mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-02-10 17:43:03 +00:00
Added iw4 assets related to materials, xmodels
This commit is contained in:
@@ -61,7 +61,6 @@ const std::string GameAssetPoolIW4::ASSET_TYPE_NAMES[]
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ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
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ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
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ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
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ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs, m_xmodel_surfs
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ASSET_TYPE_XMODEL, XModel, model, m_xmodel
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ASSET_TYPE_MATERIAL, Material, material, m_material
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ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader, m_material_pixel_shader
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@@ -107,14 +106,13 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_phys_preset = nullptr;
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m_phys_collmap = nullptr;
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m_xanim_parts = nullptr;
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// m_xmodel_surfs = nullptr;
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// m_xmodel = nullptr;
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// m_material = nullptr;
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// m_material_pixel_shader = nullptr;
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// m_material_vertex_shader = nullptr;
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// m_material_vertex_decl = nullptr;
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// m_technique_set = nullptr;
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// m_image = nullptr;
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m_xmodel = nullptr;
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m_material = nullptr;
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m_material_pixel_shader = nullptr;
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m_material_vertex_shader = nullptr;
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m_material_vertex_decl = nullptr;
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m_technique_set = nullptr;
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m_image = nullptr;
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// m_sound = nullptr;
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// m_sound_curve = nullptr;
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// m_loaded_sound = nullptr;
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@@ -134,8 +132,8 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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// m_snd_driver_globals = nullptr;
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// m_fx = nullptr;
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// m_fx_impact_table = nullptr;
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// m_raw_file = nullptr;
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// m_string_table = nullptr;
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m_raw_file = nullptr;
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m_string_table = nullptr;
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// m_leaderboard = nullptr;
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// m_structed_data_def_set = nullptr;
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// m_tracer = nullptr;
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@@ -157,17 +155,16 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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switch (type)
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{
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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@@ -188,8 +185,8 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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@@ -218,17 +215,16 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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switch (type)
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{
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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@@ -249,8 +245,8 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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@@ -288,17 +284,16 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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switch (xAsset.type)
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{
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
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CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
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// CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, modelSurfs);
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// CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
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// CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
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// CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
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// CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
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// CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
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// CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
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// CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
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CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
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CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
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CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
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CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
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CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
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CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
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CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
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// CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
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@@ -319,8 +314,8 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
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// CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
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// CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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// CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
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// CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
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CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
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// CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
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// CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
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@@ -349,17 +344,16 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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switch (type)
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{
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CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
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CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
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CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
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// CASE_GET_ASSET(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs);
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// CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
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// CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
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// CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
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// CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
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// CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
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// CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
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// CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
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CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
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CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
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CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
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CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
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CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
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CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
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CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
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CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
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CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
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CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
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// CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
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// CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
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// CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
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@@ -380,8 +374,8 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
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// CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
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// CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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// CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
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// CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
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CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
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// CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
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// CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
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// CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
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