Remove SndDriverGlobals references as an asset since it is non existant for IW4 PC builds

This commit is contained in:
Jan 2020-09-15 12:54:32 +02:00
parent 906d112619
commit 6437d8daa4
6 changed files with 1 additions and 10 deletions

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@ -28,7 +28,6 @@ ZoneCode.Assets = {
"menuDef_t",
"LocalizeEntry",
"WeaponCompleteDef",
-- "SndDriverGlobals",
"FxEffectDef",
"FxImpactTable",
"RawFile",

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@ -28,7 +28,6 @@ asset MenuList ASSET_TYPE_MENULIST;
asset menuDef_t ASSET_TYPE_MENU;
asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
asset WeaponCompleteDef ASSET_TYPE_WEAPON;
// asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
asset FxEffectDef ASSET_TYPE_FX;
asset FxImpactTable ASSET_TYPE_IMPACT_FX;
asset RawFile ASSET_TYPE_RAWFILE;

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@ -129,7 +129,6 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
m_menu_def = nullptr;
m_localize = nullptr;
m_weapon = nullptr;
// m_snd_driver_globals = nullptr;
m_fx = nullptr;
m_fx_impact_table = nullptr;
m_raw_file = nullptr;
@ -182,7 +181,6 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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);
@ -242,7 +240,6 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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);
@ -311,7 +308,6 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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);
@ -371,7 +367,6 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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);

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@ -41,7 +41,6 @@ public:
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;

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@ -140,7 +140,7 @@ namespace IW4
menuDef_t* menu;
LocalizeEntry* localize;
WeaponCompleteDef* weapon;
// SndDriverGlobals* sndDriverGlobals;
// SndDriverGlobals* sndDriverGlobals; // UNUSED ON PC
FxEffectDef* fx;
FxImpactTable* impactFx;
RawFile* rawfile;

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@ -32,7 +32,6 @@
#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"