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fix: iw4 material constant zone state using iw5 game

This commit is contained in:
Jan
2025-06-29 19:12:08 +01:00
parent 117a076c42
commit 810e5526c1

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@ -199,20 +199,20 @@ namespace IW4
void MaterialConstantZoneState::ExtractNamesFromZoneInternal() void MaterialConstantZoneState::ExtractNamesFromZoneInternal()
{ {
for (const auto* zone : IGame::GetGameById(GameId::IW5)->GetZones()) for (const auto* zone : IGame::GetGameById(GameId::IW4)->GetZones())
{ {
const auto* iw5AssetPools = dynamic_cast<const GameAssetPoolIW4*>(zone->m_pools.get()); const auto* assetPools = dynamic_cast<const GameAssetPoolIW4*>(zone->m_pools.get());
if (!iw5AssetPools) if (!assetPools)
return; return;
for (const auto* vertexShaderAsset : *iw5AssetPools->m_material_vertex_shader) for (const auto* vertexShaderAsset : *assetPools->m_material_vertex_shader)
{ {
const auto* vertexShader = vertexShaderAsset->Asset(); const auto* vertexShader = vertexShaderAsset->Asset();
if (ShouldDumpFromStruct(vertexShader)) if (ShouldDumpFromStruct(vertexShader))
ExtractNamesFromShader(vertexShader->prog.loadDef.program, static_cast<size_t>(vertexShader->prog.loadDef.programSize) * sizeof(uint32_t)); ExtractNamesFromShader(vertexShader->prog.loadDef.program, static_cast<size_t>(vertexShader->prog.loadDef.programSize) * sizeof(uint32_t));
} }
for (const auto* pixelShaderAsset : *iw5AssetPools->m_material_pixel_shader) for (const auto* pixelShaderAsset : *assetPools->m_material_pixel_shader)
{ {
const auto* pixelShader = pixelShaderAsset->Asset(); const auto* pixelShader = pixelShaderAsset->Asset();
if (ShouldDumpFromStruct(pixelShader)) if (ShouldDumpFromStruct(pixelShader))