mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-07-01 16:51:56 +00:00
chore: implement obj loading skeleton with localize asset
This commit is contained in:
@ -1,36 +0,0 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace T6;
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XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const
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{
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return nullptr;
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}
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void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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return nullptr;
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}
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bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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manager->AddAsset<AssetLocalize>(entry.m_key, localizeEntry);
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});
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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@ -1,18 +0,0 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderLocalizeEntry final : public BasicAssetLoader<AssetLocalize>
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{
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public:
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_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool
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LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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} // namespace T6
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23
src/ObjLoading/Game/T6/Localize/AssetLoaderLocalizeT6.cpp
Normal file
23
src/ObjLoading/Game/T6/Localize/AssetLoaderLocalizeT6.cpp
Normal file
@ -0,0 +1,23 @@
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#include "AssetLoaderLocalizeT6.h"
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using namespace T6;
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AssetLoaderLocalize::AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: CommonLocalizeLoader(searchPath, zone),
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m_memory(memory)
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{
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}
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AssetCreationResult AssetLoaderLocalize::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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{
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return CreateLocalizeAsset(assetName, context);
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}
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AssetCreationResult AssetLoaderLocalize::CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context)
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{
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auto* asset = m_memory.Alloc<LocalizeEntry>();
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asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
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asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
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return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
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}
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25
src/ObjLoading/Game/T6/Localize/AssetLoaderLocalizeT6.h
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25
src/ObjLoading/Game/T6/Localize/AssetLoaderLocalizeT6.h
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@ -0,0 +1,25 @@
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/T6.h"
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#include "Localize/CommonLocalizeLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include "Zone/Zone.h"
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namespace T6
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{
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class AssetLoaderLocalize final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
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{
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public:
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AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
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protected:
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AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override;
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private:
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MemoryManager& m_memory;
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};
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} // namespace T6
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@ -1,130 +1,27 @@
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#include "ObjLoaderT6.h"
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#include "AssetLoaders/AssetLoaderAddonMapEnts.h"
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#include "AssetLoaders/AssetLoaderClipMap.h"
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#include "AssetLoaders/AssetLoaderComWorld.h"
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#include "AssetLoaders/AssetLoaderDDL.h"
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#include "AssetLoaders/AssetLoaderDestructibleDef.h"
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#include "AssetLoaders/AssetLoaderEmblemSet.h"
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#include "AssetLoaders/AssetLoaderFont.h"
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#include "AssetLoaders/AssetLoaderFontIcon.h"
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#include "AssetLoaders/AssetLoaderFootstepFxTable.h"
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#include "AssetLoaders/AssetLoaderFootstepTable.h"
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#include "AssetLoaders/AssetLoaderFx.h"
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#include "AssetLoaders/AssetLoaderGameWorldMp.h"
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#include "AssetLoaders/AssetLoaderGameWorldSp.h"
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#include "AssetLoaders/AssetLoaderGfxImage.h"
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#include "AssetLoaders/AssetLoaderGfxLightDef.h"
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#include "AssetLoaders/AssetLoaderGfxWorld.h"
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#include "AssetLoaders/AssetLoaderGlasses.h"
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#include "AssetLoaders/AssetLoaderImpactFx.h"
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#include "AssetLoaders/AssetLoaderLeaderboard.h"
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#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
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#include "AssetLoaders/AssetLoaderMapEnts.h"
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#include "AssetLoaders/AssetLoaderMaterial.h"
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#include "AssetLoaders/AssetLoaderMemoryBlock.h"
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#include "AssetLoaders/AssetLoaderMenu.h"
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#include "AssetLoaders/AssetLoaderMenuList.h"
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#include "AssetLoaders/AssetLoaderPhysConstraints.h"
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#include "AssetLoaders/AssetLoaderPhysPreset.h"
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#include "AssetLoaders/AssetLoaderQdb.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoaders/AssetLoaderScriptParseTree.h"
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#include "AssetLoaders/AssetLoaderSkinnedVerts.h"
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#include "AssetLoaders/AssetLoaderSlug.h"
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#include "AssetLoaders/AssetLoaderSoundBank.h"
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#include "AssetLoaders/AssetLoaderSoundDriverGlobals.h"
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#include "AssetLoaders/AssetLoaderSoundPatch.h"
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#include "AssetLoaders/AssetLoaderStringTable.h"
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#include "AssetLoaders/AssetLoaderTechniqueSet.h"
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#include "AssetLoaders/AssetLoaderTracer.h"
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#include "AssetLoaders/AssetLoaderVehicle.h"
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#include "AssetLoaders/AssetLoaderWeapon.h"
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#include "AssetLoaders/AssetLoaderWeaponAttachment.h"
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#include "AssetLoaders/AssetLoaderWeaponAttachmentUnique.h"
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#include "AssetLoaders/AssetLoaderWeaponCamo.h"
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#include "AssetLoaders/AssetLoaderXAnim.h"
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#include "AssetLoaders/AssetLoaderXGlobals.h"
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#include "AssetLoaders/AssetLoaderXModel.h"
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#include "AssetLoaders/AssetLoaderZBarrier.h"
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#include "Asset/GlobalAssetPoolsLoader.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Game/T6/CommonT6.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "Game/T6/GameT6.h"
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#include "Game/T6/T6.h"
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#include "Image/Dx12TextureLoader.h"
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#include "Image/IwiLoader.h"
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#include "Image/IwiTypes.h"
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#include "Image/Texture.h"
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#include "Localize/AssetLoaderLocalizeT6.h"
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#include "ObjContainer/IPak/IPak.h"
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#include "ObjLoading.h"
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#include <format>
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#include <memory>
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namespace T6
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{
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constexpr auto IPAK_READ_HASH = Common::Com_HashKey("ipak_read", 64);
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constexpr auto GLOBAL_HASH = Common::Com_HashKey("GLOBAL", 64);
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ObjLoader::ObjLoader()
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{
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#define REGISTER_ASSET_LOADER(t) \
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{ \
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auto l = std::make_unique<t>(); \
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m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l); \
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}
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REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
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REGISTER_ASSET_LOADER(AssetLoaderPhysConstraints)
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REGISTER_ASSET_LOADER(AssetLoaderDestructibleDef)
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REGISTER_ASSET_LOADER(AssetLoaderXAnim)
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REGISTER_ASSET_LOADER(AssetLoaderXModel)
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REGISTER_ASSET_LOADER(AssetLoaderMaterial)
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REGISTER_ASSET_LOADER(AssetLoaderTechniqueSet)
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REGISTER_ASSET_LOADER(AssetLoaderGfxImage)
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REGISTER_ASSET_LOADER(AssetLoaderSoundBank)
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REGISTER_ASSET_LOADER(AssetLoaderSoundPatch)
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REGISTER_ASSET_LOADER(AssetLoaderClipMap)
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REGISTER_ASSET_LOADER(AssetLoaderClipMapPvs)
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REGISTER_ASSET_LOADER(AssetLoaderComWorld)
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REGISTER_ASSET_LOADER(AssetLoaderGameWorldSp)
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REGISTER_ASSET_LOADER(AssetLoaderGameWorldMp)
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REGISTER_ASSET_LOADER(AssetLoaderMapEnts)
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REGISTER_ASSET_LOADER(AssetLoaderGfxWorld)
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REGISTER_ASSET_LOADER(AssetLoaderGfxLightDef)
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REGISTER_ASSET_LOADER(AssetLoaderFont)
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REGISTER_ASSET_LOADER(AssetLoaderFontIcon)
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REGISTER_ASSET_LOADER(AssetLoaderMenuList)
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REGISTER_ASSET_LOADER(AssetLoaderMenu)
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REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
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REGISTER_ASSET_LOADER(AssetLoaderWeapon)
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REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachment)
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REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachmentUnique)
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REGISTER_ASSET_LOADER(AssetLoaderWeaponCamo)
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REGISTER_ASSET_LOADER(AssetLoaderSoundDriverGlobals)
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REGISTER_ASSET_LOADER(AssetLoaderFx)
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REGISTER_ASSET_LOADER(AssetLoaderImpactFx)
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(AssetLoaderStringTable)
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REGISTER_ASSET_LOADER(AssetLoaderLeaderboard)
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REGISTER_ASSET_LOADER(AssetLoaderXGlobals)
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REGISTER_ASSET_LOADER(AssetLoaderDDL)
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REGISTER_ASSET_LOADER(AssetLoaderGlasses)
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REGISTER_ASSET_LOADER(AssetLoaderEmblemSet)
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REGISTER_ASSET_LOADER(AssetLoaderScriptParseTree)
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REGISTER_ASSET_LOADER(AssetLoaderVehicle)
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REGISTER_ASSET_LOADER(AssetLoaderMemoryBlock)
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REGISTER_ASSET_LOADER(AssetLoaderAddonMapEnts)
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REGISTER_ASSET_LOADER(AssetLoaderTracer)
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REGISTER_ASSET_LOADER(AssetLoaderSkinnedVerts)
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REGISTER_ASSET_LOADER(AssetLoaderQdb)
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REGISTER_ASSET_LOADER(AssetLoaderSlug)
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REGISTER_ASSET_LOADER(AssetLoaderFootstepTable)
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REGISTER_ASSET_LOADER(AssetLoaderFootstepFxTable)
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REGISTER_ASSET_LOADER(AssetLoaderZBarrier)
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#undef REGISTER_ASSET_LOADER
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}
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bool ObjLoader::VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank)
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{
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SoundAssetBankChecksum checksum{};
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@ -356,17 +253,155 @@ namespace T6
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IPak::Repository.RemoveContainerReferences(&zone);
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}
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void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection) const {}
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bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, const asset_type_t assetType, const std::string& assetName) const
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namespace
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{
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
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{
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auto& memory = *zone.GetMemory();
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysConstraints>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDestructibleDef>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundBank>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundPatch>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMap>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapPvs>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldSp>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldMp>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundDriverGlobals>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPackIndex>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXGlobals>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDDL>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGlasses>(memory));
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// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorEmblemSet>(memory));
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}
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void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
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void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
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{
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysPreset>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysConstraints>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetDestructibleDef>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXAnim>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModel>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMaterial>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTechniqueSet>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImage>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundBank>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundPatch>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMap>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMapPvs>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetComWorld>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldSp>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldMp>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMapEnts>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGfxWorld>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLightDef>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFont>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFontIcon>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenuList>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenu>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLocalize>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeapon>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAttachment>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAttachmentUnique>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeaponCamo>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundDriverGlobals>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFx>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImpactFx>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetRawFile>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLeaderboard>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXGlobals>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetDDL>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGlasses>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetEmblemSet>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetScript>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVehicle>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMemoryBlock>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAddonMapEnts>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTracer>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSkinnedVerts>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetQdb>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSlug>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFootstepTable>>(zone));
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collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFootstepFxTable>>(zone));
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||||
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetZBarrier>>(zone));
|
||||
}
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||||
|
||||
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
|
||||
{
|
||||
auto& memory = *zone.GetMemory();
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysConstraints>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderDestructibleDef>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundBank>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundPatch>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMap>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMapPvs>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderComWorld>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldSp>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldMp>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderMapEnts>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderGfxWorld>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderLightDef>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderFontIcon>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderAttachment>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderAttachmentUnique>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderWeaponCamo>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundDriverGlobals>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderLeaderboard>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderXGlobals>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderDDL>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderGlasses>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderEmblemSet>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderScript>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderVehicle>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderMemoryBlock>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderAddonMapEnts>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderTracer>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderSkinnedVerts>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderQdb>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderSlug>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderFootstepTable>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderFootstepFxTable>(memory));
|
||||
// collection.AddAssetCreator(std::make_unique<AssetLoaderZBarrier>(memory));
|
||||
}
|
||||
} // namespace
|
||||
|
||||
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
|
||||
{
|
||||
for (const auto& [type, loader] : m_asset_loaders_by_type)
|
||||
loader->FinalizeAssetsForZone(context);
|
||||
ConfigureDefaultCreators(collection, zone, searchPath);
|
||||
ConfigureGlobalAssetPoolsLoaders(collection, zone);
|
||||
}
|
||||
} // namespace T6
|
||||
|
@ -10,22 +10,16 @@
|
||||
#include <set>
|
||||
#include <stack>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class ObjLoader final : public IObjLoader
|
||||
{
|
||||
public:
|
||||
ObjLoader();
|
||||
|
||||
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
||||
void UnloadContainersOfZone(Zone& zone) const override;
|
||||
|
||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection) const override;
|
||||
|
||||
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
|
||||
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
|
||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const override;
|
||||
|
||||
private:
|
||||
static bool VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
|
||||
@ -43,7 +37,5 @@ namespace T6
|
||||
|
||||
static bool IsMpZone(const Zone& zone);
|
||||
static bool IsZmZone(const Zone& zone);
|
||||
|
||||
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
|
||||
};
|
||||
} // namespace T6
|
||||
|
Reference in New Issue
Block a user