ZoneCode: Fix and enable all already working assets

This commit is contained in:
Jan 2019-12-05 04:05:44 +01:00
parent 10334266b3
commit c386231576
3 changed files with 83 additions and 23 deletions

View File

@ -74,6 +74,7 @@ set count pieces numpieces;
use PhysPreset;
set string name;
set name name;
set string sndAliasPrefix;
// =========================================
// PhysConstraints
@ -85,7 +86,9 @@ set name name;
use PhysConstraint;
set scriptstring targetname;
set scriptstring target_ent1;
set string target_bone1;
set scriptstring target_ent2;
set string target_bone2;
// =========================================
// DestructibleDef
@ -393,6 +396,11 @@ set string subtitle;
set string secondaryname;
set string assetFileName;
// SndDuck
use SndDuck;
set count attenuation 128;
set count filter 128;
// SndRuntimeAssetBank
use SndRuntimeAssetBank;
set string zone;
@ -467,6 +475,10 @@ set reusable cmodel_t::info;
use ComWorld;
set string name;
set name name;
set count primaryLights primaryLightCount;
// ComPrimaryLight
set string ComPrimaryLight::defName;
// =========================================
// GameWorldSp
@ -536,6 +548,10 @@ set name name;
use Font_s;
set string fontName;
set name fontName;
set reusable glyphs;
set count glyphs glyphCount;
set reusable kerningPairs;
set count kerningPairs kerningPairsCount;
// =========================================
// FontIcon
@ -543,6 +559,13 @@ set name fontName;
use FontIcon;
set string name;
set name name;
set reusable fontIconEntry;
set count fontIconEntry numEntries;
set reusable fontIconAlias;
set count fontIconAlias numAliasEntries;
// FontIconName
set string FontIconName::string;
// =========================================
// MenuList
@ -1072,6 +1095,37 @@ set string autoShatterShound;
// =========================================
// EmblemSet
// =========================================
use EmblemSet;
set count layers layerCount;
set count categories categoryCount;
set count iconTypes iconTypeCount;
set count bgCategories iconTypeCount;
set count icons iconTypeCount;
set count backgrounds backgroundCount;
set count backgroundLookup backgroundLookupCount;
// EmblemCategory
use EmblemCategory;
set string name;
set string description;
// EmblemIconType
use EmblemIconType;
set string name;
set string description;
// EmblemBGCategory
use EmblemBGCategory;
set string name;
set string description;
// EmblemIcon
use EmblemIcon;
set string description;
// EmblemBackground
use EmblemBackground;
set string description;
// =========================================
// ScriptParseTree

View File

@ -591,6 +591,8 @@ struct __declspec(align(8)) MaterialInfo
int contents;
};
typedef __declspec(align(8)) GfxStateBits GfxStateBitsTable;
struct Material
{
MaterialInfo info;
@ -604,7 +606,7 @@ struct Material
MaterialTechniqueSet *techniqueSet;
MaterialTextureDef *textureTable;
MaterialConstantDef *constantTable;
GfxStateBits *stateBitsTable;
GfxStateBitsTable*stateBitsTable;
Material *thermalMaterial;
};
@ -741,6 +743,8 @@ struct __declspec(align(2)) SndRuntimeAssetBank
};
#pragma pack(pop)
typedef __declspec(align(2048)) char SndChar2048;
struct SndLoadedAssets
{
const char *zone;
@ -749,7 +753,7 @@ struct SndLoadedAssets
unsigned int entryCount;
SndAssetBankEntry *entries;
unsigned int dataSize;
char *data;
SndChar2048 *data;
};
enum SndBankState
@ -2584,7 +2588,7 @@ struct SndAliasList
int sequence;
};
struct SndIndexEntry
struct __declspec(align(4)) SndIndexEntry
{
unsigned __int16 value;
unsigned __int16 next;
@ -2612,6 +2616,8 @@ struct SndRadverb
float returnHighpass;
};
typedef __declspec(align(16)) float SndFloatAlign16;
struct SndDuck
{
char name[32];
@ -2623,8 +2629,8 @@ struct SndDuck
float length;
unsigned int fadeInCurve;
unsigned int fadeOutCurve;
float *attenuation;
float *filter;
SndFloatAlign16 *attenuation;
SndFloatAlign16 *filter;
int updateWhilePaused;
};

View File

@ -105,55 +105,55 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
switch(varXAsset->type)
{
// LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
// LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
// LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
// LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
// LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
// LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
// LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
// LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
// LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
// LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap);
// LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap);
// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
// LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
// LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
// LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
// LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
// LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
// LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
// LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
// LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
// LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree);
LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
// LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
// LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
// LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
// LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
// LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
default:
{