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refactor: streamline IW4 asset loading
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@@ -426,33 +426,36 @@ namespace
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}
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} // namespace
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InfoStringLoaderWeapon::InfoStringLoaderWeapon(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_memory(memory),
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m_search_path(searchPath),
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m_zone(zone)
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namespace IW4::weapon
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{
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}
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AssetCreationResult InfoStringLoaderWeapon::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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auto* weaponFullDef = m_memory.Alloc<WeaponFullDef>();
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InitWeaponFullDef(*weaponFullDef);
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weaponFullDef->weapCompleteDef.szInternalName = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetWeapon> registration(assetName, &weaponFullDef->weapCompleteDef);
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InfoStringToWeaponConverter converter(
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infoString, *weaponFullDef, m_zone.m_script_strings, m_memory, context, registration, weapon_fields, std::extent_v<decltype(weapon_fields)>);
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if (!converter.Convert())
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InfoStringLoader::InfoStringLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_memory(memory),
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m_search_path(searchPath),
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m_zone(zone)
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{
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std::cerr << std::format("Failed to parse weapon: \"{}\"\n", assetName);
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return AssetCreationResult::Failure();
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}
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CalculateWeaponFields(*weaponFullDef, m_memory);
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AssetCreationResult InfoStringLoader::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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auto* weaponFullDef = m_memory.Alloc<WeaponFullDef>();
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LoadAccuracyGraphs(*weaponFullDef, m_memory, m_search_path, context);
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InitWeaponFullDef(*weaponFullDef);
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weaponFullDef->weapCompleteDef.szInternalName = m_memory.Dup(assetName.c_str());
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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AssetRegistration<AssetWeapon> registration(assetName, &weaponFullDef->weapCompleteDef);
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InfoStringToWeaponConverter converter(
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infoString, *weaponFullDef, m_zone.m_script_strings, m_memory, context, registration, weapon_fields, std::extent_v<decltype(weapon_fields)>);
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if (!converter.Convert())
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{
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std::cerr << std::format("Failed to parse weapon: \"{}\"\n", assetName);
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return AssetCreationResult::Failure();
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}
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CalculateWeaponFields(*weaponFullDef, m_memory);
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LoadAccuracyGraphs(*weaponFullDef, m_memory, m_search_path, context);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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} // namespace IW4::weapon
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