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chore: refactor IW4 asset loaders

This commit is contained in:
Jan
2024-12-25 21:39:05 +01:00
parent f9456101e6
commit 7ef944ebd4
139 changed files with 2370 additions and 2965 deletions

View File

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#include "GdtLoaderPhysPresetIW4.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/ObjConstantsIW4.h"
#include "InfoString/InfoString.h"
#include "InfoStringLoaderPhysPresetIW4.h"
#include <format>
#include <iostream>
using namespace IW4;
GdtLoaderPhysPreset::GdtLoaderPhysPreset(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
: m_memory(memory),
m_gdt(gdt),
m_zone(zone)
{
}
AssetCreationResult GdtLoaderPhysPreset::CreateAsset(const std::string& assetName, AssetCreationContext& context)
{
auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_PHYS_PRESET, assetName);
if (gdtEntry == nullptr)
return AssetCreationResult::NoAction();
InfoString infoString;
if (!infoString.FromGdtProperties(*gdtEntry))
{
std::cerr << std::format("Failed to read phys preset gdt entry: \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
InfoStringLoaderPhysPreset infoStringLoader(m_memory, m_zone);
return infoStringLoader.CreateAsset(assetName, infoString, context);
}