mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
Add localize entry to iw4 and skip snddriverglobals since the asset is not loaded but is still in the asset list of fastfiles
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parent
e7898a1f3c
commit
c1d2ac6604
@ -26,7 +26,7 @@ ZoneCode.Assets = {
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-- "Font_s",
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-- "Font_s",
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-- "MenuList",
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-- "MenuList",
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-- "menuDef_t",
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-- "menuDef_t",
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-- "LocalizeEntry",
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"LocalizeEntry",
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-- "WeaponCompleteDef",
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-- "WeaponCompleteDef",
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-- "SndDriverGlobals",
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-- "SndDriverGlobals",
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-- "FxEffectDef",
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-- "FxEffectDef",
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@ -26,7 +26,7 @@ asset LoadedSound ASSET_TYPE_LOADED_SOUND;
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// asset Font_s ASSET_TYPE_FONT;
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// asset Font_s ASSET_TYPE_FONT;
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// asset MenuList ASSET_TYPE_MENULIST;
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// asset MenuList ASSET_TYPE_MENULIST;
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// asset menuDef_t ASSET_TYPE_MENU;
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// asset menuDef_t ASSET_TYPE_MENU;
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// asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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// asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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// asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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// asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
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// asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
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// asset FxEffectDef ASSET_TYPE_FX;
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// asset FxEffectDef ASSET_TYPE_FX;
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@ -399,6 +399,14 @@ set condition info::data_ptr never;
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set condition info::initial_ptr never;
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set condition info::initial_ptr never;
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set action SetSoundData(MssSound);
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set action SetSoundData(MssSound);
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// =========================================
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// LocalizeEntry
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// =========================================
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use LocalizeEntry;
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set string name;
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set name name;
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set string value;
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// =========================================
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// =========================================
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// RawFile
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// RawFile
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// =========================================
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// =========================================
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@ -127,7 +127,7 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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// m_font = nullptr;
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// m_font = nullptr;
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// m_menu_list = nullptr;
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// m_menu_list = nullptr;
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// m_menu_def = nullptr;
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// m_menu_def = nullptr;
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// m_localize = nullptr;
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m_localize = nullptr;
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// m_weapon = nullptr;
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// m_weapon = nullptr;
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// m_snd_driver_globals = nullptr;
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// m_snd_driver_globals = nullptr;
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// m_fx = nullptr;
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// m_fx = nullptr;
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@ -180,7 +180,7 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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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_FONT, m_font, Font_s);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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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_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_FX, m_fx, FxEffectDef);
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@ -240,7 +240,7 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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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_FONT, m_font, Font_s);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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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_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_FX, m_fx, FxEffectDef);
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@ -309,7 +309,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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// CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
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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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// CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
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// CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
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// CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
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// CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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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_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_FX, m_fx, fx);
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@ -369,7 +369,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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// CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
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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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// CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
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// CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
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// CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
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// CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
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CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
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// CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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// CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
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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_FX, m_fx);
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@ -39,7 +39,7 @@ public:
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// std::unique_ptr<AssetPool<IW4::Font_s>> m_font;
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// std::unique_ptr<AssetPool<IW4::Font_s>> m_font;
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// std::unique_ptr<AssetPool<IW4::MenuList>> m_menu_list;
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// std::unique_ptr<AssetPool<IW4::MenuList>> m_menu_list;
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// std::unique_ptr<AssetPool<IW4::menuDef_t>> m_menu_def;
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// std::unique_ptr<AssetPool<IW4::menuDef_t>> m_menu_def;
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// std::unique_ptr<AssetPool<IW4::LocalizeEntry>> m_localize;
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std::unique_ptr<AssetPool<IW4::LocalizeEntry>> m_localize;
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// std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
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// std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
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// std::unique_ptr<AssetPool<IW4::SndDriverGlobals>> m_snd_driver_globals;
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// std::unique_ptr<AssetPool<IW4::SndDriverGlobals>> m_snd_driver_globals;
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// std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
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// std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
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@ -98,7 +98,7 @@ namespace IW4
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// struct Font_s;
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// struct Font_s;
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// struct MenuList;
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// struct MenuList;
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// struct menuDef_t;
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// struct menuDef_t;
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// struct LocalizeEntry;
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struct LocalizeEntry;
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// struct WeaponCompleteDef;
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// struct WeaponCompleteDef;
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// struct SndDriverGlobals;
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// struct SndDriverGlobals;
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// struct FxEffectDef;
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// struct FxEffectDef;
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@ -138,7 +138,7 @@ namespace IW4
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// Font_s* font;
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// Font_s* font;
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// MenuList* menuList;
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// MenuList* menuList;
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// menuDef_t* menu;
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// menuDef_t* menu;
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// LocalizeEntry* localize;
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LocalizeEntry* localize;
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// WeaponCompleteDef* weapon;
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// WeaponCompleteDef* weapon;
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// SndDriverGlobals* sndDriverGlobals;
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// SndDriverGlobals* sndDriverGlobals;
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// FxEffectDef* fx;
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// FxEffectDef* fx;
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@ -971,6 +971,12 @@ namespace IW4
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float knots[16][2];
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float knots[16][2];
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};
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};
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struct LocalizeEntry
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{
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const char* value;
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const char* name;
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};
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#ifndef __zonecodegenerator
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#ifndef __zonecodegenerator
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}
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}
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#endif
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#endif
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@ -18,7 +18,7 @@
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//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
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//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
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//#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
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//#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
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#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
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#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
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//#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
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#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
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//#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
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//#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
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#include "Game/IW4/XAssets/material/material_load_db.h"
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#include "Game/IW4/XAssets/material/material_load_db.h"
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#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
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#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
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@ -92,6 +92,9 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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loader.Load(&varXAsset->header.headerEntry); \
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loader.Load(&varXAsset->header.headerEntry); \
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break; \
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break; \
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}
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}
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#define SKIP_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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break;
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assert(varXAsset != nullptr);
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assert(varXAsset != nullptr);
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@ -110,9 +113,9 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
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LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
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LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
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LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
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LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
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LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
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LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
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LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
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// LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap);
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// LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap);
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// LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap);
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// LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap);
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// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
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// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
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@ -125,9 +128,9 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
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// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
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// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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// LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
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// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
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// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
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// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
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SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
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// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
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// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
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// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
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// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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