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https://github.com/Laupetin/OpenAssetTools.git
synced 2026-02-10 17:43:03 +00:00
Add support for loading sound assets from iw4 zones
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@@ -113,9 +113,9 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_material_vertex_decl = nullptr;
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m_technique_set = nullptr;
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m_image = nullptr;
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// m_sound = nullptr;
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// m_sound_curve = nullptr;
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// m_loaded_sound = nullptr;
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m_sound = nullptr;
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m_sound_curve = nullptr;
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m_loaded_sound = nullptr;
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// m_clip_map = nullptr;
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// m_com_world = nullptr;
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// m_game_world_sp = nullptr;
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@@ -165,9 +165,9 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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@@ -225,9 +225,9 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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@@ -294,9 +294,9 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
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CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
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// CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
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// CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap);
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// CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap);
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// CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
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@@ -354,9 +354,9 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
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CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
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CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
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// CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
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// CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
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// CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
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CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
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CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
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CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
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// CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map);
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// CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, m_clip_map);
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// CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
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