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WIP: Converted custom map linker into different asset files
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80
src/ObjLoading/Game/T6/BSP/Linker/BSPLinker.cpp
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80
src/ObjLoading/Game/T6/BSP/Linker/BSPLinker.cpp
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#include "BSPLinker.h"
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#include "ComWorldLinker.h"
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#include "ClipMapLinker.h"
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#include "GameWorldMpLinker.h"
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#include "GfxWorldLinker.h"
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#include "MapEntsLinker.h"
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#include "SkinnedVertsLinker.h"
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namespace BSP
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{
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FootstepTableDef* BSPLinker::addEmptyFootstepTableAsset(std::string assetName)
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{
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if (assetName.length() == 0)
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return nullptr;
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FootstepTableDef* footstepTable = m_memory.Alloc<FootstepTableDef>();
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footstepTable->name = m_memory.Dup(assetName.c_str());
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memset(footstepTable->sndAliasTable, 0, sizeof(footstepTable->sndAliasTable));
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m_context.AddAsset<AssetFootstepTable>(assetName, footstepTable);
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return footstepTable;
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}
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bool BSPLinker::addDefaultRequiredAssets(BSPData* bsp)
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{
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if (m_context.LoadDependency<AssetScript>("maps/mp/" + bsp->name + ".gsc") == nullptr)
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return false;
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if (m_context.LoadDependency<AssetScript>("maps/mp/" + bsp->name + "_amb.gsc") == nullptr)
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return false;
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if (m_context.LoadDependency<AssetScript>("maps/mp/" + bsp->name + "_fx.gsc") == nullptr)
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return false;
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if (m_context.LoadDependency<AssetScript>("clientscripts/mp/" + bsp->name + ".csc") == nullptr)
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return false;
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if (m_context.LoadDependency<AssetScript>("clientscripts/mp/" + bsp->name + "_amb.csc") == nullptr)
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return false;
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if (m_context.LoadDependency<AssetScript>("clientscripts/mp/" + bsp->name + "_fx.csc") == nullptr)
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return false;
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addEmptyFootstepTableAsset("default_1st_person");
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addEmptyFootstepTableAsset("default_3rd_person");
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addEmptyFootstepTableAsset("default_1st_person_quiet");
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addEmptyFootstepTableAsset("default_3rd_person_quiet");
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addEmptyFootstepTableAsset("default_3rd_person_loud");
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addEmptyFootstepTableAsset("default_ai");
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if (m_context.LoadDependency<AssetRawFile>("animtrees/fxanim_props.atr") == nullptr)
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return false;
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}
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BSPLinker::BSPLinker(MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
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: m_memory(memory),
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m_search_path(searchPath),
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m_context(context)
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{
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}
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AssetCreationResult BSPLinker::linkBSP(BSPData* bsp)
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{
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if (!addDefaultRequiredAssets(bsp))
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return AssetCreationResult::Failure();
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ComWorldLinker comWorldLinker(m_memory, m_search_path, m_context);
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ClipMapLinker clipMapLinker(m_memory, m_search_path, m_context);
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GameWorldMpLinker gameWorldMpLinker(m_memory, m_search_path, m_context);
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GfxWorldLinker gfxWorldLinker(m_memory, m_search_path, m_context);
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MapEntsLinker mapEntsLinker(m_memory, m_search_path, m_context);
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SkinnedVertsLinker skinnedVertsLinker(m_memory, m_search_path, m_context);
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comWorldLinker.linkComWorld(bsp);
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mapEntsLinker.linkMapEnts(bsp);
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gameWorldMpLinker.linkGameWorldMp(bsp);
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skinnedVertsLinker.linkSkinnedVerts(bsp);
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gfxWorldLinker.linkGfxWorld(bsp); // requires mapents asset
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clipMapLinker.linkClipMap(bsp); // requires gfxworld and mapents asset
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}
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}
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