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Merge pull request #753 from pagingred/iw5_physpreset_dumper
feat: phys presets dumping and loading for IW3, IW5, T5
This commit is contained in:
@@ -0,0 +1,54 @@
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#include "GdtLoaderPhysPresetT5.h"
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#include "Game/T5/ObjConstantsT5.h"
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#include "Game/T5/T5.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysPresetT5.h"
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#include "Utils/Logging/Log.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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using namespace T5;
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namespace
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{
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class GdtLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
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{
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public:
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GdtLoaderPhysPreset(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
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: m_gdt(gdt),
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m_info_string_loader(memory, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(GDF_FILENAME_PHYS_PRESET, assetName);
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if (gdtEntry == nullptr)
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromGdtProperties(*gdtEntry))
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{
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con::error("Failed to read phys preset gdt entry: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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IGdtQueryable& m_gdt;
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phys_preset::InfoStringLoaderT5 m_info_string_loader;
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};
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} // namespace
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateGdtLoaderT5(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
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{
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return std::make_unique<GdtLoaderPhysPreset>(memory, gdt, zone);
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}
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} // namespace phys_preset
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@@ -0,0 +1,14 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T5/T5.h"
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#include "Gdt/IGdtQueryable.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<T5::AssetPhysPreset>> CreateGdtLoaderT5(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone);
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} // namespace phys_preset
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@@ -0,0 +1,100 @@
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#include "InfoStringLoaderPhysPresetT5.h"
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#include "Game/T5/InfoString/InfoStringToStructConverter.h"
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#include "Game/T5/ObjConstantsT5.h"
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#include "Game/T5/PhysPreset/PhysPresetFields.h"
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#include "Game/T5/T5.h"
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#include "Utils/Logging/Log.h"
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#include <algorithm>
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#include <cassert>
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <limits>
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using namespace T5;
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namespace
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{
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class InfoStringToPhysPresetConverter final : public InfoStringToStructConverter
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{
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protected:
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bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
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{
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assert(false);
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return false;
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}
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public:
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InfoStringToPhysPresetConverter(const InfoString& infoString,
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PhysPresetInfo& physPreset,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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AssetRegistration<AssetPhysPreset>& registration,
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const cspField_t* fields,
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, &physPreset, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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};
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void CopyFromPhysPresetInfo(const PhysPresetInfo& physPresetInfo, PhysPreset& physPreset)
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{
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physPreset.mass = std::clamp(physPresetInfo.mass, 1.0f, 2000.0f) * 0.001f;
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physPreset.bounce = physPresetInfo.bounce;
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if (physPresetInfo.isFrictionInfinity != 0)
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physPreset.friction = MAX_FRICTION;
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else
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physPreset.friction = physPresetInfo.friction;
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physPreset.bulletForceScale = physPresetInfo.bulletForceScale;
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physPreset.explosiveForceScale = physPresetInfo.explosiveForceScale;
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physPreset.piecesSpreadFraction = physPresetInfo.piecesSpreadFraction;
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physPreset.piecesUpwardVelocity = physPresetInfo.piecesUpwardVelocity;
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physPreset.canFloat = physPresetInfo.canFloat;
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physPreset.gravityScale = std::clamp(physPresetInfo.gravityScale, 0.01f, 10.0f);
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physPreset.centerOfMassOffset = physPresetInfo.centerOfMassOffset;
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physPreset.buoyancyBoxMin = physPresetInfo.buoyancyBoxMin;
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physPreset.buoyancyBoxMax = physPresetInfo.buoyancyBoxMax;
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}
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} // namespace
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namespace phys_preset
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{
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InfoStringLoaderT5::InfoStringLoaderT5(MemoryManager& memory, Zone& zone)
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: m_memory(memory),
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m_zone(zone)
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{
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}
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AssetCreationResult InfoStringLoaderT5::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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auto* physPreset = m_memory.Alloc<PhysPreset>();
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physPreset->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetPhysPreset> registration(assetName, physPreset);
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PhysPresetInfo physPresetInfo;
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memset(&physPresetInfo, 0, sizeof(physPresetInfo));
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InfoStringToPhysPresetConverter converter(infoString,
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physPresetInfo,
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m_zone.m_script_strings,
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m_memory,
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context,
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registration,
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phys_preset_fields,
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std::extent_v<decltype(phys_preset_fields)>);
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if (!converter.Convert())
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{
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con::error("Failed to parse phys preset: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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CopyFromPhysPresetInfo(physPresetInfo, *physPreset);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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} // namespace phys_preset
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@@ -0,0 +1,20 @@
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/AssetCreationResult.h"
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#include "InfoString/InfoString.h"
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namespace phys_preset
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{
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class InfoStringLoaderT5
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{
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public:
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InfoStringLoaderT5(MemoryManager& memory, Zone& zone);
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AssetCreationResult CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context);
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private:
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MemoryManager& m_memory;
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Zone& m_zone;
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};
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} // namespace phys_preset
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@@ -0,0 +1,56 @@
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#include "RawLoaderPhysPresetT5.h"
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#include "Game/T5/ObjConstantsT5.h"
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#include "Game/T5/T5.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysPresetT5.h"
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#include "PhysPreset/PhysPresetCommon.h"
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#include "Utils/Logging/Log.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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using namespace T5;
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namespace
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{
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class RawLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
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{
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public:
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RawLoaderPhysPreset(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_search_path(searchPath),
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m_info_string_loader(memory, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto fileName = phys_preset::GetFileNameForAssetName(assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromStream(INFO_STRING_PREFIX_PHYS_PRESET, *file.m_stream))
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{
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con::error("Could not parse as info string file: \"{}\"", fileName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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ISearchPath& m_search_path;
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phys_preset::InfoStringLoaderT5 m_info_string_loader;
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};
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} // namespace
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateRawLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<RawLoaderPhysPreset>(memory, searchPath, zone);
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}
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} // namespace phys_preset
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@@ -0,0 +1,13 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T5/T5.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<T5::AssetPhysPreset>> CreateRawLoaderT5(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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} // namespace phys_preset
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