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https://github.com/Laupetin/OpenAssetTools.git
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Merge pull request #257 from Laupetin/feature/t6-default-assets
chore: add asset loaders for all asset types of t6
This commit is contained in:
commit
87fb3e3b28
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#include "AssetLoaderAddonMapEnts.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderAddonMapEnts::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetAddonMapEnts::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderAddonMapEnts final : public BasicAssetLoader<AssetAddonMapEnts>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
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23
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderClipMap.cpp
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23
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderClipMap.cpp
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#include "AssetLoaderClipMap.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderClipMapBase::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<clipMap_t>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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asset_type_t AssetLoaderClipMap::GetHandlingAssetType() const
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{
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return ASSET_TYPE_CLIPMAP;
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}
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asset_type_t AssetLoaderClipMapPvs::GetHandlingAssetType() const
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{
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return ASSET_TYPE_CLIPMAP_PVS;
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}
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26
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderClipMap.h
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26
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderClipMap.h
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderClipMapBase : public BasicAssetLoaderWithoutType<clipMap_t>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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class AssetLoaderClipMap final : public AssetLoaderClipMapBase
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{
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public:
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[[nodiscard]] asset_type_t GetHandlingAssetType() const override;
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};
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class AssetLoaderClipMapPvs final : public AssetLoaderClipMapBase
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{
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public:
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[[nodiscard]] asset_type_t GetHandlingAssetType() const override;
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};
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} // namespace T6
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13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderComWorld.cpp
Normal file
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src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderComWorld.cpp
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#include "AssetLoaderComWorld.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderComWorld::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetComWorld::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderComWorld.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderComWorld.h
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderComWorld final : public BasicAssetLoader<AssetComWorld>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
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13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderDDL.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderDDL.cpp
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#include "AssetLoaderDDL.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderDDL::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetDDL::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderDDL.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderDDL.h
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderDDL final : public BasicAssetLoader<AssetDDL>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
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#include "AssetLoaderDestructibleDef.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderDestructibleDef::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetDestructibleDef::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderDestructibleDef final : public BasicAssetLoader<AssetDestructibleDef>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
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13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderEmblemSet.cpp
Normal file
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src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderEmblemSet.cpp
Normal file
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#include "AssetLoaderEmblemSet.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderEmblemSet::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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// Asset does not have a name
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// So this cannot be an asset reference
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return nullptr;
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}
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14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderEmblemSet.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderEmblemSet.h
Normal file
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderEmblemSet final : public BasicAssetLoader<AssetEmblemSet>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
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13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderFont.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderFont.cpp
Normal file
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#include "AssetLoaderFont.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderFont::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetFont::Type>();
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asset->fontName = memory->Dup(assetName.c_str());
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return asset;
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}
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14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderFont.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderFont.h
Normal file
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderFont final : public BasicAssetLoader<AssetFont>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
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void* AssetLoaderFontIcon::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* fontIcon = memory->Create<FontIcon>();
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memset(fontIcon, 0, sizeof(FontIcon));
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fontIcon->name = memory->Dup(assetName.c_str());
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return fontIcon;
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auto* asset = memory->Alloc<AssetFontIcon::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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bool AssetLoaderFontIcon::CanLoadFromRaw() const
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#include "AssetLoaderFootstepFxTable.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderFootstepFxTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetFootstepFxTable::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderFootstepFxTable final : public BasicAssetLoader<AssetFootstepFxTable>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
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#include "AssetLoaderFootstepTable.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderFootstepTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetFootstepTable::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderFootstepTable final : public BasicAssetLoader<AssetFootstepTable>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
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13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderFx.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderFx.cpp
Normal file
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#include "AssetLoaderFx.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderFx::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetFx::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderFx.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderFx.h
Normal file
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderFx final : public BasicAssetLoader<AssetFx>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
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#include "AssetLoaderGameWorldMp.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderGameWorldMp::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetGameWorldMp::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGameWorldMp.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGameWorldMp.h
Normal file
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderGameWorldMp final : public BasicAssetLoader<AssetGameWorldMp>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
|
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#include "AssetLoaderGameWorldSp.h"
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#include "Game/T6/T6.h"
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#include "ObjLoading.h"
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using namespace T6;
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void* AssetLoaderGameWorldSp::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetGameWorldSp::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGameWorldSp.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGameWorldSp.h
Normal file
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderGameWorldSp final : public BasicAssetLoader<AssetGameWorldSp>
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{
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||||
public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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};
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} // namespace T6
|
@ -14,10 +14,9 @@ using namespace T6;
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||||
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void* AssetLoaderGfxImage::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* image = memory->Create<GfxImage>();
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memset(image, 0, sizeof(GfxImage));
|
||||
image->name = memory->Dup(assetName.c_str());
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return image;
|
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auto* asset = memory->Alloc<AssetImage::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
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return asset;
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||||
}
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||||
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bool AssetLoaderGfxImage::CanLoadFromRaw() const
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|
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#include "AssetLoaderGfxLightDef.h"
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||||
#include "Game/T6/T6.h"
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||||
#include "ObjLoading.h"
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||||
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||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderGfxLightDef::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetLightDef::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
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||||
return asset;
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||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGfxLightDef.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGfxLightDef.h
Normal file
@ -0,0 +1,14 @@
|
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#pragma once
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||||
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||||
#include "AssetLoading/BasicAssetLoader.h"
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||||
#include "Game/T6/T6.h"
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||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
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||||
{
|
||||
class AssetLoaderGfxLightDef final : public BasicAssetLoader<AssetLightDef>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGfxWorld.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGfxWorld.cpp
Normal file
@ -0,0 +1,13 @@
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||||
#include "AssetLoaderGfxWorld.h"
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||||
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||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderGfxWorld::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetGfxWorld::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGfxWorld.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGfxWorld.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderGfxWorld final : public BasicAssetLoader<AssetGfxWorld>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGlasses.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGlasses.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderGlasses.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderGlasses::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetGlasses::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGlasses.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderGlasses.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderGlasses final : public BasicAssetLoader<AssetGlasses>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderImpactFx.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderImpactFx.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderImpactFx.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderImpactFx::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetImpactFx::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderImpactFx.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderImpactFx.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderImpactFx final : public BasicAssetLoader<AssetImpactFx>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
@ -13,10 +13,9 @@ using namespace T6;
|
||||
|
||||
void* AssetLoaderLeaderboard::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* leaderboard = memory->Create<LeaderboardDef>();
|
||||
memset(leaderboard, 0, sizeof(LeaderboardDef));
|
||||
leaderboard->name = memory->Dup(assetName.c_str());
|
||||
return leaderboard;
|
||||
auto* asset = memory->Alloc<AssetLeaderboard::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderLeaderboard::CanLoadFromRaw() const
|
||||
|
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMapEnts.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMapEnts.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderMapEnts.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderMapEnts::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetMapEnts::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMapEnts.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMapEnts.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderMapEnts final : public BasicAssetLoader<AssetMapEnts>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
@ -12,11 +12,9 @@ using namespace T6;
|
||||
|
||||
void* AssetLoaderMaterial::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* material = memory->Create<Material>();
|
||||
memset(material, 0, sizeof(Material));
|
||||
material->info.name = memory->Dup(assetName.c_str());
|
||||
|
||||
return material;
|
||||
auto* asset = memory->Alloc<AssetMaterial::Type>();
|
||||
asset->info.name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderMaterial::CanLoadFromRaw() const
|
||||
|
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderMemoryBlock.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderMemoryBlock::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetMemoryBlock::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMemoryBlock.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMemoryBlock.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderMemoryBlock final : public BasicAssetLoader<AssetMemoryBlock>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMenu.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMenu.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderMenu.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderMenu::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetMenu::Type>();
|
||||
asset->window.name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMenu.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMenu.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderMenu final : public BasicAssetLoader<AssetMenu>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMenuList.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMenuList.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderMenuList.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderMenuList::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetMenuList::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMenuList.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderMenuList.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderMenuList final : public BasicAssetLoader<AssetMenuList>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
@ -102,10 +102,9 @@ bool AssetLoaderPhysConstraints::LoadFromInfoString(
|
||||
|
||||
void* AssetLoaderPhysConstraints::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* physConstraints = memory->Create<PhysConstraints>();
|
||||
memset(physConstraints, 0, sizeof(PhysConstraints));
|
||||
physConstraints->name = memory->Dup(assetName.c_str());
|
||||
return physConstraints;
|
||||
auto* asset = memory->Alloc<AssetPhysConstraints::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderPhysConstraints::CanLoadFromGdt() const
|
||||
|
@ -85,10 +85,9 @@ bool AssetLoaderPhysPreset::LoadFromInfoString(
|
||||
|
||||
void* AssetLoaderPhysPreset::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* physPreset = memory->Create<PhysPreset>();
|
||||
memset(physPreset, 0, sizeof(PhysPreset));
|
||||
physPreset->name = memory->Dup(assetName.c_str());
|
||||
return physPreset;
|
||||
auto* asset = memory->Alloc<AssetPhysPreset::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderPhysPreset::CanLoadFromGdt() const
|
||||
|
@ -9,10 +9,9 @@ using namespace T6;
|
||||
|
||||
void* AssetLoaderQdb::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* qdb = memory->Create<Qdb>();
|
||||
memset(qdb, 0, sizeof(Qdb));
|
||||
qdb->name = memory->Dup(assetName.c_str());
|
||||
return qdb;
|
||||
auto* asset = memory->Alloc<AssetQdb::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderQdb::CanLoadFromRaw() const
|
||||
|
@ -15,10 +15,9 @@ namespace fs = std::filesystem;
|
||||
|
||||
void* AssetLoaderRawFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* rawFile = memory->Create<RawFile>();
|
||||
memset(rawFile, 0, sizeof(RawFile));
|
||||
rawFile->name = memory->Dup(assetName.c_str());
|
||||
return rawFile;
|
||||
auto* asset = memory->Alloc<AssetRawFile::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderRawFile::CanLoadFromRaw() const
|
||||
|
@ -9,10 +9,9 @@ using namespace T6;
|
||||
|
||||
void* AssetLoaderScriptParseTree::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* scriptParseTree = memory->Create<ScriptParseTree>();
|
||||
memset(scriptParseTree, 0, sizeof(ScriptParseTree));
|
||||
scriptParseTree->name = memory->Dup(assetName.c_str());
|
||||
return scriptParseTree;
|
||||
auto* asset = memory->Alloc<AssetScript::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderScriptParseTree::CanLoadFromRaw() const
|
||||
|
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderSkinnedVerts.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderSkinnedVerts::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetSkinnedVerts::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderSkinnedVerts final : public BasicAssetLoader<AssetSkinnedVerts>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
@ -9,10 +9,9 @@ using namespace T6;
|
||||
|
||||
void* AssetLoaderSlug::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* slug = memory->Create<Slug>();
|
||||
memset(slug, 0, sizeof(Slug));
|
||||
slug->name = memory->Dup(assetName.c_str());
|
||||
return slug;
|
||||
auto* asset = memory->Alloc<AssetSlug::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderSlug::CanLoadFromRaw() const
|
||||
|
@ -62,10 +62,9 @@ namespace
|
||||
|
||||
void* AssetLoaderSoundBank::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* soundBank = memory->Create<SndBank>();
|
||||
memset(soundBank, 0, sizeof(SndBank));
|
||||
soundBank->name = memory->Dup(assetName.c_str());
|
||||
return soundBank;
|
||||
auto* asset = memory->Alloc<AssetSoundBank::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderSoundBank::CanLoadFromRaw() const
|
||||
|
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderSoundDriverGlobals.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderSoundDriverGlobals::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetSoundDriverGlobals::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderSoundDriverGlobals final : public BasicAssetLoader<AssetSoundDriverGlobals>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderSoundPatch.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderSoundPatch::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetSoundPatch::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderSoundPatch.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderSoundPatch.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderSoundPatch final : public BasicAssetLoader<AssetSoundPatch>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
@ -12,10 +12,9 @@ using namespace T6;
|
||||
|
||||
void* AssetLoaderStringTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* stringTable = memory->Create<StringTable>();
|
||||
memset(stringTable, 0, sizeof(StringTable));
|
||||
stringTable->name = memory->Dup(assetName.c_str());
|
||||
return stringTable;
|
||||
auto* asset = memory->Alloc<AssetStringTable::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderStringTable::CanLoadFromRaw() const
|
||||
|
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderTechniqueSet.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderTechniqueSet::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetTechniqueSet::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderTechniqueSet final : public BasicAssetLoader<AssetTechniqueSet>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
@ -68,10 +68,9 @@ bool AssetLoaderTracer::LoadFromInfoString(
|
||||
|
||||
void* AssetLoaderTracer::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* tracer = memory->Create<TracerDef>();
|
||||
memset(tracer, 0, sizeof(TracerDef));
|
||||
tracer->name = memory->Dup(assetName.c_str());
|
||||
return tracer;
|
||||
auto* asset = memory->Alloc<AssetTracer::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderTracer::CanLoadFromGdt() const
|
||||
|
@ -131,10 +131,9 @@ bool AssetLoaderVehicle::LoadFromInfoString(
|
||||
|
||||
void* AssetLoaderVehicle::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* vehicleDef = memory->Create<VehicleDef>();
|
||||
memset(vehicleDef, 0, sizeof(VehicleDef));
|
||||
vehicleDef->name = memory->Dup(assetName.c_str());
|
||||
return vehicleDef;
|
||||
auto* asset = memory->Alloc<AssetVehicle::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderVehicle::CanLoadFromGdt() const
|
||||
|
@ -630,8 +630,7 @@ bool AssetLoaderWeapon::LoadFromInfoString(
|
||||
|
||||
void* AssetLoaderWeapon::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* weaponFullDef = memory->Create<WeaponFullDef>();
|
||||
memset(weaponFullDef, 0, sizeof(WeaponFullDef));
|
||||
auto* weaponFullDef = memory->Alloc<WeaponFullDef>();
|
||||
LinkWeaponFullDefSubStructs(weaponFullDef);
|
||||
CalculateWeaponFields(weaponFullDef);
|
||||
weaponFullDef->weapVariantDef.szInternalName = memory->Dup(assetName.c_str());
|
||||
|
@ -120,8 +120,7 @@ bool AssetLoaderWeaponAttachment::LoadFromInfoString(
|
||||
|
||||
void* AssetLoaderWeaponAttachment::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* attachment = memory->Create<WeaponAttachment>();
|
||||
memset(attachment, 0, sizeof(WeaponAttachment));
|
||||
auto* attachment = memory->Alloc<WeaponAttachment>();
|
||||
CalculateAttachmentFields(attachment);
|
||||
attachment->szInternalName = memory->Dup(assetName.c_str());
|
||||
return attachment;
|
||||
|
@ -239,8 +239,7 @@ bool AssetLoaderWeaponAttachmentUnique::LoadFromInfoString(
|
||||
|
||||
void* AssetLoaderWeaponAttachmentUnique::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* attachmentUniqueFull = memory->Create<WeaponAttachmentUniqueFull>();
|
||||
memset(attachmentUniqueFull, 0, sizeof(WeaponAttachmentUniqueFull));
|
||||
auto* attachmentUniqueFull = memory->Alloc<WeaponAttachmentUniqueFull>();
|
||||
LinkAttachmentUniqueFullSubStructs(attachmentUniqueFull);
|
||||
CalculateAttachmentUniqueFields(assetName, attachmentUniqueFull);
|
||||
attachmentUniqueFull->attachment.szInternalName = memory->Dup(assetName.c_str());
|
||||
|
@ -12,11 +12,9 @@ using namespace T6;
|
||||
|
||||
void* AssetLoaderWeaponCamo::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* weaponCamo = memory->Create<WeaponCamo>();
|
||||
memset(weaponCamo, 0, sizeof(WeaponCamo));
|
||||
weaponCamo->name = memory->Dup(assetName.c_str());
|
||||
|
||||
return weaponCamo;
|
||||
auto* asset = memory->Alloc<AssetWeaponCamo::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderWeaponCamo::CanLoadFromRaw() const
|
||||
|
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderXAnim.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderXAnim.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderXAnim.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderXAnim::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetXAnim::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderXAnim.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderXAnim.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderXAnim final : public BasicAssetLoader<AssetXAnim>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderXGlobals.cpp
Normal file
13
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderXGlobals.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include "AssetLoaderXGlobals.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "ObjLoading.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
void* AssetLoaderXGlobals::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* asset = memory->Alloc<AssetXGlobals::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderXGlobals.h
Normal file
14
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderXGlobals.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "Game/T6/T6.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderXGlobals final : public BasicAssetLoader<AssetXGlobals>
|
||||
{
|
||||
public:
|
||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
||||
};
|
||||
} // namespace T6
|
@ -12,11 +12,9 @@ using namespace T6;
|
||||
|
||||
void* AssetLoaderXModel::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* xmodel = memory->Create<XModel>();
|
||||
memset(xmodel, 0, sizeof(XModel));
|
||||
xmodel->name = memory->Dup(assetName.c_str());
|
||||
|
||||
return xmodel;
|
||||
auto* asset = memory->Alloc<AssetXModel::Type>();
|
||||
asset->name = memory->Dup(assetName.c_str());
|
||||
return asset;
|
||||
}
|
||||
|
||||
bool AssetLoaderXModel::CanLoadFromRaw() const
|
||||
|
@ -81,8 +81,7 @@ bool AssetLoaderZBarrier::LoadFromInfoString(
|
||||
|
||||
void* AssetLoaderZBarrier::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
||||
{
|
||||
auto* zbarrier = memory->Create<ZBarrierDef>();
|
||||
memset(zbarrier, 0, sizeof(ZBarrierDef));
|
||||
auto* zbarrier = memory->Alloc<ZBarrierDef>();
|
||||
CalculateZBarrierFields(zbarrier);
|
||||
zbarrier->name = memory->Dup(assetName.c_str());
|
||||
return zbarrier;
|
||||
|
@ -1,24 +1,50 @@
|
||||
#include "ObjLoaderT6.h"
|
||||
|
||||
#include "AssetLoaders/AssetLoaderAddonMapEnts.h"
|
||||
#include "AssetLoaders/AssetLoaderClipMap.h"
|
||||
#include "AssetLoaders/AssetLoaderComWorld.h"
|
||||
#include "AssetLoaders/AssetLoaderDDL.h"
|
||||
#include "AssetLoaders/AssetLoaderDestructibleDef.h"
|
||||
#include "AssetLoaders/AssetLoaderEmblemSet.h"
|
||||
#include "AssetLoaders/AssetLoaderFont.h"
|
||||
#include "AssetLoaders/AssetLoaderFontIcon.h"
|
||||
#include "AssetLoaders/AssetLoaderFootstepFxTable.h"
|
||||
#include "AssetLoaders/AssetLoaderFootstepTable.h"
|
||||
#include "AssetLoaders/AssetLoaderFx.h"
|
||||
#include "AssetLoaders/AssetLoaderGameWorldMp.h"
|
||||
#include "AssetLoaders/AssetLoaderGameWorldSp.h"
|
||||
#include "AssetLoaders/AssetLoaderGfxImage.h"
|
||||
#include "AssetLoaders/AssetLoaderGfxLightDef.h"
|
||||
#include "AssetLoaders/AssetLoaderGfxWorld.h"
|
||||
#include "AssetLoaders/AssetLoaderGlasses.h"
|
||||
#include "AssetLoaders/AssetLoaderImpactFx.h"
|
||||
#include "AssetLoaders/AssetLoaderLeaderboard.h"
|
||||
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
|
||||
#include "AssetLoaders/AssetLoaderMapEnts.h"
|
||||
#include "AssetLoaders/AssetLoaderMaterial.h"
|
||||
#include "AssetLoaders/AssetLoaderMemoryBlock.h"
|
||||
#include "AssetLoaders/AssetLoaderMenu.h"
|
||||
#include "AssetLoaders/AssetLoaderMenuList.h"
|
||||
#include "AssetLoaders/AssetLoaderPhysConstraints.h"
|
||||
#include "AssetLoaders/AssetLoaderPhysPreset.h"
|
||||
#include "AssetLoaders/AssetLoaderQdb.h"
|
||||
#include "AssetLoaders/AssetLoaderRawFile.h"
|
||||
#include "AssetLoaders/AssetLoaderScriptParseTree.h"
|
||||
#include "AssetLoaders/AssetLoaderSkinnedVerts.h"
|
||||
#include "AssetLoaders/AssetLoaderSlug.h"
|
||||
#include "AssetLoaders/AssetLoaderSoundBank.h"
|
||||
#include "AssetLoaders/AssetLoaderSoundDriverGlobals.h"
|
||||
#include "AssetLoaders/AssetLoaderSoundPatch.h"
|
||||
#include "AssetLoaders/AssetLoaderStringTable.h"
|
||||
#include "AssetLoaders/AssetLoaderTechniqueSet.h"
|
||||
#include "AssetLoaders/AssetLoaderTracer.h"
|
||||
#include "AssetLoaders/AssetLoaderVehicle.h"
|
||||
#include "AssetLoaders/AssetLoaderWeapon.h"
|
||||
#include "AssetLoaders/AssetLoaderWeaponAttachment.h"
|
||||
#include "AssetLoaders/AssetLoaderWeaponAttachmentUnique.h"
|
||||
#include "AssetLoaders/AssetLoaderWeaponCamo.h"
|
||||
#include "AssetLoaders/AssetLoaderXAnim.h"
|
||||
#include "AssetLoaders/AssetLoaderXGlobals.h"
|
||||
#include "AssetLoaders/AssetLoaderXModel.h"
|
||||
#include "AssetLoaders/AssetLoaderZBarrier.h"
|
||||
#include "AssetLoading/AssetLoadingManager.h"
|
||||
@ -49,51 +75,51 @@ namespace T6
|
||||
|
||||
REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderPhysConstraints)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetDestructibleDef>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetXAnim>)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderDestructibleDef)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderXAnim)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderXModel)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderMaterial)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetTechniqueSet>)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderTechniqueSet)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGfxImage)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderSoundBank)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSoundPatch>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetClipMap>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetClipMapPvs>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetComWorld>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGameWorldSp>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGameWorldMp>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMapEnts>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGfxWorld>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetLightDef>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetFont>)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderSoundPatch)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderClipMap)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderClipMapPvs)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderComWorld)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGameWorldSp)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGameWorldMp)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderMapEnts)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGfxWorld)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGfxLightDef)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderFont)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderFontIcon)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMenuList>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMenu>)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderMenuList)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderMenu)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderWeapon)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachment)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachmentUnique)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderWeaponCamo)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSoundDriverGlobals>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetFx>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetImpactFx>)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderSoundDriverGlobals)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderFx)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderImpactFx)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderStringTable)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderLeaderboard)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetXGlobals>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetDDL>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGlasses>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetEmblemSet>)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderXGlobals)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderDDL)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderGlasses)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderEmblemSet)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderScriptParseTree)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderVehicle)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMemoryBlock>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetAddonMapEnts>)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderMemoryBlock)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderAddonMapEnts)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderTracer)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSkinnedVerts>)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderSkinnedVerts)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderQdb)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderSlug)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetFootstepTable>)
|
||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetFootstepFxTable>)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderFootstepTable)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderFootstepFxTable)
|
||||
REGISTER_ASSET_LOADER(AssetLoaderZBarrier)
|
||||
|
||||
#undef REGISTER_ASSET_LOADER
|
||||
|
Loading…
x
Reference in New Issue
Block a user