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https://github.com/Laupetin/OpenAssetTools.git
synced 2026-02-10 17:43:03 +00:00
Implement loading of the remaining iw4 assets which are the map assets
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@@ -117,12 +117,12 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_sound_curve = nullptr;
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m_loaded_sound = nullptr;
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m_clip_map = nullptr;
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// m_com_world = nullptr;
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// m_game_world_sp = nullptr;
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// m_game_world_mp = nullptr;
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m_com_world = nullptr;
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m_game_world_sp = nullptr;
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m_game_world_mp = nullptr;
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m_map_ents = nullptr;
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// m_fx_world = nullptr;
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// m_gfx_world = nullptr;
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m_fx_world = nullptr;
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m_gfx_world = nullptr;
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m_gfx_light_def = nullptr;
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m_font = nullptr;
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m_menu_list = nullptr;
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@@ -169,12 +169,12 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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@@ -228,12 +228,12 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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@@ -296,12 +296,12 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap);
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap);
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// CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
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// CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
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// CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
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CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
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CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
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CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
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CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
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// CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world, fxWorld);
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// CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
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CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world, fxWorld);
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CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
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CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
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CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
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@@ -355,12 +355,12 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
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CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map);
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CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, m_clip_map);
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// CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
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// CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
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// CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
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CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
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CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
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CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
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CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
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// CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world);
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// CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
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CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world);
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CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
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CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
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CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
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CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
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