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:
@@ -229,11 +229,16 @@ function ZoneCode:allMarkFiles()
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result = {}
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for game, assets in pairs(self.Assets) do
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-- PerAsset
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for i, assetName in ipairs(assets) do
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local assetNameLower = string.lower(assetName)
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table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_mark_db.cpp")
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table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_mark_db.h")
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end
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-- PerTemplate
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table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/AssetMarker" .. game .. ".h")
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end
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return result
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@@ -320,7 +325,7 @@ function ZoneCode:project()
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.. ' --no-color'
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.. ' -h "' .. path.join(path.getabsolute(ProjectFolder()), 'ZoneCode/Game/%{file.basename}/%{file.basename}_ZoneCode.h') .. '"'
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.. ' -c "' .. path.join(path.getabsolute(ProjectFolder()), 'ZoneCode/Game/%{file.basename}/%{file.basename}_Commands.txt') .. '"'
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.. ' -o "%{wks.location}/src/ZoneCode/Game/%{file.basename}/XAssets"'
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.. ' -o "%{wks.location}/src/ZoneCode/Game/%{file.basename}"'
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.. ' -g ZoneLoad'
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.. ' -g ZoneMark'
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.. ' -g ZoneWrite'
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@@ -1,14 +1,18 @@
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#include "OncePerTemplateRenderingContext.h"
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#include "Domain/Computations/StructureComputations.h"
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#include <algorithm>
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OncePerTemplateRenderingContext::OncePerTemplateRenderingContext(std::string game,
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const Architecture gameArchitecture,
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std::vector<const FastFileBlock*> fastFileBlocks)
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std::vector<const FastFileBlock*> fastFileBlocks,
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std::vector<StructureInformation*> assets)
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: m_game(std::move(game)),
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m_architecture_mismatch(gameArchitecture != OWN_ARCHITECTURE),
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m_pointer_size(GetPointerSizeForArchitecture(gameArchitecture)),
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m_blocks(std::move(fastFileBlocks)),
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m_assets(std::move(assets)),
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m_default_normal_block(nullptr),
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m_default_temp_block(nullptr)
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{
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@@ -26,6 +30,15 @@ OncePerTemplateRenderingContext::OncePerTemplateRenderingContext(std::string gam
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std::unique_ptr<OncePerTemplateRenderingContext> OncePerTemplateRenderingContext::BuildContext(const IDataRepository* repository)
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{
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std::vector<StructureInformation*> assetInformation;
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for (auto* info : repository->GetAllStructureInformation())
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{
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if (!StructureComputations(info).IsAsset())
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continue;
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assetInformation.emplace_back(info);
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}
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return std::make_unique<OncePerTemplateRenderingContext>(
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OncePerTemplateRenderingContext(repository->GetGameName(), repository->GetArchitecture(), repository->GetAllFastFileBlocks()));
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OncePerTemplateRenderingContext(repository->GetGameName(), repository->GetArchitecture(), repository->GetAllFastFileBlocks(), assetInformation));
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}
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@@ -3,6 +3,7 @@
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#include "Persistence/IDataRepository.h"
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#include <string>
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#include <vector>
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class OncePerTemplateRenderingContext
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{
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@@ -13,10 +14,14 @@ public:
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bool m_architecture_mismatch;
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unsigned m_pointer_size;
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std::vector<const FastFileBlock*> m_blocks;
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std::vector<StructureInformation*> m_assets;
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const FastFileBlock* m_default_normal_block;
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const FastFileBlock* m_default_temp_block;
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private:
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OncePerTemplateRenderingContext(std::string game, Architecture gameArchitecture, std::vector<const FastFileBlock*> fastFileBlocks);
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OncePerTemplateRenderingContext(std::string game,
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Architecture gameArchitecture,
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std::vector<const FastFileBlock*> fastFileBlocks,
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std::vector<StructureInformation*> assets);
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};
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@@ -11,22 +11,19 @@ namespace
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{
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constexpr int TAG_SOURCE = 1;
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class Template final : BaseTemplate
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class PerAsset final : BaseTemplate
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{
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public:
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Template(std::ostream& stream, const OncePerAssetRenderingContext& context)
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: BaseTemplate(stream, context)
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PerAsset(std::ostream& stream, const OncePerAssetRenderingContext& context)
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: BaseTemplate(stream),
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m_env(context)
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{
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}
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void Source()
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{
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LINE("// ====================================================================")
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LINE("// This file has been generated by ZoneCodeGenerator.")
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LINE("// Do not modify.")
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LINE("// Any changes will be discarded when regenerating.")
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LINE("// ====================================================================")
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LINE("")
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AddGeneratedHint();
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LINEF("#include \"Game/{0}/{0}.h\"", m_env.m_game)
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LINE("")
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LINE("#include <catch2/catch_test_macros.hpp>")
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@@ -78,6 +75,8 @@ namespace
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m_intendation--;
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LINE("}")
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}
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const OncePerAssetRenderingContext& m_env;
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};
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} // namespace
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@@ -88,14 +87,14 @@ std::vector<CodeTemplateFile> AssetStructTestsTemplate::GetFilesToRenderOncePerA
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auto assetName = context.m_asset->m_definition->m_name;
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utils::MakeStringLowerCase(assetName);
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files.emplace_back(std::format("{0}/{0}_struct_test.cpp", assetName), TAG_SOURCE);
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files.emplace_back(std::format("XAssets/{0}/{0}_struct_test.cpp", assetName), TAG_SOURCE);
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return files;
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}
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void AssetStructTestsTemplate::RenderOncePerAssetFile(std::ostream& stream, const CodeTemplateFileTag fileTag, const OncePerAssetRenderingContext& context)
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{
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Template t(stream, context);
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PerAsset t(stream, context);
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assert(fileTag == TAG_SOURCE);
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if (fileTag == TAG_SOURCE)
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@@ -5,9 +5,8 @@
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#include <sstream>
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BaseTemplate::BaseTemplate(std::ostream& stream, const OncePerAssetRenderingContext& context)
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BaseTemplate::BaseTemplate(std::ostream& stream)
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: m_out(stream),
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m_env(context),
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m_intendation(0u)
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{
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}
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@@ -18,6 +17,17 @@ void BaseTemplate::DoIntendation() const
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m_out << INTENDATION;
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}
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// clang-format off
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void BaseTemplate::AddGeneratedHint() const
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{
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LINE("// ====================================================================")
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LINE("// This file has been generated by ZoneCodeGenerator.")
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LINE("// Do not modify.")
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LINE("// Any changes will be discarded when regenerating.")
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LINE("// ====================================================================")
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LINE("")
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} // clang-format on
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std::string BaseTemplate::Upper(std::string str)
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{
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for (auto& c : str)
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@@ -5,7 +5,6 @@
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#include "Domain/Evaluation/OperandDynamic.h"
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#include "Domain/Evaluation/OperandStatic.h"
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#include "Domain/Evaluation/Operation.h"
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#include "Generating/OncePerAssetRenderingContext.h"
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#include <format>
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#include <ostream>
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@@ -15,10 +14,12 @@ class BaseTemplate
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protected:
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static constexpr auto INTENDATION = " ";
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BaseTemplate(std::ostream& stream, const OncePerAssetRenderingContext& context);
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explicit BaseTemplate(std::ostream& stream);
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void DoIntendation() const;
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void AddGeneratedHint() const;
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static std::string Upper(std::string str);
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static std::string Lower(std::string str);
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static std::string MakeTypeVarName(const DataDefinition* def);
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@@ -37,7 +38,6 @@ protected:
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static std::string MakeEvaluation(const IEvaluation* evaluation);
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std::ostream& m_out;
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const OncePerAssetRenderingContext& m_env;
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unsigned m_intendation;
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private:
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@@ -6,7 +6,6 @@
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#include "Utils/StringUtils.h"
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#include <cassert>
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#include <iostream>
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#include <sstream>
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namespace
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@@ -14,22 +13,19 @@ namespace
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constexpr int TAG_HEADER = 1;
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constexpr int TAG_SOURCE = 2;
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class Template final : BaseTemplate
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class PerAsset final : BaseTemplate
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{
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public:
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Template(std::ostream& stream, const OncePerAssetRenderingContext& context)
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: BaseTemplate(stream, context)
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PerAsset(std::ostream& stream, const OncePerAssetRenderingContext& context)
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: BaseTemplate(stream),
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m_env(context)
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{
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}
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void Header()
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{
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LINE("// ====================================================================")
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LINE("// This file has been generated by ZoneCodeGenerator.")
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LINE("// Do not modify.")
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LINE("// Any changes will be discarded when regenerating.")
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LINE("// ====================================================================")
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LINE("")
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AddGeneratedHint();
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LINE("#pragma once")
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LINE("")
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LINEF("#include \"Game/{0}/{0}.h\"", m_env.m_game)
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@@ -137,12 +133,8 @@ namespace
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void Source()
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{
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LINE("// ====================================================================")
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LINE("// This file has been generated by ZoneCodeGenerator.")
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LINE("// Do not modify.")
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LINE("// Any changes will be discarded when regenerating.")
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LINE("// ====================================================================")
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LINE("")
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AddGeneratedHint();
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LINEF("#include \"{0}_load_db.h\"", Lower(m_env.m_asset->m_definition->m_name))
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LINE("")
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LINEF("#include \"Game/{0}/AssetMarker{0}.h\"", m_env.m_game)
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@@ -2195,6 +2187,8 @@ namespace
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m_intendation--;
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LINE("}")
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}
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const OncePerAssetRenderingContext& m_env;
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};
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} // namespace
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@@ -2205,15 +2199,15 @@ std::vector<CodeTemplateFile> ZoneLoadTemplate::GetFilesToRenderOncePerAsset(con
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auto assetName = context.m_asset->m_definition->m_name;
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utils::MakeStringLowerCase(assetName);
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files.emplace_back(std::format("{0}/{0}_load_db.h", assetName), TAG_HEADER);
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files.emplace_back(std::format("{0}/{0}_load_db.cpp", assetName), TAG_SOURCE);
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files.emplace_back(std::format("XAssets/{0}/{0}_load_db.h", assetName), TAG_HEADER);
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files.emplace_back(std::format("XAssets/{0}/{0}_load_db.cpp", assetName), TAG_SOURCE);
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return files;
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}
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void ZoneLoadTemplate::RenderOncePerAssetFile(std::ostream& stream, const CodeTemplateFileTag fileTag, const OncePerAssetRenderingContext& context)
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{
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Template t(stream, context);
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PerAsset t(stream, context);
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if (fileTag == TAG_HEADER)
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{
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@@ -12,23 +12,50 @@ namespace
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{
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constexpr int TAG_HEADER = 1;
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constexpr int TAG_SOURCE = 2;
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constexpr int TAG_ALL_MARKERS = 3;
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class Template final : BaseTemplate
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class PerTemplate final : BaseTemplate
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{
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public:
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Template(std::ostream& stream, const OncePerAssetRenderingContext& context)
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: BaseTemplate(stream, context)
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PerTemplate(std::ostream& stream, const OncePerTemplateRenderingContext& context)
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: BaseTemplate(stream),
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m_env(context)
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{
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}
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void AllMarkers() const
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{
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AddGeneratedHint();
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LINE("#pragma once")
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LINE("")
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for (const auto* asset : m_env.m_assets)
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{
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auto lowerAssetName = asset->m_definition->m_name;
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utils::MakeStringLowerCase(lowerAssetName);
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LINEF("#include \"Game/{0}/XAssets/{1}/{1}_mark_db.h\"", m_env.m_game, lowerAssetName)
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}
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}
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private:
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const OncePerTemplateRenderingContext& m_env;
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};
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class PerAsset final : BaseTemplate
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{
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public:
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PerAsset(std::ostream& stream, const OncePerAssetRenderingContext& context)
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: BaseTemplate(stream),
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m_env(context)
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{
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}
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void Header()
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{
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LINE("// ====================================================================")
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LINE("// This file has been generated by ZoneCodeGenerator.")
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LINE("// Do not modify.")
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LINE("// Any changes will be discarded when regenerating.")
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LINE("// ====================================================================")
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LINE("")
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AddGeneratedHint();
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LINE("#pragma once")
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LINE("")
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LINEF("#include \"Game/{0}/{0}.h\"", m_env.m_game)
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@@ -113,12 +140,8 @@ namespace
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void Source()
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{
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LINE("// ====================================================================")
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LINE("// This file has been generated by ZoneCodeGenerator.")
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LINE("// Do not modify.")
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LINE("// Any changes will be discarded when regenerating.")
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LINE("// ====================================================================")
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LINE("")
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AddGeneratedHint();
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LINEF("#include \"{0}_mark_db.h\"", Lower(m_env.m_asset->m_definition->m_name))
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if (!m_env.m_referenced_assets.empty())
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@@ -761,9 +784,28 @@ namespace
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m_intendation--;
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LINE("}")
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}
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const OncePerAssetRenderingContext& m_env;
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};
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} // namespace
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std::vector<CodeTemplateFile> ZoneMarkTemplate::GetFilesToRenderOncePerTemplate(const OncePerTemplateRenderingContext& context)
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{
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std::vector<CodeTemplateFile> files;
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files.emplace_back(std::format("AssetMarker{0}.h", context.m_game), TAG_ALL_MARKERS);
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return files;
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}
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void ZoneMarkTemplate::RenderOncePerTemplateFile(std::ostream& stream, const CodeTemplateFileTag fileTag, const OncePerTemplateRenderingContext& context)
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{
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assert(fileTag == TAG_ALL_MARKERS);
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PerTemplate t(stream, context);
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t.AllMarkers();
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}
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std::vector<CodeTemplateFile> ZoneMarkTemplate::GetFilesToRenderOncePerAsset(const OncePerAssetRenderingContext& context)
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{
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std::vector<CodeTemplateFile> files;
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@@ -771,15 +813,15 @@ std::vector<CodeTemplateFile> ZoneMarkTemplate::GetFilesToRenderOncePerAsset(con
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auto assetName = context.m_asset->m_definition->m_name;
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utils::MakeStringLowerCase(assetName);
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files.emplace_back(std::format("{0}/{0}_mark_db.h", assetName), TAG_HEADER);
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files.emplace_back(std::format("{0}/{0}_mark_db.cpp", assetName), TAG_SOURCE);
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files.emplace_back(std::format("XAssets/{0}/{0}_mark_db.h", assetName), TAG_HEADER);
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files.emplace_back(std::format("XAssets/{0}/{0}_mark_db.cpp", assetName), TAG_SOURCE);
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return files;
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}
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void ZoneMarkTemplate::RenderOncePerAssetFile(std::ostream& stream, const CodeTemplateFileTag fileTag, const OncePerAssetRenderingContext& context)
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{
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Template t(stream, context);
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PerAsset t(stream, context);
|
||||
|
||||
if (fileTag == TAG_HEADER)
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{
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||||
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||||
@@ -5,6 +5,9 @@
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||||
class ZoneMarkTemplate final : public ICodeTemplate
|
||||
{
|
||||
public:
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||||
std::vector<CodeTemplateFile> GetFilesToRenderOncePerTemplate(const OncePerTemplateRenderingContext& context) override;
|
||||
void RenderOncePerTemplateFile(std::ostream& stream, CodeTemplateFileTag fileTag, const OncePerTemplateRenderingContext& context) override;
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|
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std::vector<CodeTemplateFile> GetFilesToRenderOncePerAsset(const OncePerAssetRenderingContext& context) override;
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void RenderOncePerAssetFile(std::ostream& stream, CodeTemplateFileTag fileTag, const OncePerAssetRenderingContext& context) override;
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};
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||||
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@@ -12,22 +12,19 @@ namespace
|
||||
constexpr CodeTemplateFileTag TAG_HEADER = 1;
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||||
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)
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||||
{
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||||
}
|
||||
|
||||
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")
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||||
LINE("")
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||||
LINEF("#include \"Game/{0}/{0}.h\"", m_env.m_game)
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||||
@@ -112,12 +109,8 @@ namespace
|
||||
|
||||
void Source()
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||||
{
|
||||
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())
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||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -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"
|
||||
@@ -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"
|
||||
@@ -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"
|
||||
@@ -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"
|
||||
@@ -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"
|
||||
Reference in New Issue
Block a user