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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-03-17 10:23:02 +00:00

refactor: introduce subasset loading

This commit is contained in:
Jan Laupetin
2026-02-05 16:25:00 +00:00
parent 1be411b371
commit aa47ffa629
255 changed files with 1668 additions and 3132 deletions

View File

@@ -12,12 +12,12 @@ ContentPrinter::ContentPrinter(const Zone& zone)
void ContentPrinter::PrintContent() const
{
const auto* pools = m_zone.m_pools.get();
const auto& pools = m_zone.m_pools;
const auto* game = IGame::GetGameById(m_zone.m_game_id);
con::info("Zone '{}' ({})", m_zone.m_name, game->GetShortName());
con::info("Content:");
for (const auto& asset : *pools)
for (const auto& asset : pools)
con::info("{}, {}", *game->GetAssetTypeName(asset->m_type), asset->m_name);
con::info("");

View File

@@ -2,7 +2,7 @@
#include "ContentLister/ContentPrinter.h"
#include "IObjLoader.h"
#include "IObjWriter.h"
#include "ObjWriter.h"
#include "ObjWriting.h"
#include "SearchPath/IWD.h"
#include "SearchPath/OutputPathFilesystem.h"
@@ -183,7 +183,7 @@ namespace
UpdateAssetIncludesAndExcludes(context);
const auto* objWriter = IObjWriter::GetObjWriterForGame(zone.m_game_id);
auto* objWriter = IObjWriter::GetObjWriterForGame(zone.m_game_id);
auto result = objWriter->DumpZone(context);