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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

@@ -1,4 +1,4 @@
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Game/IW4/IW4.h"
#include "Linker.h"
#include "OatTestPaths.h"
#include "SystemTestsPaths.h"
@@ -51,12 +51,11 @@ namespace
REQUIRE(maybeZone);
auto zone = std::move(*maybeZone);
auto pools = dynamic_cast<GameAssetPoolIW4*>(zone->m_pools.get());
REQUIRE(zone->m_game_id == GameId::IW4);
REQUIRE(zone->m_platform == GamePlatform::PC);
REQUIRE(zone->m_name == "SimpleZoneIW4");
REQUIRE(pools->GetTotalAssetCount() == 1);
REQUIRE(pools->m_raw_file->GetAsset("SimpleZone.txt"));
REQUIRE(zone->m_pools.GetTotalAssetCount() == 1);
REQUIRE(zone->m_pools.GetAsset<IW4::AssetRawFile>("SimpleZone.txt"));
}
} // namespace