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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-01-08 09:51:48 +00:00

refactor: add AssetMarker headers to zcg marker template

This commit is contained in:
Jan Laupetin
2026-01-05 16:48:33 +00:00
parent 660f34df69
commit e7f126265d
15 changed files with 141 additions and 265 deletions

View File

@@ -229,11 +229,16 @@ function ZoneCode:allMarkFiles()
result = {}
for game, assets in pairs(self.Assets) do
-- PerAsset
for i, assetName in ipairs(assets) do
local assetNameLower = string.lower(assetName)
table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_mark_db.cpp")
table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_mark_db.h")
end
-- PerTemplate
table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/AssetMarker" .. game .. ".h")
end
return result
@@ -320,7 +325,7 @@ function ZoneCode:project()
.. ' --no-color'
.. ' -h "' .. path.join(path.getabsolute(ProjectFolder()), 'ZoneCode/Game/%{file.basename}/%{file.basename}_ZoneCode.h') .. '"'
.. ' -c "' .. path.join(path.getabsolute(ProjectFolder()), 'ZoneCode/Game/%{file.basename}/%{file.basename}_Commands.txt') .. '"'
.. ' -o "%{wks.location}/src/ZoneCode/Game/%{file.basename}/XAssets"'
.. ' -o "%{wks.location}/src/ZoneCode/Game/%{file.basename}"'
.. ' -g ZoneLoad'
.. ' -g ZoneMark'
.. ' -g ZoneWrite'

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@@ -1,14 +1,18 @@
#include "OncePerTemplateRenderingContext.h"
#include "Domain/Computations/StructureComputations.h"
#include <algorithm>
OncePerTemplateRenderingContext::OncePerTemplateRenderingContext(std::string game,
const Architecture gameArchitecture,
std::vector<const FastFileBlock*> fastFileBlocks)
std::vector<const FastFileBlock*> fastFileBlocks,
std::vector<StructureInformation*> assets)
: m_game(std::move(game)),
m_architecture_mismatch(gameArchitecture != OWN_ARCHITECTURE),
m_pointer_size(GetPointerSizeForArchitecture(gameArchitecture)),
m_blocks(std::move(fastFileBlocks)),
m_assets(std::move(assets)),
m_default_normal_block(nullptr),
m_default_temp_block(nullptr)
{
@@ -26,6 +30,15 @@ OncePerTemplateRenderingContext::OncePerTemplateRenderingContext(std::string gam
std::unique_ptr<OncePerTemplateRenderingContext> OncePerTemplateRenderingContext::BuildContext(const IDataRepository* repository)
{
std::vector<StructureInformation*> assetInformation;
for (auto* info : repository->GetAllStructureInformation())
{
if (!StructureComputations(info).IsAsset())
continue;
assetInformation.emplace_back(info);
}
return std::make_unique<OncePerTemplateRenderingContext>(
OncePerTemplateRenderingContext(repository->GetGameName(), repository->GetArchitecture(), repository->GetAllFastFileBlocks()));
OncePerTemplateRenderingContext(repository->GetGameName(), repository->GetArchitecture(), repository->GetAllFastFileBlocks(), assetInformation));
}

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@@ -3,6 +3,7 @@
#include "Persistence/IDataRepository.h"
#include <string>
#include <vector>
class OncePerTemplateRenderingContext
{
@@ -13,10 +14,14 @@ public:
bool m_architecture_mismatch;
unsigned m_pointer_size;
std::vector<const FastFileBlock*> m_blocks;
std::vector<StructureInformation*> m_assets;
const FastFileBlock* m_default_normal_block;
const FastFileBlock* m_default_temp_block;
private:
OncePerTemplateRenderingContext(std::string game, Architecture gameArchitecture, std::vector<const FastFileBlock*> fastFileBlocks);
OncePerTemplateRenderingContext(std::string game,
Architecture gameArchitecture,
std::vector<const FastFileBlock*> fastFileBlocks,
std::vector<StructureInformation*> assets);
};

View File

@@ -11,22 +11,19 @@ namespace
{
constexpr int TAG_SOURCE = 1;
class Template final : BaseTemplate
class PerAsset final : BaseTemplate
{
public:
Template(std::ostream& stream, const OncePerAssetRenderingContext& context)
: BaseTemplate(stream, context)
PerAsset(std::ostream& stream, const OncePerAssetRenderingContext& context)
: BaseTemplate(stream),
m_env(context)
{
}
void Source()
{
LINE("// ====================================================================")
LINE("// This file has been generated by ZoneCodeGenerator.")
LINE("// Do not modify.")
LINE("// Any changes will be discarded when regenerating.")
LINE("// ====================================================================")
LINE("")
AddGeneratedHint();
LINEF("#include \"Game/{0}/{0}.h\"", m_env.m_game)
LINE("")
LINE("#include <catch2/catch_test_macros.hpp>")
@@ -78,6 +75,8 @@ namespace
m_intendation--;
LINE("}")
}
const OncePerAssetRenderingContext& m_env;
};
} // namespace
@@ -88,14 +87,14 @@ std::vector<CodeTemplateFile> AssetStructTestsTemplate::GetFilesToRenderOncePerA
auto assetName = context.m_asset->m_definition->m_name;
utils::MakeStringLowerCase(assetName);
files.emplace_back(std::format("{0}/{0}_struct_test.cpp", assetName), TAG_SOURCE);
files.emplace_back(std::format("XAssets/{0}/{0}_struct_test.cpp", assetName), TAG_SOURCE);
return files;
}
void AssetStructTestsTemplate::RenderOncePerAssetFile(std::ostream& stream, const CodeTemplateFileTag fileTag, const OncePerAssetRenderingContext& context)
{
Template t(stream, context);
PerAsset t(stream, context);
assert(fileTag == TAG_SOURCE);
if (fileTag == TAG_SOURCE)

View File

@@ -5,9 +5,8 @@
#include <sstream>
BaseTemplate::BaseTemplate(std::ostream& stream, const OncePerAssetRenderingContext& context)
BaseTemplate::BaseTemplate(std::ostream& stream)
: m_out(stream),
m_env(context),
m_intendation(0u)
{
}
@@ -18,6 +17,17 @@ void BaseTemplate::DoIntendation() const
m_out << INTENDATION;
}
// clang-format off
void BaseTemplate::AddGeneratedHint() const
{
LINE("// ====================================================================")
LINE("// This file has been generated by ZoneCodeGenerator.")
LINE("// Do not modify.")
LINE("// Any changes will be discarded when regenerating.")
LINE("// ====================================================================")
LINE("")
} // clang-format on
std::string BaseTemplate::Upper(std::string str)
{
for (auto& c : str)

View File

@@ -5,7 +5,6 @@
#include "Domain/Evaluation/OperandDynamic.h"
#include "Domain/Evaluation/OperandStatic.h"
#include "Domain/Evaluation/Operation.h"
#include "Generating/OncePerAssetRenderingContext.h"
#include <format>
#include <ostream>
@@ -15,10 +14,12 @@ class BaseTemplate
protected:
static constexpr auto INTENDATION = " ";
BaseTemplate(std::ostream& stream, const OncePerAssetRenderingContext& context);
explicit BaseTemplate(std::ostream& stream);
void DoIntendation() const;
void AddGeneratedHint() const;
static std::string Upper(std::string str);
static std::string Lower(std::string str);
static std::string MakeTypeVarName(const DataDefinition* def);
@@ -37,7 +38,6 @@ protected:
static std::string MakeEvaluation(const IEvaluation* evaluation);
std::ostream& m_out;
const OncePerAssetRenderingContext& m_env;
unsigned m_intendation;
private:

View File

@@ -6,7 +6,6 @@
#include "Utils/StringUtils.h"
#include <cassert>
#include <iostream>
#include <sstream>
namespace
@@ -14,22 +13,19 @@ namespace
constexpr int TAG_HEADER = 1;
constexpr int TAG_SOURCE = 2;
class Template final : BaseTemplate
class PerAsset final : BaseTemplate
{
public:
Template(std::ostream& stream, const OncePerAssetRenderingContext& context)
: BaseTemplate(stream, context)
PerAsset(std::ostream& stream, const OncePerAssetRenderingContext& context)
: BaseTemplate(stream),
m_env(context)
{
}
void Header()
{
LINE("// ====================================================================")
LINE("// This file has been generated by ZoneCodeGenerator.")
LINE("// Do not modify.")
LINE("// Any changes will be discarded when regenerating.")
LINE("// ====================================================================")
LINE("")
AddGeneratedHint();
LINE("#pragma once")
LINE("")
LINEF("#include \"Game/{0}/{0}.h\"", m_env.m_game)
@@ -137,12 +133,8 @@ namespace
void Source()
{
LINE("// ====================================================================")
LINE("// This file has been generated by ZoneCodeGenerator.")
LINE("// Do not modify.")
LINE("// Any changes will be discarded when regenerating.")
LINE("// ====================================================================")
LINE("")
AddGeneratedHint();
LINEF("#include \"{0}_load_db.h\"", Lower(m_env.m_asset->m_definition->m_name))
LINE("")
LINEF("#include \"Game/{0}/AssetMarker{0}.h\"", m_env.m_game)
@@ -2195,6 +2187,8 @@ namespace
m_intendation--;
LINE("}")
}
const OncePerAssetRenderingContext& m_env;
};
} // namespace
@@ -2205,15 +2199,15 @@ std::vector<CodeTemplateFile> ZoneLoadTemplate::GetFilesToRenderOncePerAsset(con
auto assetName = context.m_asset->m_definition->m_name;
utils::MakeStringLowerCase(assetName);
files.emplace_back(std::format("{0}/{0}_load_db.h", assetName), TAG_HEADER);
files.emplace_back(std::format("{0}/{0}_load_db.cpp", assetName), TAG_SOURCE);
files.emplace_back(std::format("XAssets/{0}/{0}_load_db.h", assetName), TAG_HEADER);
files.emplace_back(std::format("XAssets/{0}/{0}_load_db.cpp", assetName), TAG_SOURCE);
return files;
}
void ZoneLoadTemplate::RenderOncePerAssetFile(std::ostream& stream, const CodeTemplateFileTag fileTag, const OncePerAssetRenderingContext& context)
{
Template t(stream, context);
PerAsset t(stream, context);
if (fileTag == TAG_HEADER)
{

View File

@@ -12,23 +12,50 @@ namespace
{
constexpr int TAG_HEADER = 1;
constexpr int TAG_SOURCE = 2;
constexpr int TAG_ALL_MARKERS = 3;
class Template final : BaseTemplate
class PerTemplate final : BaseTemplate
{
public:
Template(std::ostream& stream, const OncePerAssetRenderingContext& context)
: BaseTemplate(stream, context)
PerTemplate(std::ostream& stream, const OncePerTemplateRenderingContext& context)
: BaseTemplate(stream),
m_env(context)
{
}
void AllMarkers() const
{
AddGeneratedHint();
LINE("#pragma once")
LINE("")
for (const auto* asset : m_env.m_assets)
{
auto lowerAssetName = asset->m_definition->m_name;
utils::MakeStringLowerCase(lowerAssetName);
LINEF("#include \"Game/{0}/XAssets/{1}/{1}_mark_db.h\"", m_env.m_game, lowerAssetName)
}
}
private:
const OncePerTemplateRenderingContext& m_env;
};
class PerAsset final : BaseTemplate
{
public:
PerAsset(std::ostream& stream, const OncePerAssetRenderingContext& context)
: BaseTemplate(stream),
m_env(context)
{
}
void Header()
{
LINE("// ====================================================================")
LINE("// This file has been generated by ZoneCodeGenerator.")
LINE("// Do not modify.")
LINE("// Any changes will be discarded when regenerating.")
LINE("// ====================================================================")
LINE("")
AddGeneratedHint();
LINE("#pragma once")
LINE("")
LINEF("#include \"Game/{0}/{0}.h\"", m_env.m_game)
@@ -113,12 +140,8 @@ namespace
void Source()
{
LINE("// ====================================================================")
LINE("// This file has been generated by ZoneCodeGenerator.")
LINE("// Do not modify.")
LINE("// Any changes will be discarded when regenerating.")
LINE("// ====================================================================")
LINE("")
AddGeneratedHint();
LINEF("#include \"{0}_mark_db.h\"", Lower(m_env.m_asset->m_definition->m_name))
if (!m_env.m_referenced_assets.empty())
@@ -761,9 +784,28 @@ namespace
m_intendation--;
LINE("}")
}
const OncePerAssetRenderingContext& m_env;
};
} // namespace
std::vector<CodeTemplateFile> ZoneMarkTemplate::GetFilesToRenderOncePerTemplate(const OncePerTemplateRenderingContext& context)
{
std::vector<CodeTemplateFile> files;
files.emplace_back(std::format("AssetMarker{0}.h", context.m_game), TAG_ALL_MARKERS);
return files;
}
void ZoneMarkTemplate::RenderOncePerTemplateFile(std::ostream& stream, const CodeTemplateFileTag fileTag, const OncePerTemplateRenderingContext& context)
{
assert(fileTag == TAG_ALL_MARKERS);
PerTemplate t(stream, context);
t.AllMarkers();
}
std::vector<CodeTemplateFile> ZoneMarkTemplate::GetFilesToRenderOncePerAsset(const OncePerAssetRenderingContext& context)
{
std::vector<CodeTemplateFile> files;
@@ -771,15 +813,15 @@ std::vector<CodeTemplateFile> ZoneMarkTemplate::GetFilesToRenderOncePerAsset(con
auto assetName = context.m_asset->m_definition->m_name;
utils::MakeStringLowerCase(assetName);
files.emplace_back(std::format("{0}/{0}_mark_db.h", assetName), TAG_HEADER);
files.emplace_back(std::format("{0}/{0}_mark_db.cpp", assetName), TAG_SOURCE);
files.emplace_back(std::format("XAssets/{0}/{0}_mark_db.h", assetName), TAG_HEADER);
files.emplace_back(std::format("XAssets/{0}/{0}_mark_db.cpp", assetName), TAG_SOURCE);
return files;
}
void ZoneMarkTemplate::RenderOncePerAssetFile(std::ostream& stream, const CodeTemplateFileTag fileTag, const OncePerAssetRenderingContext& context)
{
Template t(stream, context);
PerAsset t(stream, context);
if (fileTag == TAG_HEADER)
{

View File

@@ -5,6 +5,9 @@
class ZoneMarkTemplate final : public ICodeTemplate
{
public:
std::vector<CodeTemplateFile> GetFilesToRenderOncePerTemplate(const OncePerTemplateRenderingContext& context) override;
void RenderOncePerTemplateFile(std::ostream& stream, CodeTemplateFileTag fileTag, const OncePerTemplateRenderingContext& context) override;
std::vector<CodeTemplateFile> GetFilesToRenderOncePerAsset(const OncePerAssetRenderingContext& context) override;
void RenderOncePerAssetFile(std::ostream& stream, CodeTemplateFileTag fileTag, const OncePerAssetRenderingContext& context) override;
};

View File

@@ -12,22 +12,19 @@ namespace
constexpr CodeTemplateFileTag TAG_HEADER = 1;
constexpr CodeTemplateFileTag TAG_SOURCE = 2;
class Template final : BaseTemplate
class PerAsset final : BaseTemplate
{
public:
Template(std::ostream& stream, const OncePerAssetRenderingContext& context)
: BaseTemplate(stream, context)
PerAsset(std::ostream& stream, const OncePerAssetRenderingContext& context)
: BaseTemplate(stream),
m_env(context)
{
}
void Header()
{
LINE("// ====================================================================")
LINE("// This file has been generated by ZoneCodeGenerator.")
LINE("// Do not modify.")
LINE("// Any changes will be discarded when regenerating.")
LINE("// ====================================================================")
LINE("")
AddGeneratedHint();
LINE("#pragma once")
LINE("")
LINEF("#include \"Game/{0}/{0}.h\"", m_env.m_game)
@@ -112,12 +109,8 @@ namespace
void Source()
{
LINE("// ====================================================================")
LINE("// This file has been generated by ZoneCodeGenerator.")
LINE("// Do not modify.")
LINE("// Any changes will be discarded when regenerating.")
LINE("// ====================================================================")
LINE("")
AddGeneratedHint();
LINEF("#include \"{0}_write_db.h\"", Lower(m_env.m_asset->m_definition->m_name))
if (!m_env.m_referenced_assets.empty())
@@ -1230,6 +1223,8 @@ namespace
m_intendation--;
LINE("}")
}
const OncePerAssetRenderingContext& m_env;
};
} // namespace
@@ -1241,15 +1236,15 @@ std::vector<CodeTemplateFile> ZoneWriteTemplate::GetFilesToRenderOncePerAsset(co
for (auto& c : assetName)
c = static_cast<char>(tolower(c));
files.emplace_back(std::format("{0}/{0}_write_db.h", assetName), TAG_HEADER);
files.emplace_back(std::format("{0}/{0}_write_db.cpp", assetName), TAG_SOURCE);
files.emplace_back(std::format("XAssets/{0}/{0}_write_db.h", assetName), TAG_HEADER);
files.emplace_back(std::format("XAssets/{0}/{0}_write_db.cpp", assetName), TAG_SOURCE);
return files;
}
void ZoneWriteTemplate::RenderOncePerAssetFile(std::ostream& stream, const CodeTemplateFileTag fileTag, const OncePerAssetRenderingContext& context)
{
Template t(stream, context);
PerAsset t(stream, context);
if (fileTag == TAG_HEADER)
{

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@@ -1,27 +0,0 @@
#pragma once
#include "Game/IW3/XAssets/clipmap_t/clipmap_t_mark_db.h"
#include "Game/IW3/XAssets/comworld/comworld_mark_db.h"
#include "Game/IW3/XAssets/font_s/font_s_mark_db.h"
#include "Game/IW3/XAssets/fxeffectdef/fxeffectdef_mark_db.h"
#include "Game/IW3/XAssets/fximpacttable/fximpacttable_mark_db.h"
#include "Game/IW3/XAssets/gameworldmp/gameworldmp_mark_db.h"
#include "Game/IW3/XAssets/gameworldsp/gameworldsp_mark_db.h"
#include "Game/IW3/XAssets/gfximage/gfximage_mark_db.h"
#include "Game/IW3/XAssets/gfxlightdef/gfxlightdef_mark_db.h"
#include "Game/IW3/XAssets/gfxworld/gfxworld_mark_db.h"
#include "Game/IW3/XAssets/loadedsound/loadedsound_mark_db.h"
#include "Game/IW3/XAssets/localizeentry/localizeentry_mark_db.h"
#include "Game/IW3/XAssets/mapents/mapents_mark_db.h"
#include "Game/IW3/XAssets/material/material_mark_db.h"
#include "Game/IW3/XAssets/materialtechniqueset/materialtechniqueset_mark_db.h"
#include "Game/IW3/XAssets/menudef_t/menudef_t_mark_db.h"
#include "Game/IW3/XAssets/menulist/menulist_mark_db.h"
#include "Game/IW3/XAssets/physpreset/physpreset_mark_db.h"
#include "Game/IW3/XAssets/rawfile/rawfile_mark_db.h"
#include "Game/IW3/XAssets/snd_alias_list_t/snd_alias_list_t_mark_db.h"
#include "Game/IW3/XAssets/sndcurve/sndcurve_mark_db.h"
#include "Game/IW3/XAssets/stringtable/stringtable_mark_db.h"
#include "Game/IW3/XAssets/weapondef/weapondef_mark_db.h"
#include "Game/IW3/XAssets/xanimparts/xanimparts_mark_db.h"
#include "Game/IW3/XAssets/xmodel/xmodel_mark_db.h"

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@@ -1,37 +0,0 @@
#pragma once
#include "Game/IW4/XAssets/addonmapents/addonmapents_mark_db.h"
#include "Game/IW4/XAssets/clipmap_t/clipmap_t_mark_db.h"
#include "Game/IW4/XAssets/comworld/comworld_mark_db.h"
#include "Game/IW4/XAssets/font_s/font_s_mark_db.h"
#include "Game/IW4/XAssets/fxeffectdef/fxeffectdef_mark_db.h"
#include "Game/IW4/XAssets/fximpacttable/fximpacttable_mark_db.h"
#include "Game/IW4/XAssets/fxworld/fxworld_mark_db.h"
#include "Game/IW4/XAssets/gameworldmp/gameworldmp_mark_db.h"
#include "Game/IW4/XAssets/gameworldsp/gameworldsp_mark_db.h"
#include "Game/IW4/XAssets/gfximage/gfximage_mark_db.h"
#include "Game/IW4/XAssets/gfxlightdef/gfxlightdef_mark_db.h"
#include "Game/IW4/XAssets/gfxworld/gfxworld_mark_db.h"
#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_mark_db.h"
#include "Game/IW4/XAssets/loadedsound/loadedsound_mark_db.h"
#include "Game/IW4/XAssets/localizeentry/localizeentry_mark_db.h"
#include "Game/IW4/XAssets/mapents/mapents_mark_db.h"
#include "Game/IW4/XAssets/material/material_mark_db.h"
#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_mark_db.h"
#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_mark_db.h"
#include "Game/IW4/XAssets/materialvertexdeclaration/materialvertexdeclaration_mark_db.h"
#include "Game/IW4/XAssets/materialvertexshader/materialvertexshader_mark_db.h"
#include "Game/IW4/XAssets/menudef_t/menudef_t_mark_db.h"
#include "Game/IW4/XAssets/menulist/menulist_mark_db.h"
#include "Game/IW4/XAssets/physcollmap/physcollmap_mark_db.h"
#include "Game/IW4/XAssets/physpreset/physpreset_mark_db.h"
#include "Game/IW4/XAssets/rawfile/rawfile_mark_db.h"
#include "Game/IW4/XAssets/snd_alias_list_t/snd_alias_list_t_mark_db.h"
#include "Game/IW4/XAssets/sndcurve/sndcurve_mark_db.h"
#include "Game/IW4/XAssets/stringtable/stringtable_mark_db.h"
#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_mark_db.h"
#include "Game/IW4/XAssets/tracerdef/tracerdef_mark_db.h"
#include "Game/IW4/XAssets/vehicledef/vehicledef_mark_db.h"
#include "Game/IW4/XAssets/weaponcompletedef/weaponcompletedef_mark_db.h"
#include "Game/IW4/XAssets/xanimparts/xanimparts_mark_db.h"
#include "Game/IW4/XAssets/xmodel/xmodel_mark_db.h"

View File

@@ -1,42 +0,0 @@
#pragma once
#include "Game/IW5/XAssets/addonmapents/addonmapents_mark_db.h"
#include "Game/IW5/XAssets/clipmap_t/clipmap_t_mark_db.h"
#include "Game/IW5/XAssets/comworld/comworld_mark_db.h"
#include "Game/IW5/XAssets/font_s/font_s_mark_db.h"
#include "Game/IW5/XAssets/fxeffectdef/fxeffectdef_mark_db.h"
#include "Game/IW5/XAssets/fximpacttable/fximpacttable_mark_db.h"
#include "Game/IW5/XAssets/fxworld/fxworld_mark_db.h"
#include "Game/IW5/XAssets/gfximage/gfximage_mark_db.h"
#include "Game/IW5/XAssets/gfxlightdef/gfxlightdef_mark_db.h"
#include "Game/IW5/XAssets/gfxworld/gfxworld_mark_db.h"
#include "Game/IW5/XAssets/glassworld/glassworld_mark_db.h"
#include "Game/IW5/XAssets/leaderboarddef/leaderboarddef_mark_db.h"
#include "Game/IW5/XAssets/loadedsound/loadedsound_mark_db.h"
#include "Game/IW5/XAssets/localizeentry/localizeentry_mark_db.h"
#include "Game/IW5/XAssets/mapents/mapents_mark_db.h"
#include "Game/IW5/XAssets/material/material_mark_db.h"
#include "Game/IW5/XAssets/materialpixelshader/materialpixelshader_mark_db.h"
#include "Game/IW5/XAssets/materialtechniqueset/materialtechniqueset_mark_db.h"
#include "Game/IW5/XAssets/materialvertexdeclaration/materialvertexdeclaration_mark_db.h"
#include "Game/IW5/XAssets/materialvertexshader/materialvertexshader_mark_db.h"
#include "Game/IW5/XAssets/menudef_t/menudef_t_mark_db.h"
#include "Game/IW5/XAssets/menulist/menulist_mark_db.h"
#include "Game/IW5/XAssets/pathdata/pathdata_mark_db.h"
#include "Game/IW5/XAssets/physcollmap/physcollmap_mark_db.h"
#include "Game/IW5/XAssets/physpreset/physpreset_mark_db.h"
#include "Game/IW5/XAssets/rawfile/rawfile_mark_db.h"
#include "Game/IW5/XAssets/scriptfile/scriptfile_mark_db.h"
#include "Game/IW5/XAssets/snd_alias_list_t/snd_alias_list_t_mark_db.h"
#include "Game/IW5/XAssets/sndcurve/sndcurve_mark_db.h"
#include "Game/IW5/XAssets/stringtable/stringtable_mark_db.h"
#include "Game/IW5/XAssets/structureddatadefset/structureddatadefset_mark_db.h"
#include "Game/IW5/XAssets/surfacefxtable/surfacefxtable_mark_db.h"
#include "Game/IW5/XAssets/tracerdef/tracerdef_mark_db.h"
#include "Game/IW5/XAssets/vehicledef/vehicledef_mark_db.h"
#include "Game/IW5/XAssets/vehicletrack/vehicletrack_mark_db.h"
#include "Game/IW5/XAssets/weaponattachment/weaponattachment_mark_db.h"
#include "Game/IW5/XAssets/weaponcompletedef/weaponcompletedef_mark_db.h"
#include "Game/IW5/XAssets/xanimparts/xanimparts_mark_db.h"
#include "Game/IW5/XAssets/xmodel/xmodel_mark_db.h"
#include "Game/IW5/XAssets/xmodelsurfs/xmodelsurfs_mark_db.h"

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@@ -1,34 +0,0 @@
#pragma once
#include "Game/T5/XAssets/clipmap_t/clipmap_t_mark_db.h"
#include "Game/T5/XAssets/comworld/comworld_mark_db.h"
#include "Game/T5/XAssets/ddlroot_t/ddlroot_t_mark_db.h"
#include "Game/T5/XAssets/destructibledef/destructibledef_mark_db.h"
#include "Game/T5/XAssets/emblemset/emblemset_mark_db.h"
#include "Game/T5/XAssets/font_s/font_s_mark_db.h"
#include "Game/T5/XAssets/fxeffectdef/fxeffectdef_mark_db.h"
#include "Game/T5/XAssets/fximpacttable/fximpacttable_mark_db.h"
#include "Game/T5/XAssets/gameworldmp/gameworldmp_mark_db.h"
#include "Game/T5/XAssets/gameworldsp/gameworldsp_mark_db.h"
#include "Game/T5/XAssets/gfximage/gfximage_mark_db.h"
#include "Game/T5/XAssets/gfxlightdef/gfxlightdef_mark_db.h"
#include "Game/T5/XAssets/gfxworld/gfxworld_mark_db.h"
#include "Game/T5/XAssets/glasses/glasses_mark_db.h"
#include "Game/T5/XAssets/localizeentry/localizeentry_mark_db.h"
#include "Game/T5/XAssets/mapents/mapents_mark_db.h"
#include "Game/T5/XAssets/material/material_mark_db.h"
#include "Game/T5/XAssets/materialtechniqueset/materialtechniqueset_mark_db.h"
#include "Game/T5/XAssets/menudef_t/menudef_t_mark_db.h"
#include "Game/T5/XAssets/menulist/menulist_mark_db.h"
#include "Game/T5/XAssets/packindex/packindex_mark_db.h"
#include "Game/T5/XAssets/physconstraints/physconstraints_mark_db.h"
#include "Game/T5/XAssets/physpreset/physpreset_mark_db.h"
#include "Game/T5/XAssets/rawfile/rawfile_mark_db.h"
#include "Game/T5/XAssets/sndbank/sndbank_mark_db.h"
#include "Game/T5/XAssets/snddriverglobals/snddriverglobals_mark_db.h"
#include "Game/T5/XAssets/sndpatch/sndpatch_mark_db.h"
#include "Game/T5/XAssets/stringtable/stringtable_mark_db.h"
#include "Game/T5/XAssets/weaponvariantdef/weaponvariantdef_mark_db.h"
#include "Game/T5/XAssets/xanimparts/xanimparts_mark_db.h"
#include "Game/T5/XAssets/xglobals/xglobals_mark_db.h"
#include "Game/T5/XAssets/xmodel/xmodel_mark_db.h"

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@@ -1,50 +0,0 @@
#pragma once
#include "Game/T6/XAssets/addonmapents/addonmapents_mark_db.h"
#include "Game/T6/XAssets/clipmap_t/clipmap_t_mark_db.h"
#include "Game/T6/XAssets/comworld/comworld_mark_db.h"
#include "Game/T6/XAssets/ddlroot_t/ddlroot_t_mark_db.h"
#include "Game/T6/XAssets/destructibledef/destructibledef_mark_db.h"
#include "Game/T6/XAssets/emblemset/emblemset_mark_db.h"
#include "Game/T6/XAssets/font_s/font_s_mark_db.h"
#include "Game/T6/XAssets/fonticon/fonticon_mark_db.h"
#include "Game/T6/XAssets/footstepfxtabledef/footstepfxtabledef_mark_db.h"
#include "Game/T6/XAssets/footsteptabledef/footsteptabledef_mark_db.h"
#include "Game/T6/XAssets/fxeffectdef/fxeffectdef_mark_db.h"
#include "Game/T6/XAssets/fximpacttable/fximpacttable_mark_db.h"
#include "Game/T6/XAssets/gameworldmp/gameworldmp_mark_db.h"
#include "Game/T6/XAssets/gameworldsp/gameworldsp_mark_db.h"
#include "Game/T6/XAssets/gfximage/gfximage_mark_db.h"
#include "Game/T6/XAssets/gfxlightdef/gfxlightdef_mark_db.h"
#include "Game/T6/XAssets/gfxworld/gfxworld_mark_db.h"
#include "Game/T6/XAssets/glasses/glasses_mark_db.h"
#include "Game/T6/XAssets/keyvaluepairs/keyvaluepairs_mark_db.h"
#include "Game/T6/XAssets/leaderboarddef/leaderboarddef_mark_db.h"
#include "Game/T6/XAssets/localizeentry/localizeentry_mark_db.h"
#include "Game/T6/XAssets/mapents/mapents_mark_db.h"
#include "Game/T6/XAssets/material/material_mark_db.h"
#include "Game/T6/XAssets/materialtechniqueset/materialtechniqueset_mark_db.h"
#include "Game/T6/XAssets/memoryblock/memoryblock_mark_db.h"
#include "Game/T6/XAssets/menudef_t/menudef_t_mark_db.h"
#include "Game/T6/XAssets/menulist/menulist_mark_db.h"
#include "Game/T6/XAssets/physconstraints/physconstraints_mark_db.h"
#include "Game/T6/XAssets/physpreset/physpreset_mark_db.h"
#include "Game/T6/XAssets/qdb/qdb_mark_db.h"
#include "Game/T6/XAssets/rawfile/rawfile_mark_db.h"
#include "Game/T6/XAssets/scriptparsetree/scriptparsetree_mark_db.h"
#include "Game/T6/XAssets/skinnedvertsdef/skinnedvertsdef_mark_db.h"
#include "Game/T6/XAssets/slug/slug_mark_db.h"
#include "Game/T6/XAssets/sndbank/sndbank_mark_db.h"
#include "Game/T6/XAssets/snddriverglobals/snddriverglobals_mark_db.h"
#include "Game/T6/XAssets/sndpatch/sndpatch_mark_db.h"
#include "Game/T6/XAssets/stringtable/stringtable_mark_db.h"
#include "Game/T6/XAssets/tracerdef/tracerdef_mark_db.h"
#include "Game/T6/XAssets/vehicledef/vehicledef_mark_db.h"
#include "Game/T6/XAssets/weaponattachment/weaponattachment_mark_db.h"
#include "Game/T6/XAssets/weaponattachmentunique/weaponattachmentunique_mark_db.h"
#include "Game/T6/XAssets/weaponcamo/weaponcamo_mark_db.h"
#include "Game/T6/XAssets/weaponvariantdef/weaponvariantdef_mark_db.h"
#include "Game/T6/XAssets/xanimparts/xanimparts_mark_db.h"
#include "Game/T6/XAssets/xglobals/xglobals_mark_db.h"
#include "Game/T6/XAssets/xmodel/xmodel_mark_db.h"
#include "Game/T6/XAssets/zbarrierdef/zbarrierdef_mark_db.h"