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Add IW4 ImpactFx loading code

This commit is contained in:
Jan
2020-09-09 11:58:42 +02:00
parent ceeb1832cd
commit b4756c3688
6 changed files with 32 additions and 12 deletions

View File

@@ -131,7 +131,7 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
// m_weapon = nullptr;
// m_snd_driver_globals = nullptr;
m_fx = nullptr;
// m_fx_impact_table = nullptr;
m_fx_impact_table = nullptr;
m_raw_file = nullptr;
m_string_table = nullptr;
// m_leaderboard = nullptr;
@@ -184,7 +184,7 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
// CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
@@ -244,7 +244,7 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
@@ -313,7 +313,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
// CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
// CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
@@ -373,7 +373,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
// CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
// CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
// CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);