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refactor: retrieve asset names from IGame
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@@ -1,43 +1,74 @@
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#include "GameT5.h"
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#include "T5.h"
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#include <algorithm>
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using namespace T5;
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GameId Game::GetId() const
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namespace
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{
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return GameId::T5;
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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: Black Ops";
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return fullName;
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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 = "T5";
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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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{GameLanguage::LANGUAGE_ENGLISH, "en_"},
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{GameLanguage::LANGUAGE_FRENCH, "fr_"},
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{GameLanguage::LANGUAGE_FRENCH_CAN, "fc_"},
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{GameLanguage::LANGUAGE_GERMAN, "ge_"},
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{GameLanguage::LANGUAGE_AUSTRIAN, "ge_"},
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{GameLanguage::LANGUAGE_ITALIAN, "it_"},
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{GameLanguage::LANGUAGE_SPANISH, "sp_"},
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{GameLanguage::LANGUAGE_BRITISH, "br_"},
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{GameLanguage::LANGUAGE_RUSSIAN, "ru_"},
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{GameLanguage::LANGUAGE_POLISH, "po_"},
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{GameLanguage::LANGUAGE_KOREAN, "ko_"},
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{GameLanguage::LANGUAGE_JAPANESE, "ja_"},
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{GameLanguage::LANGUAGE_CZECH, "cz_"},
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constexpr const char* ASSET_TYPE_NAMES[ASSET_TYPE_COUNT]{
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"xmodelpieces", "physpreset", "physconstraints", "destructibledef", "xanim", "xmodel", "material",
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"techniqueset", "image", "soundbank", "soundpatch", "clipmap_unused", "clipmap", "comworld",
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"gameworldsp", "gameworldmp", "mapents", "gfxworld", "gfxlightdef", "uimap", "font",
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"menulist", "menu", "localize", "weapon", "weapondef", "weaponvariant", "snddriverglobals",
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"fx", "fximpacttable", "aitype", "mptype", "mpbody", "mphead", "character",
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"xmodelalias", "rawfile", "stringtable", "packindex", "xglobals", "ddl", "glasses",
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"emblemset",
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};
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} // namespace
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return prefixes;
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}
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namespace T5
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{
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GameId Game::GetId() const
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{
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return GameId::T5;
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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: Black Ops";
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return fullName;
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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 = "T5";
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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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{GameLanguage::LANGUAGE_ENGLISH, "en_"},
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{GameLanguage::LANGUAGE_FRENCH, "fr_"},
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{GameLanguage::LANGUAGE_FRENCH_CAN, "fc_"},
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{GameLanguage::LANGUAGE_GERMAN, "ge_"},
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{GameLanguage::LANGUAGE_AUSTRIAN, "ge_"},
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{GameLanguage::LANGUAGE_ITALIAN, "it_"},
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{GameLanguage::LANGUAGE_SPANISH, "sp_"},
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{GameLanguage::LANGUAGE_BRITISH, "br_"},
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{GameLanguage::LANGUAGE_RUSSIAN, "ru_"},
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{GameLanguage::LANGUAGE_POLISH, "po_"},
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{GameLanguage::LANGUAGE_KOREAN, "ko_"},
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{GameLanguage::LANGUAGE_JAPANESE, "ja_"},
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{GameLanguage::LANGUAGE_CZECH, "cz_"},
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};
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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 T5
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