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chore: use IObjWriter directly instead of indirection of ObjWriting
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@ -1,4 +1,4 @@
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#include "ZoneDumperIW5.h"
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#include "ObjWriterIW5.h"
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#include "AssetDumpers/AssetDumperAddonMapEnts.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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@ -15,17 +15,11 @@
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#include "AssetDumpers/AssetDumperWeaponAttachment.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "Game/IW5/GameIW5.h"
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#include "ObjWriting.h"
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using namespace IW5;
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bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
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{
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return context.m_zone->m_game == &g_GameIW5;
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}
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bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
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bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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11
src/ObjWriting/Game/IW5/ObjWriterIW5.h
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11
src/ObjWriting/Game/IW5/ObjWriterIW5.h
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@ -0,0 +1,11 @@
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#pragma once
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#include "IObjWriter.h"
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namespace IW5
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{
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class ObjWriter final : public IObjWriter
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{
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public:
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace IW5
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@ -1,12 +0,0 @@
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#pragma once
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#include "Dumping/IZoneDumper.h"
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namespace IW5
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{
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class ZoneDumper final : public IZoneDumper
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{
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public:
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bool CanHandleZone(AssetDumpingContext& context) const override;
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace IW5
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