mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-07-04 02:01:51 +00:00
chore: fix loading and writing code for T6
This commit is contained in:
53
src/ObjLoading/Game/T6/ZBarrier/GdtLoaderZBarrierT6.cpp
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53
src/ObjLoading/Game/T6/ZBarrier/GdtLoaderZBarrierT6.cpp
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#include "GdtLoaderZBarrierT6.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/T6.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderZBarrierT6.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 T6;
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namespace
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{
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class GdtLoaderZBarrier final : public AssetCreator<AssetZBarrier>
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{
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public:
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GdtLoaderZBarrier(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
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: m_gdt(gdt),
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m_info_string_loader(memory, searchPath, 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(ObjConstants::GDF_FILENAME_ZBARRIER, 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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std::cerr << std::format("Failed to read zbarrier gdt entry: \"{}\"\n", 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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InfoStringLoaderZBarrier m_info_string_loader;
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};
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} // namespace
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetZBarrier>> CreateGdtZBarrierLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone)
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{
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return std::make_unique<GdtLoaderZBarrier>(memory, searchPath, gdt, zone);
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}
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} // namespace T6
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14
src/ObjLoading/Game/T6/ZBarrier/GdtLoaderZBarrierT6.h
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14
src/ObjLoading/Game/T6/ZBarrier/GdtLoaderZBarrierT6.h
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/T6.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 T6
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{
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std::unique_ptr<AssetCreator<AssetZBarrier>> CreateGdtZBarrierLoader(MemoryManager& memory, ISearchPath& searchPath, IGdtQueryable& gdt, Zone& zone);
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} // namespace T6
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@ -0,0 +1,83 @@
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#include "InfoStringLoaderZBarrierT6.h"
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#include "Game/T6/InfoString/InfoStringToStructConverter.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/ZBarrier/ZBarrierFields.h"
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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 T6;
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namespace
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{
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class InfoStringToZBarrierConverter 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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InfoStringToZBarrierConverter(const InfoString& infoString,
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ZBarrierDef& zbarrier,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager& memory,
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AssetCreationContext& context,
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AssetRegistration<AssetZBarrier>& registration,
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const cspField_t* fields,
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, &zbarrier, zoneScriptStrings, memory, context, registration, fields, fieldCount)
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{
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}
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};
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void CalculateZBarrierFields(ZBarrierDef& zbarrier)
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{
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auto foundEnd = false;
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for (auto i = 0u; i < std::extent_v<decltype(ZBarrierDef::boards)>; i++)
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{
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if (zbarrier.boards[i].pBoardModel == nullptr)
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{
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foundEnd = true;
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zbarrier.numBoardsInBarrier = i;
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break;
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}
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}
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if (!foundEnd)
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zbarrier.numBoardsInBarrier = std::extent_v<decltype(ZBarrierDef::boards)>;
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}
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} // namespace
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InfoStringLoaderZBarrier::InfoStringLoaderZBarrier(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_memory(memory),
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m_search_path(searchPath),
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m_zone(zone)
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{
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}
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AssetCreationResult InfoStringLoaderZBarrier::CreateAsset(const std::string& assetName, const InfoString& infoString, AssetCreationContext& context)
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{
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auto* zbarrier = m_memory.Alloc<ZBarrierDef>();
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zbarrier->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetZBarrier> registration(assetName, zbarrier);
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InfoStringToZBarrierConverter converter(
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infoString, *zbarrier, m_zone.m_script_strings, m_memory, context, registration, zbarrier_fields, std::extent_v<decltype(zbarrier_fields)>);
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if (!converter.Convert())
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{
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std::cerr << std::format("Failed to parse zbarrier: \"{}\"\n", assetName);
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return AssetCreationResult::Failure();
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}
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CalculateZBarrierFields(*zbarrier);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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21
src/ObjLoading/Game/T6/ZBarrier/InfoStringLoaderZBarrierT6.h
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21
src/ObjLoading/Game/T6/ZBarrier/InfoStringLoaderZBarrierT6.h
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@ -0,0 +1,21 @@
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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 T6
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{
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class InfoStringLoaderZBarrier
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{
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public:
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InfoStringLoaderZBarrier(MemoryManager& memory, ISearchPath& searchPath, 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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ISearchPath& m_search_path;
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Zone& m_zone;
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};
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} // namespace T6
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54
src/ObjLoading/Game/T6/ZBarrier/RawLoaderZBarrierT6.cpp
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54
src/ObjLoading/Game/T6/ZBarrier/RawLoaderZBarrierT6.cpp
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#include "RawLoaderZBarrierT6.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/T6.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderZBarrierT6.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 T6;
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namespace
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{
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class RawLoaderZBarrier final : public AssetCreator<AssetZBarrier>
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{
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public:
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RawLoaderZBarrier(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: m_search_path(searchPath),
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m_info_string_loader(memory, searchPath, 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 = std::format("zbarrier/{}", 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(ObjConstants::INFO_STRING_PREFIX_ZBARRIER, *file.m_stream))
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{
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std::cerr << std::format("Could not parse as info string file: \"{}\"\n", 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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InfoStringLoaderZBarrier m_info_string_loader;
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};
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} // namespace
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namespace T6
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{
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std::unique_ptr<AssetCreator<AssetZBarrier>> CreateRawZBarrierLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<RawLoaderZBarrier>(memory, searchPath, zone);
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}
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} // namespace T6
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13
src/ObjLoading/Game/T6/ZBarrier/RawLoaderZBarrierT6.h
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13
src/ObjLoading/Game/T6/ZBarrier/RawLoaderZBarrierT6.h
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/T6.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 T6
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{
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std::unique_ptr<AssetCreator<AssetZBarrier>> CreateRawZBarrierLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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} // namespace T6
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