mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-30 00:01:54 +00:00
chore: update all usages of memory manager allocation
This commit is contained in:
@ -249,7 +249,7 @@ bool AssetLoaderFontIcon::LoadFromRaw(
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if (fontIcon->numEntries > 0)
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{
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fontIcon->fontIconEntry = static_cast<FontIconEntry*>(memory->Alloc(sizeof(FontIconEntry) * fontIcon->numEntries));
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fontIcon->fontIconEntry = memory->Alloc<FontIconEntry>(fontIcon->numEntries);
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for (auto i = 0u; i < entries.size(); i++)
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fontIcon->fontIconEntry[i] = entries[i];
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}
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@ -258,7 +258,7 @@ bool AssetLoaderFontIcon::LoadFromRaw(
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if (fontIcon->numAliasEntries > 0)
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{
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fontIcon->fontIconAlias = static_cast<FontIconAlias*>(memory->Alloc(sizeof(FontIconAlias) * fontIcon->numAliasEntries));
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fontIcon->fontIconAlias = memory->Alloc<FontIconAlias>(fontIcon->numAliasEntries);
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for (auto i = 0u; i < aliases.size(); i++)
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fontIcon->fontIconAlias[i] = aliases[i];
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}
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@ -46,8 +46,7 @@ bool AssetLoaderMaterial::LoadFromRaw(
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if (!file.IsOpen())
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return false;
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auto* material = static_cast<Material*>(memory->Alloc(sizeof(Material)));
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memset(material, 0, sizeof(Material));
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auto* material = memory->Alloc<Material>();
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material->info.name = memory->Dup(assetName.c_str());
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std::vector<XAssetInfoGeneric*> dependencies;
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@ -30,7 +30,7 @@ bool AssetLoaderQdb::LoadFromRaw(const std::string& assetName, ISearchPath* sear
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qdb->name = memory->Dup(assetName.c_str());
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qdb->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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auto* fileBuffer = memory->Alloc<char>(static_cast<size_t>(file.m_length + 1));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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@ -35,7 +35,7 @@ bool AssetLoaderRawFile::LoadAnimtree(
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return false;
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const auto compressionBufferSize = static_cast<size_t>(file.m_length + sizeof(uint32_t) + COMPRESSED_BUFFER_SIZE_PADDING);
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auto* compressedBuffer = static_cast<char*>(memory->Alloc(compressionBufferSize));
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auto* compressedBuffer = memory->Alloc<char>(compressionBufferSize);
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z_stream_s zs{};
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@ -86,7 +86,7 @@ bool AssetLoaderRawFile::LoadDefault(
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rawFile->name = memory->Dup(assetName.c_str());
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rawFile->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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auto* fileBuffer = memory->Alloc<char>(static_cast<size_t>(file.m_length + 1));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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@ -31,7 +31,7 @@ bool AssetLoaderScriptParseTree::LoadFromRaw(
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scriptParseTree->name = memory->Dup(assetName.c_str());
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scriptParseTree->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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auto* fileBuffer = memory->Alloc<char>(static_cast<size_t>(file.m_length + 1));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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@ -30,7 +30,7 @@ bool AssetLoaderSlug::LoadFromRaw(const std::string& assetName, ISearchPath* sea
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slug->name = memory->Dup(assetName.c_str());
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slug->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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auto* fileBuffer = memory->Alloc<char>(static_cast<size_t>(file.m_length + 1));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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@ -199,7 +199,7 @@ bool LoadSoundAlias(MemoryManager* memory, SndAlias* alias, const ParsedCsvRow&
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bool LoadSoundAliasIndexList(MemoryManager* memory, SndBank* sndBank)
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{
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// contains a list of all the alias ids in the sound bank
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sndBank->aliasIndex = static_cast<SndIndexEntry*>(memory->Alloc(sizeof(SndIndexEntry) * sndBank->aliasCount));
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sndBank->aliasIndex = memory->Alloc<SndIndexEntry>(sndBank->aliasCount);
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memset(sndBank->aliasIndex, 0xFF, sizeof(SndIndexEntry) * sndBank->aliasCount);
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const auto setAliasIndexList = std::make_unique<bool[]>(sndBank->aliasCount);
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@ -271,8 +271,7 @@ bool LoadSoundAliasList(
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{
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// should be the total number of assets
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sndBank->aliasCount = aliasCsv.Size();
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sndBank->alias = static_cast<SndAliasList*>(memory->Alloc(sizeof(SndAliasList) * sndBank->aliasCount));
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memset(sndBank->alias, 0, sizeof(SndAliasList) * sndBank->aliasCount);
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sndBank->alias = memory->Alloc<SndAliasList>(sndBank->aliasCount);
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auto row = 0u;
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auto listIndex = 0u;
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@ -286,7 +285,7 @@ bool LoadSoundAliasList(
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// allocate the sub list
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sndBank->alias[listIndex].count = subListCount;
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sndBank->alias[listIndex].head = static_cast<SndAlias*>(memory->Alloc(sizeof(SndAlias) * subListCount));
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sndBank->alias[listIndex].head = memory->Alloc<SndAlias>(subListCount);
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sndBank->alias[listIndex].sequence = 0;
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// populate the sublist with the next X number of aliases in the file. Note: this will only work correctly if the aliases that are a part of a sub
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@ -319,7 +318,7 @@ bool LoadSoundAliasList(
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auto* oldAliases = sndBank->alias;
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sndBank->aliasCount = listIndex;
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sndBank->alias = static_cast<SndAliasList*>(memory->Alloc(sizeof(SndAliasList) * sndBank->aliasCount));
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sndBank->alias = memory->Alloc<SndAliasList>(sndBank->aliasCount);
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memcpy(sndBank->alias, oldAliases, sizeof(SndAliasList) * sndBank->aliasCount);
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memory->Free(oldAliases);
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@ -340,8 +339,7 @@ bool LoadSoundRadverbs(MemoryManager* memory, SndBank* sndBank, const SearchPath
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if (radverbCsv.Size() > 0)
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{
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sndBank->radverbCount = radverbCsv.Size();
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sndBank->radverbs = static_cast<SndRadverb*>(memory->Alloc(sizeof(SndRadverb) * sndBank->radverbCount));
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memset(sndBank->radverbs, 0, sizeof(SndRadverb) * sndBank->radverbCount);
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sndBank->radverbs = memory->Alloc<SndRadverb>(sndBank->radverbCount);
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for (auto i = 0u; i < sndBank->radverbCount; i++)
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{
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@ -383,8 +381,7 @@ bool LoadSoundDuckList(ISearchPath* searchPath, MemoryManager* memory, SndBank*
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if (duckListCsv.Size() > 0)
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{
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sndBank->duckCount = duckListCsv.Size();
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sndBank->ducks = static_cast<SndDuck*>(memory->Alloc(sizeof(SndDuck) * sndBank->duckCount));
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memset(sndBank->ducks, 0, sizeof(SndDuck) * sndBank->duckCount);
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sndBank->ducks = memory->Alloc<SndDuck>(sndBank->duckCount);
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for (auto i = 0u; i < sndBank->duckCount; i++)
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{
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@ -422,8 +419,8 @@ bool LoadSoundDuckList(ISearchPath* searchPath, MemoryManager* memory, SndBank*
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if (duckJson.contains("fadeOutCurve"))
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duck->fadeOutCurve = Common::SND_HashName(duckJson["fadeOutCurve"].get<std::string>().data());
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duck->attenuation = static_cast<SndFloatAlign16*>(memory->Alloc(sizeof(SndFloatAlign16) * 32));
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duck->filter = static_cast<SndFloatAlign16*>(memory->Alloc(sizeof(SndFloatAlign16) * 32));
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duck->attenuation = memory->Alloc<SndFloatAlign16>(32u);
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duck->filter = memory->Alloc<SndFloatAlign16>(32u);
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for (auto& valueJson : duckJson["values"])
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{
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@ -499,8 +496,7 @@ bool AssetLoaderSoundBank::LoadFromRaw(
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sndBank->loadedAssets.zone = memory->Dup(sndBankLocalization.at(0).c_str());
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sndBank->loadedAssets.language = memory->Dup(sndBankLocalization.at(1).c_str());
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sndBank->loadedAssets.entryCount = loadedEntryCount;
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sndBank->loadedAssets.entries = static_cast<SndAssetBankEntry*>(memory->Alloc(sizeof(SndAssetBankEntry) * loadedEntryCount));
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memset(sndBank->loadedAssets.entries, 0, sizeof(SndAssetBankEntry) * loadedEntryCount);
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sndBank->loadedAssets.entries = memory->Alloc<SndAssetBankEntry>(loadedEntryCount);
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sndBank->runtimeAssetLoad = true;
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@ -550,8 +546,7 @@ bool AssetLoaderSoundBank::LoadFromRaw(
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if (result)
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{
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sndBank->loadedAssets.dataSize = dataSize;
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sndBank->loadedAssets.data = static_cast<SndChar2048*>(memory->Alloc(dataSize));
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memset(sndBank->loadedAssets.data, 0, dataSize);
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sndBank->loadedAssets.data = memory->Alloc<SndChar2048>(dataSize);
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}
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else
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{
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@ -70,7 +70,7 @@ namespace T6
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}
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assert(std::extent_v<decltype(bounceSoundSuffixes)> == SURF_TYPE_NUM);
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*bounceSound = static_cast<const char**>(m_memory->Alloc(sizeof(const char*) * SURF_TYPE_NUM));
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*bounceSound = m_memory->Alloc<const char*>(SURF_TYPE_NUM);
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for (auto i = 0u; i < SURF_TYPE_NUM; i++)
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{
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const auto currentBounceSound = value + bounceSoundSuffixes[i];
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@ -32,8 +32,7 @@ bool AssetLoaderWeaponCamo::LoadFromRaw(
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if (!file.IsOpen())
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return false;
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auto* weaponCamo = static_cast<WeaponCamo*>(memory->Alloc(sizeof(WeaponCamo)));
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memset(weaponCamo, 0, sizeof(WeaponCamo));
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auto* weaponCamo = memory->Alloc<WeaponCamo>();
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weaponCamo->name = memory->Dup(assetName.c_str());
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std::vector<XAssetInfoGeneric*> dependencies;
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@ -287,8 +287,7 @@ namespace
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if (!jMaterial.textures.empty())
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{
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material.textureCount = static_cast<unsigned char>(jMaterial.textures.size());
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material.textureTable = static_cast<MaterialTextureDef*>(m_memory.Alloc(sizeof(MaterialTextureDef) * material.textureCount));
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memset(material.textureTable, 0, sizeof(MaterialTextureDef) * material.textureCount);
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material.textureTable = m_memory.Alloc<MaterialTextureDef>(material.textureCount);
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for (auto i = 0u; i < material.textureCount; i++)
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{
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@ -305,8 +304,7 @@ namespace
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if (!jMaterial.constants.empty())
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{
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material.constantCount = static_cast<unsigned char>(jMaterial.constants.size());
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material.constantTable = static_cast<MaterialConstantDef*>(m_memory.Alloc(sizeof(MaterialConstantDef) * material.constantCount));
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memset(material.constantTable, 0, sizeof(MaterialConstantDef) * material.constantCount);
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material.constantTable = m_memory.Alloc<MaterialConstantDef>(material.constantCount);
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for (auto i = 0u; i < material.constantCount; i++)
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{
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@ -323,8 +321,7 @@ namespace
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if (!jMaterial.stateBits.empty())
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{
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material.stateBitsCount = static_cast<unsigned char>(jMaterial.stateBits.size());
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material.stateBitsTable = static_cast<GfxStateBitsTable*>(m_memory.Alloc(sizeof(GfxStateBitsTable) * material.stateBitsCount));
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memset(material.stateBitsTable, 0, sizeof(GfxStateBitsTable) * material.stateBitsCount);
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material.stateBitsTable = m_memory.Alloc<GfxStateBitsTable>(material.stateBitsCount);
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for (auto i = 0u; i < material.stateBitsCount; i++)
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{
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@ -96,10 +96,8 @@ namespace
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weaponCamoMaterial.numBaseMaterials = static_cast<uint16_t>(jWeaponCamoMaterial.materialOverrides.size());
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if (!jWeaponCamoMaterial.materialOverrides.empty())
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{
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weaponCamoMaterial.baseMaterials = static_cast<Material**>(m_memory.Alloc(sizeof(Material*) * weaponCamoMaterial.numBaseMaterials));
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weaponCamoMaterial.camoMaterials = static_cast<Material**>(m_memory.Alloc(sizeof(Material*) * weaponCamoMaterial.numBaseMaterials));
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memset(weaponCamoMaterial.baseMaterials, 0, sizeof(Material*) * weaponCamoMaterial.numBaseMaterials);
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memset(weaponCamoMaterial.camoMaterials, 0, sizeof(Material*) * weaponCamoMaterial.numBaseMaterials);
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weaponCamoMaterial.baseMaterials = m_memory.Alloc<Material*>(weaponCamoMaterial.numBaseMaterials);
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weaponCamoMaterial.camoMaterials = m_memory.Alloc<Material*>(weaponCamoMaterial.numBaseMaterials);
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for (auto i = 0u; i < weaponCamoMaterial.numBaseMaterials; i++)
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{
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@ -145,9 +143,7 @@ namespace
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if (!jWeaponCamoMaterialSet.materials.empty())
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{
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weaponCamoMaterialSet.numMaterials = jWeaponCamoMaterialSet.materials.size();
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weaponCamoMaterialSet.materials =
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static_cast<WeaponCamoMaterial*>(m_memory.Alloc(sizeof(WeaponCamoMaterial) * weaponCamoMaterialSet.numMaterials));
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memset(weaponCamoMaterialSet.materials, 0, sizeof(WeaponCamoMaterial) * weaponCamoMaterialSet.numMaterials);
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weaponCamoMaterialSet.materials = m_memory.Alloc<WeaponCamoMaterial>(weaponCamoMaterialSet.numMaterials);
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for (auto i = 0u; i < weaponCamoMaterialSet.numMaterials; i++)
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{
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@ -193,8 +189,7 @@ namespace
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if (!jWeaponCamo.camoSets.empty())
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{
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weaponCamo.numCamoSets = jWeaponCamo.camoSets.size();
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weaponCamo.camoSets = static_cast<WeaponCamoSet*>(m_memory.Alloc(sizeof(WeaponCamoSet) * weaponCamo.numCamoSets));
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memset(weaponCamo.camoSets, 0, sizeof(WeaponCamoSet) * weaponCamo.numCamoSets);
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weaponCamo.camoSets = m_memory.Alloc<WeaponCamoSet>(weaponCamo.numCamoSets);
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for (auto i = 0u; i < weaponCamo.numCamoSets; i++)
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{
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@ -211,8 +206,7 @@ namespace
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if (!jWeaponCamo.camoMaterials.empty())
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{
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weaponCamo.numCamoMaterials = jWeaponCamo.camoMaterials.size();
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weaponCamo.camoMaterials = static_cast<WeaponCamoMaterialSet*>(m_memory.Alloc(sizeof(WeaponCamoMaterialSet) * weaponCamo.numCamoMaterials));
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memset(weaponCamo.camoMaterials, 0, sizeof(WeaponCamoMaterialSet) * weaponCamo.numCamoMaterials);
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weaponCamo.camoMaterials = m_memory.Alloc<WeaponCamoMaterialSet>(weaponCamo.numCamoMaterials);
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for (auto i = 0u; i < weaponCamo.numCamoMaterials; i++)
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{
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