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Add dumper logic from IW4.
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#include "SndCurveDumperIW3.h"
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#include "Sound/SndCurveDumper.h"
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#include "Sound/SoundCurveCommon.h"
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using namespace IW3;
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namespace sound_curve
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{
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void DumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetSoundCurve::Type>& asset)
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{
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const auto* sndCurve = asset.Asset();
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const auto assetFile = context.OpenAssetFile(GetFileNameForAssetName(sndCurve->filename));
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if (!assetFile)
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return;
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SndCurveDumper dumper(*assetFile);
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const auto knotCount = std::min(static_cast<size_t>(sndCurve->knotCount), std::extent_v<decltype(SndCurve::knots)>);
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dumper.Init(knotCount);
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for (auto i = 0u; i < knotCount; i++)
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dumper.WriteKnot(sndCurve->knots[i][0], sndCurve->knots[i][1]);
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}
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} // namespace sound_curve
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW3/IW3.h"
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namespace sound_curve
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{
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class DumperIW3 final : public AbstractAssetDumper<IW3::AssetSoundCurve>
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{
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::AssetSoundCurve::Type>& asset) override;
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};
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} // namespace sound_curve
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