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:
@@ -61,8 +61,7 @@ namespace
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namespace image
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{
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DumperIW4::DumperIW4(const AssetPool<AssetImage::Type>& pool)
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: AbstractAssetDumper(pool)
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DumperIW4::DumperIW4()
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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 DumperIW4 final : public AbstractAssetDumper<IW4::AssetImage>
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{
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public:
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explicit DumperIW4(const AssetPool<IW4::AssetImage::Type>& pool);
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DumperIW4();
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetImage::Type>& asset) override;
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@@ -77,11 +77,6 @@ namespace
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namespace leaderboard
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{
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JsonDumperIW4::JsonDumperIW4(const AssetPool<AssetLeaderboard::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void JsonDumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetLeaderboard::Type>& asset)
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{
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const auto assetFile = context.OpenAssetFile(GetJsonFileNameForAsset(asset.m_name));
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@@ -7,9 +7,6 @@ namespace leaderboard
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{
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class JsonDumperIW4 final : public AbstractAssetDumper<IW4::AssetLeaderboard>
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{
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public:
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explicit JsonDumperIW4(const AssetPool<IW4::AssetLeaderboard::Type>& pool);
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetLeaderboard::Type>& asset) override;
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};
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@@ -6,11 +6,6 @@ using namespace IW4;
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namespace light_def
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{
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DumperIW4::DumperIW4(const AssetPool<AssetLightDef::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetLightDef::Type>& asset)
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{
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const auto* lightDef = asset.Asset();
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@@ -7,9 +7,6 @@ namespace light_def
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{
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class DumperIW4 final : public AbstractAssetDumper<IW4::AssetLightDef>
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{
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public:
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explicit DumperIW4(const AssetPool<IW4::AssetLightDef::Type>& pool);
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetLightDef::Type>& asset) override;
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};
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@@ -10,14 +10,10 @@ using namespace IW4;
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namespace localize
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{
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DumperIW4::DumperIW4(const AssetPool<AssetLocalize::Type>& pool)
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: AbstractSingleProgressAssetDumper(pool)
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{
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}
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void DumperIW4::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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@@ -34,7 +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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@@ -8,8 +8,6 @@ namespace localize
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class DumperIW4 final : public AbstractSingleProgressAssetDumper<IW4::AssetLocalize>
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{
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public:
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explicit DumperIW4(const AssetPool<IW4::AssetLocalize::Type>& pool);
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void Dump(AssetDumpingContext& context) override;
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};
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} // namespace localize
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@@ -7,11 +7,6 @@ using namespace IW4;
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namespace addon_map_ents
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{
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DumperIW4::DumperIW4(const AssetPool<AssetAddonMapEnts::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetAddonMapEnts::Type>& asset)
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{
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const auto* addonMapEnts = asset.Asset();
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@@ -7,9 +7,6 @@ namespace addon_map_ents
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{
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class DumperIW4 final : public AbstractAssetDumper<IW4::AssetAddonMapEnts>
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{
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public:
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explicit DumperIW4(const AssetPool<IW4::AssetAddonMapEnts::Type>& pool);
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetAddonMapEnts::Type>& asset) override;
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};
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@@ -1,7 +1,6 @@
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#include "MaterialConstantZoneStateIW4.h"
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#include "Game/IW4/CommonIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "Game/IW4/GameIW4.h"
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#include "ObjWriting.h"
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#include "Zone/ZoneRegistry.h"
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@@ -205,18 +204,14 @@ namespace IW4
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{
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for (const auto* zone : ZoneRegistry::GetRegistryForGame(GameId::IW4)->Zones())
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{
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const auto* assetPools = dynamic_cast<const GameAssetPoolIW4*>(zone->m_pools.get());
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if (!assetPools)
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return;
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for (const auto* vertexShaderAsset : *assetPools->m_material_vertex_shader)
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for (const auto* vertexShaderAsset : zone->m_pools.PoolAssets<AssetVertexShader>())
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{
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const auto* vertexShader = vertexShaderAsset->Asset();
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if (ShouldDumpFromStruct(vertexShader))
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ExtractNamesFromShader(vertexShader->prog.loadDef.program, static_cast<size_t>(vertexShader->prog.loadDef.programSize) * sizeof(uint32_t));
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}
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for (const auto* pixelShaderAsset : *assetPools->m_material_pixel_shader)
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for (const auto* pixelShaderAsset : zone->m_pools.PoolAssets<AssetPixelShader>())
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{
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const auto* pixelShader = pixelShaderAsset->Asset();
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if (ShouldDumpFromStruct(pixelShader))
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@@ -1109,11 +1109,6 @@ namespace
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namespace material
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{
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DecompilingGdtDumperIW4::DecompilingGdtDumperIW4(const AssetPool<AssetMaterial::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void DecompilingGdtDumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetMaterial::Type>& asset)
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{
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if (!context.m_gdt)
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@@ -7,9 +7,6 @@ namespace material
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{
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class DecompilingGdtDumperIW4 final : public AbstractAssetDumper<IW4::AssetMaterial>
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{
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public:
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explicit DecompilingGdtDumperIW4(const AssetPool<IW4::AssetMaterial::Type>& pool);
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetMaterial::Type>& asset) override;
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};
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@@ -1,6 +1,5 @@
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#include "MenuDumperIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "MenuListDumperIW4.h"
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#include "MenuWriterIW4.h"
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#include "ObjWriting.h"
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@@ -25,11 +24,6 @@ namespace
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namespace menu
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{
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MenuDumperIW4::MenuDumperIW4(const AssetPool<AssetMenu::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void MenuDumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetMenu::Type>& asset)
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{
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const auto* menu = asset.Asset();
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@@ -38,8 +32,8 @@ namespace menu
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if (!ObjWriting::ShouldHandleAssetType(ASSET_TYPE_MENULIST))
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{
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// Make sure menu paths based on menu lists are created
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const auto* gameAssetPool = dynamic_cast<GameAssetPoolIW4*>(asset.m_zone->m_pools.get());
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for (auto* menuListAsset : *gameAssetPool->m_menu_list)
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auto menuListAssets = context.m_zone.m_pools.PoolAssets<AssetMenuList>();
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for (auto* menuListAsset : menuListAssets)
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CreateDumpingStateForMenuListIW4(zoneState, menuListAsset->Asset());
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}
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@@ -7,9 +7,6 @@ namespace menu
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{
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class MenuDumperIW4 final : public AbstractAssetDumper<IW4::AssetMenu>
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{
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public:
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explicit MenuDumperIW4(const AssetPool<IW4::AssetMenu::Type>& pool);
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protected:
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void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetMenu::Type>& asset) override;
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};
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@@ -147,11 +147,6 @@ namespace menu
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}
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}
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MenuListDumperIW4::MenuListDumperIW4(const AssetPool<AssetMenuList::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void MenuListDumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetMenuList::Type>& asset)
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{
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const auto* menuList = asset.Asset();
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@@ -178,7 +173,8 @@ namespace menu
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{
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auto* zoneState = context.GetZoneAssetDumperState<MenuDumpingZoneState>();
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for (const auto* asset : m_pool)
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auto menuListAssets = context.m_zone.m_pools.PoolAssets<AssetMenuList>();
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for (const auto* asset : menuListAssets)
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CreateDumpingStateForMenuListIW4(zoneState, asset->Asset());
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AbstractAssetDumper::Dump(context);
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@@ -11,8 +11,6 @@ namespace menu
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class MenuListDumperIW4 final : public AbstractAssetDumper<IW4::AssetMenuList>
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{
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public:
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explicit MenuListDumperIW4(const AssetPool<IW4::AssetMenuList::Type>& pool);
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void Dump(AssetDumpingContext& context) override;
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protected:
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@@ -1,6 +1,5 @@
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#include "ObjWriterIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "Game/IW4/Material/MaterialJsonDumperIW4.h"
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#include "Game/IW4/XModel/XModelDumperIW4.h"
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#include "Image/ImageDumperIW4.h"
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@@ -11,7 +10,6 @@
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#include "Material/MaterialDecompilingDumperIW4.h"
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#include "Menu/MenuDumperIW4.h"
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#include "Menu/MenuListDumperIW4.h"
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#include "ObjWriting.h"
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#include "PhysCollmap/PhysCollmapDumperIW4.h"
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#include "PhysPreset/PhysPresetInfoStringDumperIW4.h"
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#include "RawFile/RawFileDumperIW4.h"
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@@ -28,69 +26,44 @@
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using namespace IW4;
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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<GameAssetPoolIW4*>(context.m_zone.m_pools.get());
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std::vector<std::unique_ptr<IAssetDumper>> dumpers;
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REGISTER_DUMPER(phys_preset::InfoStringDumperIW4, m_phys_preset)
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REGISTER_DUMPER(phys_collmap::DumperIW4, m_phys_collmap)
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// REGISTER_DUMPER(AssetDumperXAnimParts, m_xanim_parts)
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REGISTER_DUMPER(xmodel::DumperIW4, m_xmodel)
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REGISTER_DUMPER(material::JsonDumperIW4, m_material)
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RegisterAssetDumper(std::make_unique<phys_preset::InfoStringDumperIW4>());
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RegisterAssetDumper(std::make_unique<phys_collmap::DumperIW4>());
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// REGISTER_DUMPER(AssetDumperXAnimParts)
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RegisterAssetDumper(std::make_unique<xmodel::DumperIW4>());
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RegisterAssetDumper(std::make_unique<material::JsonDumperIW4>());
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#ifdef EXPERIMENTAL_MATERIAL_COMPILATION
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DUMP_ASSET_POOL(material::DecompilingGdtDumperIW4, m_material)
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RegisterAssetDumper(std::make_unique<material::DecompilingGdtDumperIW4>());
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#endif
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REGISTER_DUMPER(shader::PixelShaderDumperIW4, m_material_pixel_shader)
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REGISTER_DUMPER(shader::VertexShaderDumperIW4, m_material_vertex_shader)
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REGISTER_DUMPER(techset::DumperIW4, m_technique_set)
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REGISTER_DUMPER(image::DumperIW4, m_image)
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// REGISTER_DUMPER(AssetDumpersnd_alias_list_t, m_sound)
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REGISTER_DUMPER(sound_curve::DumperIW4, m_sound_curve)
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REGISTER_DUMPER(sound::LoadedSoundDumperIW4, 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(AssetDumperMapEnts, m_map_ents)
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// REGISTER_DUMPER(AssetDumperFxWorld, m_fx_world)
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// REGISTER_DUMPER(AssetDumperGfxWorld, m_gfx_world)
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REGISTER_DUMPER(light_def::DumperIW4, m_gfx_light_def)
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// REGISTER_DUMPER(AssetDumperFont_s, m_font)
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REGISTER_DUMPER(menu::MenuListDumperIW4, m_menu_list)
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REGISTER_DUMPER(menu::MenuDumperIW4, m_menu_def)
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REGISTER_DUMPER(localize::DumperIW4, m_localize)
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REGISTER_DUMPER(weapon::DumperIW4, 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::DumperIW4, m_raw_file)
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REGISTER_DUMPER(string_table::DumperIW4, m_string_table)
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REGISTER_DUMPER(leaderboard::JsonDumperIW4, m_leaderboard)
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REGISTER_DUMPER(structured_data_def::DumperIW4, m_structed_data_def_set)
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REGISTER_DUMPER(tracer::DumperIW4, m_tracer)
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REGISTER_DUMPER(vehicle::DumperIW4, m_vehicle)
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REGISTER_DUMPER(addon_map_ents::DumperIW4, m_addon_map_ents)
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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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RegisterAssetDumper(std::make_unique<shader::PixelShaderDumperIW4>());
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RegisterAssetDumper(std::make_unique<shader::VertexShaderDumperIW4>());
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RegisterAssetDumper(std::make_unique<techset::DumperIW4>());
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RegisterAssetDumper(std::make_unique<image::DumperIW4>());
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// REGISTER_DUMPER(AssetDumpersnd_alias_list_t)
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RegisterAssetDumper(std::make_unique<sound_curve::DumperIW4>());
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RegisterAssetDumper(std::make_unique<sound::LoadedSoundDumperIW4>());
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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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// REGISTER_DUMPER(AssetDumperMapEnts)
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// REGISTER_DUMPER(AssetDumperFxWorld)
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// REGISTER_DUMPER(AssetDumperGfxWorld)
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RegisterAssetDumper(std::make_unique<light_def::DumperIW4>());
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// REGISTER_DUMPER(AssetDumperFont_s)
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RegisterAssetDumper(std::make_unique<menu::MenuListDumperIW4>());
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RegisterAssetDumper(std::make_unique<menu::MenuDumperIW4>());
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RegisterAssetDumper(std::make_unique<localize::DumperIW4>());
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RegisterAssetDumper(std::make_unique<weapon::DumperIW4>());
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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::DumperIW4>());
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RegisterAssetDumper(std::make_unique<string_table::DumperIW4>());
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RegisterAssetDumper(std::make_unique<leaderboard::JsonDumperIW4>());
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RegisterAssetDumper(std::make_unique<structured_data_def::DumperIW4>());
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RegisterAssetDumper(std::make_unique<tracer::DumperIW4>());
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RegisterAssetDumper(std::make_unique<vehicle::DumperIW4>());
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RegisterAssetDumper(std::make_unique<addon_map_ents::DumperIW4>());
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||||
}
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||||
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||||
@@ -1,11 +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 IW4
|
||||
{
|
||||
class ObjWriter final : public IObjWriter
|
||||
{
|
||||
public:
|
||||
bool DumpZone(AssetDumpingContext& context) const override;
|
||||
protected:
|
||||
void RegisterAssetDumpers(AssetDumpingContext& context) override;
|
||||
};
|
||||
} // namespace IW4
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||||
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||||
@@ -10,11 +10,6 @@ using namespace IW4;
|
||||
|
||||
namespace phys_collmap
|
||||
{
|
||||
DumperIW4::DumperIW4(const AssetPool<AssetPhysCollMap::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetPhysCollMap::Type>& asset)
|
||||
{
|
||||
const auto* physCollmap = asset.Asset();
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace phys_collmap
|
||||
{
|
||||
class DumperIW4 final : public AbstractAssetDumper<IW4::AssetPhysCollMap>
|
||||
{
|
||||
public:
|
||||
explicit DumperIW4(const AssetPool<IW4::AssetPhysCollMap::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetPhysCollMap::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -80,11 +80,6 @@ namespace
|
||||
|
||||
namespace phys_preset
|
||||
{
|
||||
InfoStringDumperIW4::InfoStringDumperIW4(const AssetPool<AssetPhysPreset::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void InfoStringDumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetPhysPreset::Type>& asset)
|
||||
{
|
||||
// Only dump raw when no gdt available
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace phys_preset
|
||||
{
|
||||
class InfoStringDumperIW4 final : public AbstractAssetDumper<IW4::AssetPhysPreset>
|
||||
{
|
||||
public:
|
||||
explicit InfoStringDumperIW4(const AssetPool<IW4::AssetPhysPreset::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetPhysPreset::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -10,11 +10,6 @@ using namespace IW4;
|
||||
|
||||
namespace raw_file
|
||||
{
|
||||
DumperIW4::DumperIW4(const AssetPool<AssetRawFile::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetRawFile::Type>& asset)
|
||||
{
|
||||
const auto* rawFile = asset.Asset();
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace raw_file
|
||||
{
|
||||
class DumperIW4 final : public AbstractAssetDumper<IW4::AssetRawFile>
|
||||
{
|
||||
public:
|
||||
explicit DumperIW4(const AssetPool<IW4::AssetRawFile::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetRawFile::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -6,11 +6,6 @@ using namespace IW4;
|
||||
|
||||
namespace shader
|
||||
{
|
||||
PixelShaderDumperIW4::PixelShaderDumperIW4(const AssetPool<AssetPixelShader::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void PixelShaderDumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetPixelShader::Type>& asset)
|
||||
{
|
||||
const auto* pixelShader = asset.Asset();
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace shader
|
||||
{
|
||||
class PixelShaderDumperIW4 final : public AbstractAssetDumper<IW4::AssetPixelShader>
|
||||
{
|
||||
public:
|
||||
explicit PixelShaderDumperIW4(const AssetPool<IW4::AssetPixelShader::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetPixelShader::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -6,11 +6,6 @@ using namespace IW4;
|
||||
|
||||
namespace shader
|
||||
{
|
||||
VertexShaderDumperIW4::VertexShaderDumperIW4(const AssetPool<AssetVertexShader::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void VertexShaderDumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetVertexShader::Type>& asset)
|
||||
{
|
||||
const auto* vertexShader = asset.Asset();
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace shader
|
||||
{
|
||||
class VertexShaderDumperIW4 final : public AbstractAssetDumper<IW4::AssetVertexShader>
|
||||
{
|
||||
public:
|
||||
explicit VertexShaderDumperIW4(const AssetPool<IW4::AssetVertexShader::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetVertexShader::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -25,11 +25,6 @@ namespace
|
||||
|
||||
namespace sound
|
||||
{
|
||||
LoadedSoundDumperIW4::LoadedSoundDumperIW4(const AssetPool<AssetLoadedSound::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void LoadedSoundDumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetLoadedSound::Type>& asset)
|
||||
{
|
||||
const auto* loadedSound = asset.Asset();
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace sound
|
||||
{
|
||||
class LoadedSoundDumperIW4 final : public AbstractAssetDumper<IW4::AssetLoadedSound>
|
||||
{
|
||||
public:
|
||||
explicit LoadedSoundDumperIW4(const AssetPool<IW4::AssetLoadedSound::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetLoadedSound::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -7,11 +7,6 @@ using namespace IW4;
|
||||
|
||||
namespace sound_curve
|
||||
{
|
||||
DumperIW4::DumperIW4(const AssetPool<AssetSoundCurve::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetSoundCurve::Type>& asset)
|
||||
{
|
||||
const auto* sndCurve = asset.Asset();
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace sound_curve
|
||||
{
|
||||
class DumperIW4 final : public AbstractAssetDumper<IW4::AssetSoundCurve>
|
||||
{
|
||||
public:
|
||||
explicit DumperIW4(const AssetPool<IW4::AssetSoundCurve::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetSoundCurve::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -6,11 +6,6 @@ using namespace IW4;
|
||||
|
||||
namespace string_table
|
||||
{
|
||||
DumperIW4::DumperIW4(const AssetPool<AssetStringTable::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetStringTable::Type>& asset)
|
||||
{
|
||||
const auto* stringTable = asset.Asset();
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace string_table
|
||||
{
|
||||
class DumperIW4 final : public AbstractAssetDumper<IW4::AssetStringTable>
|
||||
{
|
||||
public:
|
||||
explicit DumperIW4(const AssetPool<IW4::AssetStringTable::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetStringTable::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -187,11 +187,6 @@ namespace
|
||||
|
||||
namespace structured_data_def
|
||||
{
|
||||
DumperIW4::DumperIW4(const AssetPool<AssetStructuredDataDef::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetStructuredDataDef::Type>& asset)
|
||||
{
|
||||
const auto* set = asset.Asset();
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace structured_data_def
|
||||
{
|
||||
class DumperIW4 final : public AbstractAssetDumper<IW4::AssetStructuredDataDef>
|
||||
{
|
||||
public:
|
||||
explicit DumperIW4(const AssetPool<IW4::AssetStructuredDataDef::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetStructuredDataDef::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -250,7 +250,8 @@ namespace
|
||||
|
||||
if (vertexShader->name[0] == ',')
|
||||
{
|
||||
const auto loadedVertexShaderFromOtherZone = GlobalAssetPool<MaterialVertexShader>::GetAssetByName(&vertexShader->name[1]);
|
||||
const auto loadedVertexShaderFromOtherZone =
|
||||
GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetVertexShader>(&vertexShader->name[1]);
|
||||
|
||||
if (loadedVertexShaderFromOtherZone == nullptr)
|
||||
{
|
||||
@@ -305,7 +306,8 @@ namespace
|
||||
|
||||
if (pixelShader->name[0] == ',')
|
||||
{
|
||||
const auto loadedPixelShaderFromOtherZone = GlobalAssetPool<MaterialPixelShader>::GetAssetByName(&pixelShader->name[1]);
|
||||
const auto loadedPixelShaderFromOtherZone =
|
||||
GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetPixelShader>(&pixelShader->name[1]);
|
||||
|
||||
if (loadedPixelShaderFromOtherZone == nullptr)
|
||||
{
|
||||
@@ -377,7 +379,8 @@ namespace
|
||||
|
||||
if (vertexDecl->name && vertexDecl->name[0] == ',')
|
||||
{
|
||||
const auto loadedVertexDeclFromOtherZone = GlobalAssetPool<MaterialVertexDeclaration>::GetAssetByName(&vertexDecl->name[1]);
|
||||
const auto loadedVertexDeclFromOtherZone =
|
||||
GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetVertexDecl>(&vertexDecl->name[1]);
|
||||
|
||||
if (loadedVertexDeclFromOtherZone == nullptr)
|
||||
{
|
||||
@@ -488,11 +491,6 @@ namespace
|
||||
|
||||
namespace techset
|
||||
{
|
||||
DumperIW4::DumperIW4(const AssetPool<AssetTechniqueSet::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetTechniqueSet::Type>& asset)
|
||||
{
|
||||
const auto* techniqueSet = asset.Asset();
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace techset
|
||||
{
|
||||
class DumperIW4 final : public AbstractAssetDumper<IW4::AssetTechniqueSet>
|
||||
{
|
||||
public:
|
||||
explicit DumperIW4(const AssetPool<IW4::AssetTechniqueSet::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetTechniqueSet::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -52,11 +52,6 @@ namespace
|
||||
|
||||
namespace tracer
|
||||
{
|
||||
DumperIW4::DumperIW4(const AssetPool<AssetTracer::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetTracer::Type>& asset)
|
||||
{
|
||||
// Only dump raw when no gdt available
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace tracer
|
||||
{
|
||||
class DumperIW4 final : public AbstractAssetDumper<IW4::AssetTracer>
|
||||
{
|
||||
public:
|
||||
explicit DumperIW4(const AssetPool<IW4::AssetTracer::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetTracer::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -93,11 +93,6 @@ namespace
|
||||
|
||||
namespace vehicle
|
||||
{
|
||||
DumperIW4::DumperIW4(const AssetPool<AssetVehicle::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetVehicle::Type>& asset)
|
||||
{
|
||||
// Only dump raw when no gdt available
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace vehicle
|
||||
{
|
||||
class DumperIW4 final : public AbstractAssetDumper<IW4::AssetVehicle>
|
||||
{
|
||||
public:
|
||||
explicit DumperIW4(const AssetPool<IW4::AssetVehicle::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetVehicle::Type>& asset) override;
|
||||
};
|
||||
|
||||
@@ -405,11 +405,6 @@ namespace
|
||||
|
||||
namespace weapon
|
||||
{
|
||||
DumperIW4::DumperIW4(const AssetPool<AssetWeapon::Type>& pool)
|
||||
: AbstractAssetDumper(pool)
|
||||
{
|
||||
}
|
||||
|
||||
void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetWeapon::Type>& asset)
|
||||
{
|
||||
// Only dump raw when no gdt available
|
||||
|
||||
@@ -7,9 +7,6 @@ namespace weapon
|
||||
{
|
||||
class DumperIW4 final : public AbstractAssetDumper<IW4::AssetWeapon>
|
||||
{
|
||||
public:
|
||||
explicit DumperIW4(const AssetPool<IW4::AssetWeapon::Type>& pool);
|
||||
|
||||
protected:
|
||||
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW4::AssetWeapon::Type>& asset) override;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user