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https://github.com/Laupetin/OpenAssetTools.git
synced 2026-02-10 17:43:03 +00:00
Add loading of iw4 weapondef and vehicledef assets
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@@ -128,7 +128,7 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_menu_list = nullptr;
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m_menu_def = nullptr;
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m_localize = nullptr;
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// m_weapon = nullptr;
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m_weapon = nullptr;
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// m_snd_driver_globals = nullptr;
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m_fx = nullptr;
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m_fx_impact_table = nullptr;
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@@ -137,7 +137,7 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_leaderboard = nullptr;
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m_structed_data_def_set = nullptr;
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m_tracer = nullptr;
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// m_vehicle = nullptr;
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m_vehicle = nullptr;
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m_addon_map_ents = nullptr;
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}
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@@ -181,7 +181,7 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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@@ -190,7 +190,7 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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default:
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@@ -241,7 +241,7 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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@@ -250,7 +250,7 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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default:
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@@ -310,7 +310,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
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CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
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CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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@@ -319,7 +319,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
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CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
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default:
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@@ -370,7 +370,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
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CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
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CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
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// CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
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CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
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CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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@@ -379,7 +379,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
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CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
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CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
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// CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
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CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
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CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
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default:
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