mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-20 16:15:43 +00:00
ZoneCode: Fix and enable all already working assets
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parent
10334266b3
commit
c386231576
@ -74,6 +74,7 @@ set count pieces numpieces;
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use PhysPreset;
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set string name;
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set name name;
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set string sndAliasPrefix;
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// =========================================
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// PhysConstraints
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@ -85,7 +86,9 @@ set name name;
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use PhysConstraint;
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set scriptstring targetname;
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set scriptstring target_ent1;
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set string target_bone1;
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set scriptstring target_ent2;
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set string target_bone2;
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// =========================================
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// DestructibleDef
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@ -393,6 +396,11 @@ set string subtitle;
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set string secondaryname;
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set string assetFileName;
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// SndDuck
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use SndDuck;
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set count attenuation 128;
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set count filter 128;
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// SndRuntimeAssetBank
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use SndRuntimeAssetBank;
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set string zone;
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@ -467,6 +475,10 @@ set reusable cmodel_t::info;
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use ComWorld;
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set string name;
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set name name;
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set count primaryLights primaryLightCount;
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// ComPrimaryLight
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set string ComPrimaryLight::defName;
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// =========================================
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// GameWorldSp
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@ -536,6 +548,10 @@ set name name;
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use Font_s;
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set string fontName;
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set name fontName;
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set reusable glyphs;
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set count glyphs glyphCount;
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set reusable kerningPairs;
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set count kerningPairs kerningPairsCount;
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// =========================================
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// FontIcon
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@ -543,6 +559,13 @@ set name fontName;
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use FontIcon;
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set string name;
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set name name;
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set reusable fontIconEntry;
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set count fontIconEntry numEntries;
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set reusable fontIconAlias;
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set count fontIconAlias numAliasEntries;
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// FontIconName
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set string FontIconName::string;
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// =========================================
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// MenuList
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@ -1072,6 +1095,37 @@ set string autoShatterShound;
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// =========================================
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// EmblemSet
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// =========================================
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use EmblemSet;
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set count layers layerCount;
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set count categories categoryCount;
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set count iconTypes iconTypeCount;
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set count bgCategories iconTypeCount;
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set count icons iconTypeCount;
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set count backgrounds backgroundCount;
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set count backgroundLookup backgroundLookupCount;
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// EmblemCategory
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use EmblemCategory;
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set string name;
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set string description;
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// EmblemIconType
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use EmblemIconType;
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set string name;
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set string description;
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// EmblemBGCategory
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use EmblemBGCategory;
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set string name;
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set string description;
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// EmblemIcon
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use EmblemIcon;
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set string description;
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// EmblemBackground
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use EmblemBackground;
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set string description;
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// =========================================
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// ScriptParseTree
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@ -591,6 +591,8 @@ struct __declspec(align(8)) MaterialInfo
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int contents;
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};
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typedef __declspec(align(8)) GfxStateBits GfxStateBitsTable;
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struct Material
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{
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MaterialInfo info;
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@ -604,7 +606,7 @@ struct Material
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MaterialTechniqueSet *techniqueSet;
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MaterialTextureDef *textureTable;
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MaterialConstantDef *constantTable;
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GfxStateBits *stateBitsTable;
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GfxStateBitsTable*stateBitsTable;
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Material *thermalMaterial;
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};
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@ -741,6 +743,8 @@ struct __declspec(align(2)) SndRuntimeAssetBank
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};
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#pragma pack(pop)
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typedef __declspec(align(2048)) char SndChar2048;
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struct SndLoadedAssets
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{
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const char *zone;
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@ -749,7 +753,7 @@ struct SndLoadedAssets
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unsigned int entryCount;
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SndAssetBankEntry *entries;
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unsigned int dataSize;
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char *data;
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SndChar2048 *data;
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};
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enum SndBankState
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@ -2584,7 +2588,7 @@ struct SndAliasList
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int sequence;
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};
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struct SndIndexEntry
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struct __declspec(align(4)) SndIndexEntry
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{
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unsigned __int16 value;
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unsigned __int16 next;
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@ -2612,6 +2616,8 @@ struct SndRadverb
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float returnHighpass;
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};
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typedef __declspec(align(16)) float SndFloatAlign16;
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struct SndDuck
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{
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char name[32];
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@ -2623,8 +2629,8 @@ struct SndDuck
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float length;
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unsigned int fadeInCurve;
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unsigned int fadeOutCurve;
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float *attenuation;
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float *filter;
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SndFloatAlign16 *attenuation;
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SndFloatAlign16 *filter;
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int updateWhilePaused;
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};
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@ -105,55 +105,55 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
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switch(varXAsset->type)
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{
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// LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
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// LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
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LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
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// LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
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// LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
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// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
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// LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
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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_SOUND, SndBank, sound);
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// LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
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LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
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LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
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// LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap);
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// LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, 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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// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
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// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
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LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
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// LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
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// LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
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// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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// LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
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LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
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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_LOCALIZE_ENTRY, LocalizeEntry, localize);
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// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
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// LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
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LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
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// LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
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// LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
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// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
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LOAD_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_IMPACT_FX, FxImpactTable, impactFx);
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
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// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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// LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
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LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
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// LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
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// LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
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LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
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LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
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LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree);
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LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
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// LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
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// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
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LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
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// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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// LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
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LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
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LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
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LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
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// LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
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LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
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// LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
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// LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
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LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
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default:
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{
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