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; use PhysPreset;
set string name; set string name;
set name name; set name name;
set string sndAliasPrefix;
// ========================================= // =========================================
// PhysConstraints // PhysConstraints
@ -85,7 +86,9 @@ set name name;
use PhysConstraint; use PhysConstraint;
set scriptstring targetname; set scriptstring targetname;
set scriptstring target_ent1; set scriptstring target_ent1;
set string target_bone1;
set scriptstring target_ent2; set scriptstring target_ent2;
set string target_bone2;
// ========================================= // =========================================
// DestructibleDef // DestructibleDef
@ -393,6 +396,11 @@ set string subtitle;
set string secondaryname; set string secondaryname;
set string assetFileName; set string assetFileName;
// SndDuck
use SndDuck;
set count attenuation 128;
set count filter 128;
// SndRuntimeAssetBank // SndRuntimeAssetBank
use SndRuntimeAssetBank; use SndRuntimeAssetBank;
set string zone; set string zone;
@ -467,6 +475,10 @@ set reusable cmodel_t::info;
use ComWorld; use ComWorld;
set string name; set string name;
set name name; set name name;
set count primaryLights primaryLightCount;
// ComPrimaryLight
set string ComPrimaryLight::defName;
// ========================================= // =========================================
// GameWorldSp // GameWorldSp
@ -536,6 +548,10 @@ set name name;
use Font_s; use Font_s;
set string fontName; set string fontName;
set name fontName; set name fontName;
set reusable glyphs;
set count glyphs glyphCount;
set reusable kerningPairs;
set count kerningPairs kerningPairsCount;
// ========================================= // =========================================
// FontIcon // FontIcon
@ -543,6 +559,13 @@ set name fontName;
use FontIcon; use FontIcon;
set string name; set string name;
set name name; set name name;
set reusable fontIconEntry;
set count fontIconEntry numEntries;
set reusable fontIconAlias;
set count fontIconAlias numAliasEntries;
// FontIconName
set string FontIconName::string;
// ========================================= // =========================================
// MenuList // MenuList
@ -1072,6 +1095,37 @@ set string autoShatterShound;
// ========================================= // =========================================
// EmblemSet // 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 // ScriptParseTree

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

View File

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