6/XAssets/slug/slug_load_db.h"
|
||||
//#include "Game/T6/XAssets/sndbank/sndbank_load_db.h"
|
||||
//#include "Game/T6/XAssets/snddriverglobals/snddriverglobals_load_db.h"
|
||||
//#include "Game/T6/XAssets/sndpatch/sndpatch_load_db.h"
|
||||
//#include "Game/T6/XAssets/stringtable/stringtable_load_db.h"
|
||||
//#include "Game/T6/XAssets/tracerdef/tracerdef_load_db.h"
|
||||
//#include "Game/T6/XAssets/vehicledef/vehicledef_load_db.h"
|
||||
//#include "Game/T6/XAssets/weaponattachment/weaponattachment_load_db.h"
|
||||
//#include "Game/T6/XAssets/weaponattachmentunique/weaponattachmentunique_load_db.h"
|
||||
//#include "Game/T6/XAssets/weaponcamo/weaponcamo_load_db.h"
|
||||
//#include "Game/T6/XAssets/weaponvariantdef/weaponvariantdef_load_db.h"
|
||||
//#include "Game/T6/XAssets/xanimparts/xanimparts_load_db.h"
|
||||
//#include "Game/T6/XAssets/xglobals/xglobals_load_db.h"
|
||||
//#include "Game/T6/XAssets/xmodel/xmodel_load_db.h"
|
||||
//#include "Game/T6/XAssets/zbarrierdef/zbarrierdef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/addonmapents/addonmapents_load_db.h"
|
||||
//#include "Game/IW4/XAssets/clipmap_t/clipmap_t_load_db.h"
|
||||
//#include "Game/IW4/XAssets/comworld/comworld_load_db.h"
|
||||
//#include "Game/IW4/XAssets/font_s/font_s_load_db.h"
|
||||
//#include "Game/IW4/XAssets/fxeffectdef/fxeffectdef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/fximpacttable/fximpacttable_load_db.h"
|
||||
//#include "Game/IW4/XAssets/fxworld/fxworld_load_db.h"
|
||||
//#include "Game/IW4/XAssets/gameworldmp/gameworldmp_load_db.h"
|
||||
//#include "Game/IW4/XAssets/gameworldsp/gameworldsp_load_db.h"
|
||||
//#include "Game/IW4/XAssets/gfximage/gfximage_load_db.h"
|
||||
//#include "Game/IW4/XAssets/gfxlightdef/gfxlightdef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
|
||||
//#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
|
||||
//#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
|
||||
//#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
|
||||
//#include "Game/IW4/XAssets/material/material_load_db.h"
|
||||
//#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
|
||||
//#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
|
||||
//#include "Game/IW4/XAssets/materialvertexdeclaration/materialvertexdeclaration_load_db.h"
|
||||
//#include "Game/IW4/XAssets/materialvertexshader/materialvertexshader_load_db.h"
|
||||
//#include "Game/IW4/XAssets/menudef_t/menudef_t_load_db.h"
|
||||
//#include "Game/IW4/XAssets/menulist/menulist_load_db.h"
|
||||
#include "Game/IW4/XAssets/physcollmap/physcollmap_load_db.h"
|
||||
#include "Game/IW4/XAssets/physpreset/physpreset_load_db.h"
|
||||
//#include "Game/IW4/XAssets/rawfile/rawfile_load_db.h"
|
||||
//#include "Game/IW4/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
|
||||
//#include "Game/IW4/XAssets/sndcurve/sndcurve_load_db.h"
|
||||
//#include "Game/IW4/XAssets/snddriverglobals/snddriverglobals_load_db.h"
|
||||
//#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
|
||||
//#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_load_db.h"
|
||||
//#include "Game/IW4/XAssets/tracerdef/tracerdef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/vehicledef/vehicledef_load_db.h"
|
||||
//#include "Game/IW4/XAssets/weaponcompletedef/weaponcompletedef_load_db.h"
|
||||
#include "Game/IW4/XAssets/xanimparts/xanimparts_load_db.h"
|
||||
//#include "Game/IW4/XAssets/xmodel/xmodel_load_db.h"
|
||||
//#include "Game/IW4/XAssets/xmodelsurfs/xmodelsurfs_load_db.h"
|
||||
|
||||
using namespace IW4;
|
||||
|
||||
@ -112,55 +101,44 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
|
||||
|
||||
switch (varXAsset->type)
|
||||
{
|
||||
//LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
|
||||
//LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
|
||||
//LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
|
||||
//LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
|
||||
//LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
|
||||
//LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
|
||||
//LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
|
||||
//LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
|
||||
//LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
|
||||
//LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
|
||||
//LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap);
|
||||
//LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap);
|
||||
//LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
|
||||
//LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
|
||||
//LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
|
||||
//LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
|
||||
//LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
|
||||
//LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
|
||||
//LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
|
||||
//LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
|
||||
//LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
|
||||
//LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
|
||||
//LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
|
||||
//LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
|
||||
//LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
|
||||
//LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
|
||||
//LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
|
||||
//LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
|
||||
//LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
|
||||
//LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
|
||||
//LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
|
||||
//LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
|
||||
//LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
|
||||
//LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
|
||||
//LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
|
||||
//LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
|
||||
//LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
|
||||
//LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree);
|
||||
//LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
|
||||
//LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
|
||||
//// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
|
||||
//LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
|
||||
//LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
|
||||
//LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
|
||||
//LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
|
||||
//LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
|
||||
//LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
|
||||
//LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
|
||||
//LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
|
||||
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
|
||||
LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap);
|
||||
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
|
||||
// LOAD_ASSET(ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs);
|
||||
// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
|
||||
// LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
|
||||
// LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader);
|
||||
// LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
|
||||
// LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
|
||||
// LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
|
||||
// LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
|
||||
// LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
|
||||
// LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
|
||||
// LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
|
||||
// LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap);
|
||||
// LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap);
|
||||
// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
|
||||
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
|
||||
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
|
||||
// LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
|
||||
// LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld);
|
||||
// LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
|
||||
// LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
|
||||
// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
|
||||
// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
|
||||
// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
|
||||
// LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
|
||||
// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
|
||||
// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
|
||||
// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
|
||||
// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
|
||||
// LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
|
||||
// LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
|
||||
// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
|
||||
// LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
|
||||
// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
|
||||
// LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
|
||||
// LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
|
||||
|
||||
default:
|
||||
{
|
||||
|
Loading…
x
Reference in New Issue
Block a user