mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-10-23 14:55:52 +00:00
refactor: only refer to game id in zone
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@@ -4,6 +4,7 @@
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#include "Game/IW3/GameAssetPoolIW3.h"
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#include "Game/IW3/GameIW3.h"
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#include "ObjWriting.h"
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#include "Zone/ZoneRegistry.h"
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namespace IW3
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{
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@@ -199,7 +200,7 @@ namespace IW3
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void MaterialConstantZoneState::ExtractNamesFromZoneInternal()
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{
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for (const auto* zone : IGame::GetGameById(GameId::IW3)->GetZones())
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for (const auto* zone : ZoneRegistry::GetRegistryForGame(GameId::IW3)->Zones())
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{
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const auto* assetPools = dynamic_cast<const GameAssetPoolIW3*>(zone->m_pools.get());
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if (!assetPools)
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@@ -4,6 +4,7 @@
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "Game/IW4/GameIW4.h"
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#include "ObjWriting.h"
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#include "Zone/ZoneRegistry.h"
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namespace IW4
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{
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@@ -199,7 +200,7 @@ namespace IW4
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void MaterialConstantZoneState::ExtractNamesFromZoneInternal()
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{
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for (const auto* zone : IGame::GetGameById(GameId::IW4)->GetZones())
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for (const auto* zone : ZoneRegistry::GetRegistryForGame(GameId::IW4)->Zones())
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{
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const auto* assetPools = dynamic_cast<const GameAssetPoolIW4*>(zone->m_pools.get());
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if (!assetPools)
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@@ -4,6 +4,7 @@
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "Game/IW5/GameIW5.h"
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#include "ObjWriting.h"
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#include "Zone/ZoneRegistry.h"
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namespace IW5
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{
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@@ -199,7 +200,7 @@ namespace IW5
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void MaterialConstantZoneState::ExtractNamesFromZoneInternal()
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{
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for (const auto* zone : IGame::GetGameById(GameId::IW5)->GetZones())
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for (const auto* zone : ZoneRegistry::GetRegistryForGame(GameId::IW5)->Zones())
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{
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const auto* iw5AssetPools = dynamic_cast<const GameAssetPoolIW5*>(zone->m_pools.get());
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if (!iw5AssetPools)
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@@ -4,6 +4,7 @@
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#include "Game/T5/GameAssetPoolT5.h"
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#include "Game/T5/GameT5.h"
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#include "ObjWriting.h"
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#include "Zone/ZoneRegistry.h"
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namespace T5
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{
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@@ -473,7 +474,7 @@ namespace T5
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void MaterialConstantZoneState::ExtractNamesFromZoneInternal()
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{
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for (const auto* zone : IGame::GetGameById(GameId::T6)->GetZones())
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for (const auto* zone : ZoneRegistry::GetRegistryForGame(GameId::T5)->Zones())
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{
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const auto* assetPools = dynamic_cast<const GameAssetPoolT5*>(zone->m_pools.get());
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if (!assetPools)
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@@ -4,6 +4,7 @@
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#include "Game/T6/GameAssetPoolT6.h"
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#include "Game/T6/GameT6.h"
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#include "ObjWriting.h"
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#include "Zone/ZoneRegistry.h"
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namespace T6
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{
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@@ -473,7 +474,7 @@ namespace T6
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void MaterialConstantZoneState::ExtractNamesFromZoneInternal()
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{
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for (const auto* zone : IGame::GetGameById(GameId::T6)->GetZones())
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for (const auto* zone : ZoneRegistry::GetRegistryForGame(GameId::T6)->Zones())
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{
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const auto* t6AssetPools = dynamic_cast<const GameAssetPoolT6*>(zone->m_pools.get());
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if (!t6AssetPools)
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@@ -7,13 +7,14 @@
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#include "Game/T6/SoundConstantsT6.h"
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#include "ObjContainer/SoundBank/SoundBank.h"
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#include "Sound/WavWriter.h"
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#include "nlohmann/json.hpp"
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#include "Zone/ZoneRegistry.h"
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#include <algorithm>
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#include <cmath>
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#include <filesystem>
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#include <format>
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#include <fstream>
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#include <nlohmann/json.hpp>
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#include <sstream>
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#include <unordered_set>
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@@ -201,7 +202,7 @@ namespace
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public:
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void Initialize()
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{
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for (const auto& zone : IGame::GetGameById(GameId::T6)->GetZones())
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for (const auto& zone : ZoneRegistry::GetRegistryForGame(GameId::T6)->Zones())
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{
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auto& sndBankPool = *dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get())->m_sound_bank;
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for (auto* entry : sndBankPool)
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