mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-09-11 16:37:06 +00:00
feat: templated vehicle loading and dumping for IW4 and IW5 (#929)
* feat: templated vehicle loading and dumping for IW4 and IW5 * chore: restructure vehicle tests into separate files --------- Co-authored-by: Jan Laupetin <[email protected]>
This commit is contained in:
@@ -11,6 +11,8 @@
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#include "Game/IW4/Techset/VertexShaderLoaderIW4.h"
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#include "Game/IW4/Tracer/GdtLoaderTracerIW4.h"
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#include "Game/IW4/Tracer/RawLoaderTracerIW4.h"
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#include "Game/IW4/Vehicle/GdtLoaderVehicleIW4.h"
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#include "Game/IW4/Vehicle/RawLoaderVehicleIW4.h"
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#include "Game/IW4/Weapon/AccuracyGraphLoaderIW4.h"
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#include "Game/IW4/XAnim/XAnimLoaderIW4.h"
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#include "Game/IW4/XModel/LoaderXModelIW4.h"
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@@ -163,7 +165,8 @@ namespace
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collection.AddAssetCreator(structured_data_def::CreateLoaderIW4(memory, searchPath));
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collection.AddAssetCreator(tracer::CreateRawLoaderIW4(memory, searchPath, zone));
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collection.AddAssetCreator(tracer::CreateGdtLoaderIW4(memory, gdt, zone));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderVehicle>(memory));
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collection.AddAssetCreator(vehicle::CreateRawLoaderIW4(memory, searchPath, zone));
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collection.AddAssetCreator(vehicle::CreateGdtLoaderIW4(memory, gdt, zone));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderAddonMapEnts>(memory));
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collection.AddSubAssetCreator(weapon::CreateAccuracyGraphLoaderIW4(memory, searchPath));
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@@ -11,6 +11,8 @@
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#include "Game/IW5/Techset/VertexShaderLoaderIW5.h"
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#include "Game/IW5/Tracer/GdtLoaderTracerIW5.h"
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#include "Game/IW5/Tracer/RawLoaderTracerIW5.h"
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#include "Game/IW5/Vehicle/GdtLoaderVehicleIW5.h"
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#include "Game/IW5/Vehicle/RawLoaderVehicleIW5.h"
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#include "Game/IW5/Weapon/AccuracyGraphLoaderIW5.h"
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#include "Game/IW5/XAnim/XAnimLoaderIW5.h"
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#include "Game/IW5/XModel/LoaderXModelIW5.h"
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@@ -174,7 +176,8 @@ namespace
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// collection.AddAssetCreator(std::make_unique<AssetLoaderStructuredDataDef>(memory));
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collection.AddAssetCreator(tracer::CreateRawLoaderIW5(memory, searchPath, zone));
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collection.AddAssetCreator(tracer::CreateGdtLoaderIW5(memory, gdt, zone));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderVehicle>(memory));
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collection.AddAssetCreator(vehicle::CreateRawLoaderIW5(memory, searchPath, zone));
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collection.AddAssetCreator(vehicle::CreateGdtLoaderIW5(memory, gdt, zone));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderAddonMapEnts>(memory));
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collection.AddSubAssetCreator(weapon::CreateAccuracyGraphLoaderIW5(memory, searchPath));
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@@ -0,0 +1,63 @@
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#options GAME(IW4, IW5)
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#filename "Game/" + GAME + "/Vehicle/GdtLoaderVehicle" + GAME + ".cpp"
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#set LOADER_HEADER "\"GdtLoaderVehicle" + GAME + ".h\""
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#set INFO_STRING_LOADER_HEADER "\"InfoStringLoaderVehicle" + GAME + ".h\""
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#set OBJ_CONSTANTS_HEADER "\"Game/" + GAME + "/ObjConstants" + GAME + ".h\""
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#set INFO_STRING_LOADER_NAME "InfoStringLoader" + GAME
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#set FACTORY_NAME "CreateGdtLoader" + GAME
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// This file was templated.
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// See GdtLoaderVehicle.cpp.template.
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// Do not modify, changes will be lost.
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#include LOADER_HEADER
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#include INFO_STRING_LOADER_HEADER
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#include OBJ_CONSTANTS_HEADER
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#include "InfoString/InfoString.h"
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#include "Utils/Logging/Log.h"
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using namespace GAME;
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namespace
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{
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class GdtLoaderVehicle final : public AssetCreator<AssetVehicle>
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{
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public:
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GdtLoaderVehicle(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_VEHICLE, 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 vehicle 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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vehicle::INFO_STRING_LOADER_NAME m_info_string_loader;
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};
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} // namespace
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namespace vehicle
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{
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std::unique_ptr<AssetCreator<AssetVehicle>> FACTORY_NAME(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
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{
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return std::make_unique<GdtLoaderVehicle>(memory, gdt, zone);
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}
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} // namespace vehicle
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@@ -0,0 +1,25 @@
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#options GAME(IW4, IW5)
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#filename "Game/" + GAME + "/Vehicle/GdtLoaderVehicle" + GAME + ".h"
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#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
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#set FACTORY_NAME "CreateGdtLoader" + GAME
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// This file was templated.
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// See GdtLoaderVehicle.h.template.
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// Do not modify, changes will be lost.
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#pragma once
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#include GAME_HEADER
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#include "Asset/IAssetCreator.h"
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#include "Gdt/IGdtQueryable.h"
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#include "Utils/MemoryManager.h"
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#include "Zone/Zone.h"
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#include <memory>
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namespace vehicle
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{
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std::unique_ptr<AssetCreator<GAME::AssetVehicle>> FACTORY_NAME(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone);
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} // namespace vehicle
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@@ -0,0 +1,191 @@
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#options GAME(IW4, IW5)
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#filename "Game/" + GAME + "/Vehicle/InfoStringLoaderVehicle" + GAME + ".cpp"
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#set LOADER_HEADER "\"InfoStringLoaderVehicle" + GAME + ".h\""
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#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
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#set INFO_STRING_CONVERTER_HEADER "\"Game/" + GAME + "/InfoString/InfoStringToStructConverter.h\""
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#set VEHICLE_FIELDS_HEADER "\"Game/" + GAME + "/Vehicle/VehicleFields" + GAME + ".h\""
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#set VEHICLE_STRINGS_HEADER "\"Game/" + GAME + "/Vehicle/VehicleStrings" + GAME + ".h\""
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#set CLASS_NAME "InfoStringLoader" + GAME
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#if GAME == "IW5"
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#define FEATURE_IW5
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#endif
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// This file was templated.
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// See InfoStringLoaderVehicle.cpp.template.
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// Do not modify, changes will be lost.
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#include LOADER_HEADER
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#include GAME_HEADER
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#include INFO_STRING_CONVERTER_HEADER
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#include VEHICLE_FIELDS_HEADER
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#include VEHICLE_STRINGS_HEADER
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#include "Utils/Logging/Log.h"
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#include <cassert>
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#include <string>
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#include <type_traits>
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#include <vector>
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using namespace GAME;
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namespace
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{
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constexpr const char* SURFACE_SOUND_SUFFIXES[]{
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"_default", "_bark", "_brick", "_carpet", "_cloth", "_concrete", "_dirt", "_flesh", "_foliage", "_glass", "_grass",
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"_gravel", "_ice", "_metal", "_mud", "_paper", "_plaster", "_rock", "_sand", "_snow", "_water", "_wood",
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"_asphalt", "_ceramic", "_plastic", "_rubber", "_cushion", "_fruit", "_painted_metal", "_riot_shield", "_slush",
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};
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class InfoStringToVehicleConverter final : public InfoStringToStructConverter
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{
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bool ConvertTrophyTags(const cspField_t& field, const std::string& value)
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{
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std::vector<std::string> valueArray;
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if (!ParseAsArray(value, valueArray))
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{
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con::error("Failed to parse trophy tags as array");
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return false;
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}
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if (valueArray.size() > std::extent_v<decltype(VehicleDef::trophyTags)>)
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{
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con::error("Cannot have more than {} trophy tags!", std::extent_v<decltype(VehicleDef::trophyTags)>);
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return false;
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}
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auto* trophyTags = reinterpret_cast<scr_string_t*>(reinterpret_cast<uintptr_t>(m_structure) + field.iOffset);
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for (auto i = 0u; i < valueArray.size(); i++)
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{
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if (valueArray[i].empty())
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continue;
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const auto scriptString = m_zone_script_strings.AddOrGetScriptString(valueArray[i]);
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trophyTags[i] = scriptString;
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m_registration.AddScriptString(scriptString);
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}
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return true;
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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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switch (static_cast<VehicleFieldType>(field.iFieldType))
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{
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case VFT_TYPE:
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return ConvertEnumInt(field.szName, value, field.iOffset, s_vehicleClassNames, std::extent_v<decltype(s_vehicleClassNames)>);
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case VFT_AXLE_STEERING:
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case VFT_AXLE_POWER:
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case VFT_AXLE_BRAKING:
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return ConvertEnumInt(field.szName, value, field.iOffset, s_vehicleAxleTypeNames, std::extent_v<decltype(s_vehicleAxleTypeNames)>);
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case VFT_TROPHY_TAGS:
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return ConvertTrophyTags(field, value);
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#ifdef FEATURE_IW5
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case VFT_CAM_Z_OFFSET_MODE:
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return ConvertEnumInt(
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field.szName, value, field.iOffset, s_vehicleCameraZOffsetModeNames, std::extent_v<decltype(s_vehicleCameraZOffsetModeNames)>);
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#endif
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case VFT_NUM:
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default:
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assert(false);
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return false;
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}
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}
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public:
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InfoStringToVehicleConverter(const InfoString& infoString,
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VehicleDef& vehicle,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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AssetRegistration<AssetVehicle>& registration,
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const cspField_t* fields,
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, &vehicle, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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};
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bool LoadDependencies(VehicleDef& vehicle, AssetCreationContext& context, AssetRegistration<AssetVehicle>& registration)
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{
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if (vehicle.vehPhysDef.physPresetName && vehicle.vehPhysDef.physPresetName[0])
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{
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auto* physPreset = context.LoadDependency<AssetPhysPreset>(vehicle.vehPhysDef.physPresetName);
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if (physPreset == nullptr)
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{
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con::error("Failed to load phys preset asset \"{}\"", vehicle.vehPhysDef.physPresetName);
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return false;
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}
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vehicle.vehPhysDef.physPreset = physPreset->Asset();
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registration.AddDependency(physPreset);
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}
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if (vehicle.turretWeaponName && vehicle.turretWeaponName[0])
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{
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auto* weapon = context.LoadDependency<AssetWeapon>(vehicle.turretWeaponName);
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if (weapon == nullptr)
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{
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con::error("Failed to load weapon asset \"{}\"", vehicle.turretWeaponName);
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return false;
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}
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vehicle.turretWeapon = weapon->Asset();
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registration.AddDependency(weapon);
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}
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return true;
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}
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void CreateSurfaceSounds(VehicleDef& vehicle, MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetVehicle>& registration)
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{
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if (vehicle.surfaceSndPrefix == nullptr || vehicle.surfaceSndPrefix[0] == '\0')
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return;
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static_assert(std::extent_v<decltype(VehicleDef::surfaceSnds)> == std::extent_v<decltype(SURFACE_SOUND_SUFFIXES)>);
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for (auto i = 0u; i < std::extent_v<decltype(VehicleDef::surfaceSnds)>; i++)
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{
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const auto soundName = std::string(vehicle.surfaceSndPrefix) + SURFACE_SOUND_SUFFIXES[i];
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vehicle.surfaceSnds[i].name = memory.Alloc<snd_alias_list_name>();
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vehicle.surfaceSnds[i].name->soundName = memory.Dup(soundName.c_str());
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registration.AddIndirectAssetReference(context.LoadIndirectAssetReference<AssetSound>(soundName));
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}
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}
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} // namespace
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namespace vehicle
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{
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CLASS_NAME::CLASS_NAME(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 CLASS_NAME::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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auto* vehicle = m_memory.Alloc<VehicleDef>();
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vehicle->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetVehicle> registration(assetName, vehicle);
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InfoStringToVehicleConverter converter(
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infoString, *vehicle, m_zone.m_script_strings, m_memory, context, registration, vehicle_fields, std::extent_v<decltype(vehicle_fields)>);
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if (!converter.Convert() || !LoadDependencies(*vehicle, context, registration))
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{
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con::error("Failed to parse vehicle: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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vehicle->vehPhysDef.topSpeed = vehicle->topSpeed;
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vehicle->vehPhysDef.suspensionTravelFront = vehicle->suspensionTravel;
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CreateSurfaceSounds(*vehicle, m_memory, context, registration);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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} // namespace vehicle
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@@ -0,0 +1,33 @@
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#options GAME(IW4, IW5)
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#filename "Game/" + GAME + "/Vehicle/InfoStringLoaderVehicle" + GAME + ".h"
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#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
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#set CLASS_NAME "InfoStringLoader" + GAME
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// This file was templated.
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// See InfoStringLoaderVehicle.h.template.
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// Do not modify, changes will be lost.
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#pragma once
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#include GAME_HEADER
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#include "Asset/AssetCreationContext.h"
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#include "Asset/AssetRegistration.h"
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#include "InfoString/InfoString.h"
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#include "Utils/MemoryManager.h"
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#include "Zone/Zone.h"
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namespace vehicle
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{
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class CLASS_NAME
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{
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public:
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CLASS_NAME(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 vehicle
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@@ -0,0 +1,65 @@
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#options GAME(IW4, IW5)
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#filename "Game/" + GAME + "/Vehicle/RawLoaderVehicle" + GAME + ".cpp"
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#set LOADER_HEADER "\"RawLoaderVehicle" + GAME + ".h\""
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#set INFO_STRING_LOADER_HEADER "\"InfoStringLoaderVehicle" + GAME + ".h\""
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#set OBJ_CONSTANTS_HEADER "\"Game/" + GAME + "/ObjConstants" + GAME + ".h\""
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#set INFO_STRING_LOADER_NAME "InfoStringLoader" + GAME
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#set FACTORY_NAME "CreateRawLoader" + GAME
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// This file was templated.
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// See RawLoaderVehicle.cpp.template.
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// Do not modify, changes will be lost.
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#include LOADER_HEADER
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#include INFO_STRING_LOADER_HEADER
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#include OBJ_CONSTANTS_HEADER
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#include "InfoString/InfoString.h"
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#include "Utils/Logging/Log.h"
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#include "Vehicle/VehicleCommon.h"
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using namespace GAME;
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namespace
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{
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class RawLoaderVehicle final : public AssetCreator<AssetVehicle>
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{
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public:
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RawLoaderVehicle(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 = vehicle::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_VEHICLE, *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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vehicle::INFO_STRING_LOADER_NAME m_info_string_loader;
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};
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} // namespace
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namespace vehicle
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{
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std::unique_ptr<AssetCreator<AssetVehicle>> FACTORY_NAME(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<RawLoaderVehicle>(memory, searchPath, zone);
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}
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} // namespace vehicle
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@@ -0,0 +1,25 @@
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#options GAME(IW4, IW5)
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#filename "Game/" + GAME + "/Vehicle/RawLoaderVehicle" + GAME + ".h"
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#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
|
||||
#set FACTORY_NAME "CreateRawLoader" + GAME
|
||||
|
||||
// This file was templated.
|
||||
// See RawLoaderVehicle.h.template.
|
||||
// Do not modify, changes will be lost.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include GAME_HEADER
|
||||
#include "Asset/IAssetCreator.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
#include "Utils/MemoryManager.h"
|
||||
#include "Zone/Zone.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
namespace vehicle
|
||||
{
|
||||
std::unique_ptr<AssetCreator<GAME::AssetVehicle>> FACTORY_NAME(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
|
||||
} // namespace vehicle
|
||||
Reference in New Issue
Block a user