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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-02-10 17:43:03 +00:00

Reformat code with clang format

This commit is contained in:
Clang Format
2023-11-19 15:28:38 +01:00
committed by Jan
parent 22e17272fd
commit 6b4f5d94a8
1099 changed files with 16763 additions and 18076 deletions

View File

@@ -1,64 +1,24 @@
#include "GameAssetPoolIW4.h"
#include "Pool/AssetPoolDynamic.h"
#include "Pool/AssetPoolStatic.h"
#include <cassert>
#include <type_traits>
#include "Pool/AssetPoolStatic.h"
#include "Pool/AssetPoolDynamic.h"
using namespace IW4;
const char* GameAssetPoolIW4::ASSET_TYPE_NAMES[]
{
"physpreset",
"physcollmap",
"xanim",
"xmodelsurfs",
"xmodel",
"material",
"pixelshader",
"vertexshader",
"vertexdecl",
"techniqueset",
"image",
"sound",
"soundcurve",
"loadedsound",
"clipmap",
"clipmap",
"comworld",
"gameworldsp",
"gameworldmp",
"mapents",
"fxworld",
"gfxworld",
"lightdef",
"uimap",
"font",
"menulist",
"menu",
"localize",
"weapon",
"snddriverglobals",
"fx",
"impactfx",
"aitype",
"mptype",
"character",
"xmodelalias",
"rawfile",
"stringtable",
"leaderboard",
"structureddatadef",
"tracer",
"vehicle",
"addonmapents"
};
const char* GameAssetPoolIW4::ASSET_TYPE_NAMES[]{
"physpreset", "physcollmap", "xanim", "xmodelsurfs", "xmodel", "material", "pixelshader", "vertexshader", "vertexdecl", "techniqueset",
"image", "sound", "soundcurve", "loadedsound", "clipmap", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents",
"fxworld", "gfxworld", "lightdef", "uimap", "font", "menulist", "menu", "localize", "weapon", "snddriverglobals",
"fx", "impactfx", "aitype", "mptype", "character", "xmodelalias", "rawfile", "stringtable", "leaderboard", "structureddatadef",
"tracer", "vehicle", "addonmapents"};
/*
Asset Pool Table
Useful for macro generation via regex-replace for example
#assetType, #typeName, #unionEntry, #poolName
ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
@@ -108,54 +68,54 @@ GameAssetPoolIW4::GameAssetPoolIW4(Zone* zone, const int priority)
void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capacity)
{
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
case assetType: \
{ \
if((poolName) == nullptr && capacity > 0) \
{ \
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
} \
break; \
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
case assetType: \
{ \
if ((poolName) == nullptr && capacity > 0) \
{ \
(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_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_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_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);
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_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_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);
@@ -167,54 +127,54 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
{
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
case assetType: \
{ \
if((poolName) == nullptr) \
{ \
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
} \
break; \
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
case assetType: \
{ \
if ((poolName) == nullptr) \
{ \
(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_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_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_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);
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_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_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);
@@ -224,58 +184,59 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
#undef CASE_INIT_POOL_STATIC
}
XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(
asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
{
XAsset xAsset{};
xAsset.type = static_cast<XAssetType>(type);
xAsset.header.data = asset;
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
case assetType: \
{ \
assert((poolName) != nullptr); \
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
case assetType: \
{ \
assert((poolName) != nullptr); \
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
}
switch (xAsset.type)
{
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_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_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);
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_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_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);
@@ -289,52 +250,52 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(asset_type_t type, std::stri
XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::string name) const
{
#define CASE_GET_ASSET(assetType, poolName) \
case assetType: \
{ \
if((poolName) != nullptr) \
return (poolName)->GetAsset(std::move(name)); \
break; \
#define CASE_GET_ASSET(assetType, poolName) \
case assetType: \
{ \
if ((poolName) != nullptr) \
return (poolName)->GetAsset(std::move(name)); \
break; \
}
switch (type)
{
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_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_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);
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_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_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);