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refactor: retrieve asset names from IGame
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@@ -1,28 +1,98 @@
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#include "GameIW5.h"
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#include "IW5.h"
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#include <algorithm>
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using namespace IW5;
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GameId Game::GetId() const
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namespace
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{
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return GameId::IW5;
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}
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constexpr const char* ASSET_TYPE_NAMES[ASSET_TYPE_COUNT]{
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"physpreset",
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"physcollmap",
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"xanim",
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"xmodelsurfs",
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"xmodel",
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"material",
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"pixelshader",
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"vertexshader",
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"vertexdecl",
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"techniqueset",
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"image",
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"sound",
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"soundcurve",
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"loadedsound",
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"clipmap",
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"comworld",
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"glassworld",
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"pathdata",
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"vehicletrack",
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"mapents",
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"fxworld",
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"gfxworld",
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"lightdef",
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"uimap",
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"font",
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"menulist",
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"menu",
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"localize",
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"attachment",
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"weapon",
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"snddriverglobals",
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"fx",
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"impactfx",
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"surfacefx",
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"aitype",
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"mptype",
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"character",
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"xmodelalias",
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"rawfile",
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"scriptfile",
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"stringtable",
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"leaderboard",
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"structureddatadef",
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"tracer",
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"vehicle",
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"addonmapents",
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};
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} // namespace
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const std::string& Game::GetFullName() const
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namespace IW5
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{
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static std::string fullName = "Call Of Duty: Modern Warfare 3";
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return fullName;
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}
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GameId Game::GetId() const
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{
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return GameId::IW5;
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}
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const std::string& Game::GetShortName() const
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{
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static std::string shortName = "IW5";
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return shortName;
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}
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const std::string& Game::GetFullName() const
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{
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static std::string fullName = "Call Of Duty: Modern Warfare 3";
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return fullName;
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}
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const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
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{
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static std::vector<GameLanguagePrefix> prefixes;
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return prefixes;
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}
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const std::string& Game::GetShortName() const
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{
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static std::string shortName = "IW5";
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return shortName;
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}
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const std::vector<GameLanguagePrefix>& Game::GetLanguagePrefixes() const
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{
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static std::vector<GameLanguagePrefix> prefixes;
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return prefixes;
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}
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asset_type_t Game::GetAssetTypeCount() const
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{
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return ASSET_TYPE_COUNT;
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}
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std::optional<const char*> Game::GetAssetTypeName(const asset_type_t assetType) const
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{
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if (assetType < std::extent_v<decltype(ASSET_TYPE_NAMES)>)
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return ASSET_TYPE_NAMES[assetType];
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return std::nullopt;
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}
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} // namespace IW5
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