mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-06-06 16:52:35 +00:00
refactor: introduce subasset loading
This commit is contained in:
@@ -64,8 +64,8 @@ namespace
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namespace image
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{
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DumperIW3::DumperIW3(const AssetPool<AssetImage::Type>& pool)
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: AbstractAssetDumper(pool)
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DumperIW3::DumperIW3()
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: AbstractAssetDumper()
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{
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switch (ObjWriting::Configuration.ImageOutputFormat)
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{
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@@ -11,7 +11,7 @@ namespace image
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class DumperIW3 final : public AbstractAssetDumper<IW3::AssetImage>
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{
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public:
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explicit DumperIW3(const AssetPool<IW3::AssetImage::Type>& pool);
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DumperIW3();
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::AssetImage::Type>& asset) override;
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@@ -5,25 +5,15 @@
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#include "Utils/Logging/Log.h"
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#include <format>
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#include <iostream>
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using namespace IW3;
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namespace localize
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{
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DumperIW3::DumperIW3(const AssetPool<IW3::AssetLocalize::Type>& pool)
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: AbstractSingleProgressAssetDumper(pool)
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{
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}
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size_t DumperIW3::GetProgressTotalCount() const
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{
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return m_pool.m_asset_lookup.empty() ? 0uz : 1uz;
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}
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void DumperIW3::Dump(AssetDumpingContext& context)
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{
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if (m_pool.m_asset_lookup.empty())
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auto localizeAssets = context.m_zone.m_pools.PoolAssets<AssetLocalize>();
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if (localizeAssets.empty())
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return;
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const auto language = LocalizeCommon::GetNameOfLanguage(context.m_zone.m_language);
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@@ -40,7 +30,7 @@ namespace localize
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stringFileDumper.SetNotes("");
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for (const auto* localizeEntry : m_pool)
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for (const auto* localizeEntry : localizeAssets)
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{
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stringFileDumper.WriteLocalizeEntry(localizeEntry->m_name, localizeEntry->Asset()->value);
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}
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@@ -2,16 +2,12 @@
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW3/IW3.h"
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#include "Pool/AssetPool.h"
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namespace localize
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{
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class DumperIW3 final : public AbstractSingleProgressAssetDumper<IW3::AssetLocalize>
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{
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public:
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explicit DumperIW3(const AssetPool<IW3::AssetLocalize::Type>& pool);
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[[nodiscard]] size_t GetProgressTotalCount() const override;
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void Dump(AssetDumpingContext& context) override;
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};
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} // namespace localize
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@@ -4,11 +4,6 @@ using namespace IW3;
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namespace map_ents
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{
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DumperIW3::DumperIW3(const AssetPool<IW3::AssetMapEnts::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void DumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo<MapEnts>& asset)
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{
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const auto* mapEnts = asset.Asset();
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@@ -7,9 +7,6 @@ namespace map_ents
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{
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class DumperIW3 final : public AbstractAssetDumper<IW3::AssetMapEnts>
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{
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public:
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explicit DumperIW3(const AssetPool<IW3::AssetMapEnts::Type>& pool);
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::MapEnts>& asset) override;
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};
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@@ -1,7 +1,6 @@
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#include "MaterialConstantZoneStateIW3.h"
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#include "Game/IW3/CommonIW3.h"
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#include "Game/IW3/GameAssetPoolIW3.h"
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#include "Game/IW3/GameIW3.h"
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#include "ObjWriting.h"
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#include "Zone/ZoneRegistry.h"
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@@ -205,11 +204,7 @@ namespace IW3
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{
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for (const auto* zone : ZoneRegistry::GetRegistryForGame(GameId::IW3)->Zones())
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{
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const auto* assetPools = dynamic_cast<const GameAssetPoolIW3*>(zone->m_pools.get());
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if (!assetPools)
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return;
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for (const auto* techniqueSetInfo : *assetPools->m_technique_set)
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for (const auto* techniqueSetInfo : zone->m_pools.PoolAssets<AssetTechniqueSet>())
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{
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const auto* techniqueSet = techniqueSetInfo->Asset();
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@@ -1,69 +1,42 @@
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#include "ObjWriterIW3.h"
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#include "Game/IW3/GameAssetPoolIW3.h"
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#include "Game/IW3/Material/MaterialJsonDumperIW3.h"
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#include "Game/IW3/XModel/XModelDumperIW3.h"
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#include "Image/ImageDumperIW3.h"
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#include "Localize/LocalizeDumperIW3.h"
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#include "Maps/MapEntsDumperIW3.h"
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#include "ObjWriting.h"
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#include "RawFile/RawFileDumperIW3.h"
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#include "Sound/LoadedSoundDumperIW3.h"
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#include "StringTable/StringTableDumperIW3.h"
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using namespace IW3;
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bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
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{
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#define REGISTER_DUMPER(dumperType, poolName) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(dumperType::AssetType_t::EnumEntry)) \
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{ \
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dumpers.emplace_back(std::make_unique<dumperType>(*assetPools->poolName)); \
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}
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const auto* assetPools = dynamic_cast<GameAssetPoolIW3*>(context.m_zone.m_pools.get());
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std::vector<std::unique_ptr<IAssetDumper>> dumpers;
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// REGISTER_DUMPER(AssetDumperPhysPreset, m_phys_preset)
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// REGISTER_DUMPER(AssetDumperXAnimParts, m_xanim_parts)
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REGISTER_DUMPER(xmodel::DumperIW3, m_xmodel)
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REGISTER_DUMPER(material::JsonDumperIW3, m_material)
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// REGISTER_DUMPER(AssetDumperMaterialTechniqueSet, m_technique_set)
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REGISTER_DUMPER(image::DumperIW3, m_image)
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// REGISTER_DUMPER(AssetDumpersnd_alias_list_t, m_sound)
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// REGISTER_DUMPER(AssetDumperSndCurve, m_sound_curve)
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REGISTER_DUMPER(sound::LoadedSoundDumperIW3, m_loaded_sound)
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// REGISTER_DUMPER(AssetDumperClipMap, m_clip_map)
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// REGISTER_DUMPER(AssetDumperComWorld, m_com_world)
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// REGISTER_DUMPER(AssetDumperGameWorldSp, m_game_world_sp)
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// REGISTER_DUMPER(AssetDumperGameWorldMp, m_game_world_mp)
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REGISTER_DUMPER(map_ents::DumperIW3, m_map_ents)
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// REGISTER_DUMPER(AssetDumperGfxWorld, m_gfx_world)
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// REGISTER_DUMPER(AssetDumperGfxLightDef, m_gfx_light_def)
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// REGISTER_DUMPER(AssetDumperFont_s, m_font)
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// REGISTER_DUMPER(AssetDumperMenuList, m_menu_list)
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// REGISTER_DUMPER(AssetDumpermenuDef_t, m_menu_def)
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REGISTER_DUMPER(localize::DumperIW3, m_localize)
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// REGISTER_DUMPER(AssetDumperWeapon, m_weapon)
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// REGISTER_DUMPER(AssetDumperSndDriverGlobals, m_snd_driver_globals)
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// REGISTER_DUMPER(AssetDumperFxEffectDef, m_fx)
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// REGISTER_DUMPER(AssetDumperFxImpactTable, m_fx_impact_table)
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REGISTER_DUMPER(raw_file::DumperIW3, m_raw_file)
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REGISTER_DUMPER(string_table::DumperIW3, m_string_table)
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if (context.ShouldTrackProgress())
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{
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size_t totalProgress = 0uz;
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for (const auto& dumper : dumpers)
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totalProgress += dumper->GetProgressTotalCount();
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context.SetTotalProgress(totalProgress);
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}
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for (const auto& dumper : dumpers)
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dumper->Dump(context);
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return true;
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#undef REGISTER_DUMPER
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// REGISTER_DUMPER(AssetDumperPhysPreset)
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// REGISTER_DUMPER(AssetDumperXAnimParts)
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RegisterAssetDumper(std::make_unique<xmodel::DumperIW3>());
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RegisterAssetDumper(std::make_unique<material::JsonDumperIW3>());
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// REGISTER_DUMPER(AssetDumperMaterialTechniqueSet)
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RegisterAssetDumper(std::make_unique<image::DumperIW3>());
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// REGISTER_DUMPER(AssetDumpersnd_alias_list_t)
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// REGISTER_DUMPER(AssetDumperSndCurve)
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RegisterAssetDumper(std::make_unique<sound::LoadedSoundDumperIW3>());
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// REGISTER_DUMPER(AssetDumperClipMap)
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// REGISTER_DUMPER(AssetDumperComWorld)
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// REGISTER_DUMPER(AssetDumperGameWorldSp)
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// REGISTER_DUMPER(AssetDumperGameWorldMp)
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RegisterAssetDumper(std::make_unique<map_ents::DumperIW3>());
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// REGISTER_DUMPER(AssetDumperGfxWorld)
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// REGISTER_DUMPER(AssetDumperGfxLightDef)
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// REGISTER_DUMPER(AssetDumperFont_s)
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// REGISTER_DUMPER(AssetDumperMenuList)
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// REGISTER_DUMPER(AssetDumpermenuDef_t)
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RegisterAssetDumper(std::make_unique<localize::DumperIW3>());
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// REGISTER_DUMPER(AssetDumperWeapon)
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// REGISTER_DUMPER(AssetDumperSndDriverGlobals)
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// REGISTER_DUMPER(AssetDumperFxEffectDef)
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// REGISTER_DUMPER(AssetDumperFxImpactTable)
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RegisterAssetDumper(std::make_unique<raw_file::DumperIW3>());
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RegisterAssetDumper(std::make_unique<string_table::DumperIW3>());
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}
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@@ -1,12 +1,12 @@
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#pragma once
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#include "IObjWriter.h"
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#include "ObjWriter.h"
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namespace IW3
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{
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class ObjWriter final : public IObjWriter
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{
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public:
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bool DumpZone(AssetDumpingContext& context) const override;
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protected:
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void RegisterAssetDumpers(AssetDumpingContext& context) override;
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};
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} // namespace IW3
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@@ -4,11 +4,6 @@ using namespace IW3;
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namespace raw_file
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{
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DumperIW3::DumperIW3(const AssetPool<AssetRawFile::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void DumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo<RawFile>& asset)
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{
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const auto* rawFile = asset.Asset();
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@@ -7,9 +7,6 @@ namespace raw_file
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{
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class DumperIW3 final : public AbstractAssetDumper<IW3::AssetRawFile>
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{
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public:
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explicit DumperIW3(const AssetPool<IW3::AssetRawFile::Type>& pool);
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::RawFile>& asset) override;
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};
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@@ -25,11 +25,6 @@ namespace
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namespace sound
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{
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LoadedSoundDumperIW3::LoadedSoundDumperIW3(const AssetPool<AssetLoadedSound::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void LoadedSoundDumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo<LoadedSound>& asset)
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{
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const auto* loadedSound = asset.Asset();
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@@ -7,9 +7,6 @@ namespace sound
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{
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class LoadedSoundDumperIW3 final : public AbstractAssetDumper<IW3::AssetLoadedSound>
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{
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public:
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explicit LoadedSoundDumperIW3(const AssetPool<IW3::AssetLoadedSound::Type>& pool);
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::AssetLoadedSound::Type>& asset) override;
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};
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@@ -6,11 +6,6 @@ using namespace IW3;
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namespace string_table
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{
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DumperIW3::DumperIW3(const AssetPool<AssetStringTable::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void DumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo<StringTable>& asset)
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{
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const auto* stringTable = asset.Asset();
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@@ -7,9 +7,6 @@ namespace string_table
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{
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class DumperIW3 final : public AbstractAssetDumper<IW3::AssetStringTable>
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{
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public:
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explicit DumperIW3(const AssetPool<IW3::AssetStringTable::Type>& pool);
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::StringTable>& asset) override;
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};
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