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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-01-13 20:21:48 +00:00

Merge branch 'main' into bsp-compilation

This commit is contained in:
LJW-Dev
2025-11-04 14:20:37 +08:00
317 changed files with 6511 additions and 1998 deletions

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@@ -0,0 +1,26 @@
#include "CommonAsset.h"
#include "IW3/CommonAssetIW3.h"
#include "IW4/CommonAssetIW4.h"
#include "IW5/CommonAssetIW5.h"
#include "T5/CommonAssetT5.h"
#include "T6/CommonAssetT6.h"
#include <cassert>
ICommonAssetTypeMapper* ICommonAssetTypeMapper::GetCommonAssetMapperByGame(GameId gameId)
{
static ICommonAssetTypeMapper* assetTypeMappers[static_cast<unsigned>(GameId::COUNT)]{
new IW3::CommonAssetTypeMapper(),
new IW4::CommonAssetTypeMapper(),
new IW5::CommonAssetTypeMapper(),
new T5::CommonAssetTypeMapper(),
new T6::CommonAssetTypeMapper(),
};
assert(static_cast<unsigned>(gameId) < static_cast<unsigned>(GameId::COUNT));
auto* result = assetTypeMappers[static_cast<unsigned>(gameId)];
assert(result);
return result;
}

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@@ -0,0 +1,181 @@
#pragma once
#include "IGame.h"
#include "Zone/ZoneTypes.h"
#include <cstdint>
#include <optional>
enum class CommonAssetType : std::uint8_t
{
// IW3, IW4, IW5, T5, T6
PHYS_PRESET,
// IW3, IW4, IW5, T5, T6
XANIM,
// IW3, IW4, IW5, T5, T6
XMODEL,
// IW3, IW4, IW5, T5, T6
MATERIAL,
// IW3, IW4, IW5, T5, T6
TECHNIQUE_SET,
// IW3, IW4, IW5, T5, T6
IMAGE,
// IW3, IW4, IW5, T5, T6
SOUND,
// IW3, IW4, IW5
SOUND_CURVE,
// IW3, IW4, IW5
LOADED_SOUND,
// IW3, IW4, IW5, T5, T6
CLIP_MAP,
// IW3, IW4, IW5, T5, T6
COM_WORLD,
// IW3, IW4, T5, T6
GAME_WORLD_SP,
// IW3, IW4, T5, T6
GAME_WORLD_MP,
// IW3, IW4, IW5, T5, T6
MAP_ENTS,
// IW3, IW4, IW5, T5, T6
GFX_WORLD,
// IW3, IW4, IW5, T5, T6
LIGHT_DEF,
// IW3, IW4, IW5, T5, T6
UI_MAP,
// IW3, IW4, IW5, T5, T6
FONT,
// IW3, IW4, IW5, T5, T6
MENU_LIST,
// IW3, IW4, IW5, T5, T6
MENU,
// IW3, IW4, IW5, T5, T6
LOCALIZE_ENTRY,
// IW3, IW4, IW5, T5, T6
WEAPON,
// IW3, IW4, IW5, T5, T6
SOUND_DRIVER_GLOBALS,
// IW3, IW4, IW5, T5, T6
FX,
// IW3, IW4, IW5, T5, T6
IMPACT_FX,
// IW3, IW4, IW5, T5, T6
AI_TYPE,
// IW3, IW4, IW5, T5, T6
MP_TYPE,
// IW3, IW4, IW5, T5, T6
CHARACTER,
// IW3, IW4, IW5, T5, T6
XMODEL_ALIAS,
// IW3, IW4, IW5, T5, T6
RAW_FILE,
// IW3, IW4, IW5, T5, T6
STRING_TABLE,
// IW3, T5, T6
XMODEL_PIECES,
// IW4, IW5
PHYS_COLL_MAP,
// IW4, IW5
XMODEL_SURFS,
// IW4, IW5
PIXEL_SHADER,
// IW4, IW5
VERTEX_SHADER,
// IW4, IW5
VERTEX_DECL,
// IW4, IW5
FX_WORLD,
// IW4, IW5, T6
LEADERBOARD,
// IW4, IW5
STRUCTURED_DATA_DEF,
// IW4, IW5, T6
TRACER,
// IW4, IW5, T6
VEHICLE,
// IW4, IW5, T6
ADDON_MAP_ENTS,
// IW5
GLASS_WORLD,
// IW5
PATH_DATA,
// IW5
VEHICLE_TRACK,
// IW5, T6
ATTACHMENT,
// IW5
SURFACE_FX,
// IW5, T6
SCRIPT,
// T5, T6
PHYS_CONSTRAINTS,
// T5, T6
DESTRUCTIBLE_DEF,
// T5, T6
SOUND_PATCH,
// T5, T6
WEAPON_DEF,
// T5, T6
WEAPON_VARIANT,
// T5, T6
MP_BODY,
// T5, T6
MP_HEAD,
// T5
PACK_INDEX,
// T5, T6
XGLOBALS,
// T5, T6
DDL,
// T5, T6
GLASSES,
// T5, T6
EMBLEM_SET,
// T6
FONT_ICON,
// T6
WEAPON_FULL,
// T6
ATTACHMENT_UNIQUE,
// T6
WEAPON_CAMO,
// T6
KEY_VALUE_PAIRS,
// T6
MEMORY_BLOCK,
// T6
SKINNED_VERTS,
// T6
QDB,
// T6
SLUG,
// T6
FOOTSTEP_TABLE,
// T6
FOOTSTEP_FX_TABLE,
// T6
ZBARRIER,
COUNT,
};
class ICommonAssetTypeMapper
{
public:
[[nodiscard]] virtual CommonAssetType GameToCommonAssetType(asset_type_t gameAssetType) const = 0;
[[nodiscard]] virtual std::optional<asset_type_t> CommonToGameAssetType(CommonAssetType commonAssetType) const = 0;
static ICommonAssetTypeMapper* GetCommonAssetMapperByGame(GameId gameId);
protected:
ICommonAssetTypeMapper() = default;
virtual ~ICommonAssetTypeMapper() = default;
ICommonAssetTypeMapper(const ICommonAssetTypeMapper& other) = default;
ICommonAssetTypeMapper(ICommonAssetTypeMapper&& other) noexcept = default;
ICommonAssetTypeMapper& operator=(const ICommonAssetTypeMapper& other) = default;
ICommonAssetTypeMapper& operator=(ICommonAssetTypeMapper&& other) noexcept = default;
};

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@@ -2,10 +2,11 @@
#include "GameLanguage.h"
#include <cstdint>
#include <type_traits>
#include <vector>
enum class GameId
enum class GameId : std::uint8_t
{
IW3,
IW4,
@@ -18,7 +19,7 @@ enum class GameId
// The full uppercase names are macros in the standard lib
// So unfortunately not usable as values in the enum
enum class GameEndianness
enum class GameEndianness : std::uint8_t
{
/* Little endian */
LE,
@@ -26,12 +27,19 @@ enum class GameEndianness
BE
};
enum class GameWordSize
enum class GameWordSize : std::uint8_t
{
ARCH_32,
ARCH_64
};
enum class GamePlatform : std::uint8_t
{
PC,
XBOX,
PS3
};
static constexpr const char* GameId_Names[]{
"IW3",
"IW4",

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@@ -0,0 +1,100 @@
#include "CommonAssetIW3.h"
#include "IW3.h"
#include <cassert>
namespace IW3
{
CommonAssetTypeMapper::CommonAssetTypeMapper() = default;
CommonAssetType CommonAssetTypeMapper::GameToCommonAssetType(const asset_type_t gameAssetType) const
{
static CommonAssetType lookupTable[static_cast<unsigned>(ASSET_TYPE_COUNT)]{
CommonAssetType::XMODEL_PIECES, // ASSET_TYPE_XMODELPIECES
CommonAssetType::PHYS_PRESET, // ASSET_TYPE_PHYSPRESET
CommonAssetType::XANIM, // ASSET_TYPE_XANIMPARTS
CommonAssetType::XMODEL, // ASSET_TYPE_XMODEL
CommonAssetType::MATERIAL, // ASSET_TYPE_MATERIAL
CommonAssetType::TECHNIQUE_SET, // ASSET_TYPE_TECHNIQUE_SET
CommonAssetType::IMAGE, // ASSET_TYPE_IMAGE
CommonAssetType::SOUND, // ASSET_TYPE_SOUND
CommonAssetType::SOUND_CURVE, // ASSET_TYPE_SOUND_CURVE
CommonAssetType::LOADED_SOUND, // ASSET_TYPE_LOADED_SOUND
CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP
CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP_PVS
CommonAssetType::COM_WORLD, // ASSET_TYPE_COMWORLD
CommonAssetType::GAME_WORLD_SP, // ASSET_TYPE_GAMEWORLD_SP
CommonAssetType::GAME_WORLD_MP, // ASSET_TYPE_GAMEWORLD_MP
CommonAssetType::MAP_ENTS, // ASSET_TYPE_MAP_ENTS
CommonAssetType::GFX_WORLD, // ASSET_TYPE_GFXWORLD
CommonAssetType::LIGHT_DEF, // ASSET_TYPE_LIGHT_DEF
CommonAssetType::UI_MAP, // ASSET_TYPE_UI_MAP
CommonAssetType::FONT, // ASSET_TYPE_FONT
CommonAssetType::MENU_LIST, // ASSET_TYPE_MENULIST
CommonAssetType::MENU, // ASSET_TYPE_MENU
CommonAssetType::LOCALIZE_ENTRY, // ASSET_TYPE_LOCALIZE_ENTRY
CommonAssetType::WEAPON, // ASSET_TYPE_WEAPON
CommonAssetType::SOUND_DRIVER_GLOBALS, // ASSET_TYPE_SNDDRIVER_GLOBALS
CommonAssetType::FX, // ASSET_TYPE_FX
CommonAssetType::IMPACT_FX, // ASSET_TYPE_IMPACT_FX
CommonAssetType::AI_TYPE, // ASSET_TYPE_AITYPE
CommonAssetType::MP_TYPE, // ASSET_TYPE_MPTYPE
CommonAssetType::CHARACTER, // ASSET_TYPE_CHARACTER
CommonAssetType::XMODEL_ALIAS, // ASSET_TYPE_XMODELALIAS
CommonAssetType::RAW_FILE, // ASSET_TYPE_RAWFILE
CommonAssetType::STRING_TABLE, // ASSET_TYPE_STRINGTABLE
};
assert(gameAssetType < ASSET_TYPE_COUNT);
return lookupTable[gameAssetType];
}
std::optional<asset_type_t> CommonAssetTypeMapper::CommonToGameAssetType(const CommonAssetType commonAssetType) const
{
#define MAP_COMMON(common, game) \
case common: \
return game;
switch (commonAssetType)
{
MAP_COMMON(CommonAssetType::XMODEL_PIECES, ASSET_TYPE_XMODELPIECES)
MAP_COMMON(CommonAssetType::PHYS_PRESET, ASSET_TYPE_PHYSPRESET)
MAP_COMMON(CommonAssetType::XANIM, ASSET_TYPE_XANIMPARTS)
MAP_COMMON(CommonAssetType::XMODEL, ASSET_TYPE_XMODEL)
MAP_COMMON(CommonAssetType::MATERIAL, ASSET_TYPE_MATERIAL)
MAP_COMMON(CommonAssetType::TECHNIQUE_SET, ASSET_TYPE_TECHNIQUE_SET)
MAP_COMMON(CommonAssetType::IMAGE, ASSET_TYPE_IMAGE)
MAP_COMMON(CommonAssetType::SOUND, ASSET_TYPE_SOUND)
MAP_COMMON(CommonAssetType::SOUND_CURVE, ASSET_TYPE_SOUND_CURVE)
MAP_COMMON(CommonAssetType::LOADED_SOUND, ASSET_TYPE_LOADED_SOUND)
MAP_COMMON(CommonAssetType::CLIP_MAP, ASSET_TYPE_CLIPMAP_PVS)
MAP_COMMON(CommonAssetType::COM_WORLD, ASSET_TYPE_COMWORLD)
MAP_COMMON(CommonAssetType::GAME_WORLD_SP, ASSET_TYPE_GAMEWORLD_SP)
MAP_COMMON(CommonAssetType::GAME_WORLD_MP, ASSET_TYPE_GAMEWORLD_MP)
MAP_COMMON(CommonAssetType::MAP_ENTS, ASSET_TYPE_MAP_ENTS)
MAP_COMMON(CommonAssetType::GFX_WORLD, ASSET_TYPE_GFXWORLD)
MAP_COMMON(CommonAssetType::LIGHT_DEF, ASSET_TYPE_LIGHT_DEF)
MAP_COMMON(CommonAssetType::UI_MAP, ASSET_TYPE_UI_MAP)
MAP_COMMON(CommonAssetType::FONT, ASSET_TYPE_FONT)
MAP_COMMON(CommonAssetType::MENU_LIST, ASSET_TYPE_MENULIST)
MAP_COMMON(CommonAssetType::MENU, ASSET_TYPE_MENU)
MAP_COMMON(CommonAssetType::LOCALIZE_ENTRY, ASSET_TYPE_LOCALIZE_ENTRY)
MAP_COMMON(CommonAssetType::WEAPON, ASSET_TYPE_WEAPON)
MAP_COMMON(CommonAssetType::SOUND_DRIVER_GLOBALS, ASSET_TYPE_SNDDRIVER_GLOBALS)
MAP_COMMON(CommonAssetType::FX, ASSET_TYPE_FX)
MAP_COMMON(CommonAssetType::IMPACT_FX, ASSET_TYPE_IMPACT_FX)
MAP_COMMON(CommonAssetType::AI_TYPE, ASSET_TYPE_AITYPE)
MAP_COMMON(CommonAssetType::MP_TYPE, ASSET_TYPE_MPTYPE)
MAP_COMMON(CommonAssetType::CHARACTER, ASSET_TYPE_CHARACTER)
MAP_COMMON(CommonAssetType::XMODEL_ALIAS, ASSET_TYPE_XMODELALIAS)
MAP_COMMON(CommonAssetType::RAW_FILE, ASSET_TYPE_RAWFILE)
MAP_COMMON(CommonAssetType::STRING_TABLE, ASSET_TYPE_STRINGTABLE)
default:
return std::nullopt;
}
#undef MAP_COMMON
}
} // namespace IW3

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@@ -0,0 +1,15 @@
#pragma once
#include "Game/CommonAsset.h"
namespace IW3
{
class CommonAssetTypeMapper final : public ICommonAssetTypeMapper
{
public:
CommonAssetTypeMapper();
[[nodiscard]] CommonAssetType GameToCommonAssetType(asset_type_t gameAssetType) const override;
[[nodiscard]] std::optional<asset_type_t> CommonToGameAssetType(CommonAssetType commonAssetType) const override;
};
} // namespace IW3

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@@ -0,0 +1,120 @@
#include "CommonAssetIW4.h"
#include "IW4.h"
#include <cassert>
namespace IW4
{
CommonAssetTypeMapper::CommonAssetTypeMapper() = default;
CommonAssetType CommonAssetTypeMapper::GameToCommonAssetType(const asset_type_t gameAssetType) const
{
static CommonAssetType lookupTable[static_cast<unsigned>(ASSET_TYPE_COUNT)]{
CommonAssetType::PHYS_PRESET, // ASSET_TYPE_PHYSPRESET
CommonAssetType::PHYS_COLL_MAP, // ASSET_TYPE_PHYSCOLLMAP
CommonAssetType::XANIM, // ASSET_TYPE_XANIMPARTS
CommonAssetType::XMODEL_SURFS, // ASSET_TYPE_XMODEL_SURFS
CommonAssetType::XMODEL, // ASSET_TYPE_XMODEL
CommonAssetType::MATERIAL, // ASSET_TYPE_MATERIAL
CommonAssetType::PIXEL_SHADER, // ASSET_TYPE_PIXELSHADER
CommonAssetType::VERTEX_SHADER, // ASSET_TYPE_VERTEXSHADER
CommonAssetType::VERTEX_DECL, // ASSET_TYPE_VERTEXDECL
CommonAssetType::TECHNIQUE_SET, // ASSET_TYPE_TECHNIQUE_SET
CommonAssetType::IMAGE, // ASSET_TYPE_IMAGE
CommonAssetType::SOUND, // ASSET_TYPE_SOUND
CommonAssetType::SOUND_CURVE, // ASSET_TYPE_SOUND_CURVE
CommonAssetType::LOADED_SOUND, // ASSET_TYPE_LOADED_SOUND
CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP_SP
CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP_MP
CommonAssetType::COM_WORLD, // ASSET_TYPE_COMWORLD
CommonAssetType::GAME_WORLD_SP, // ASSET_TYPE_GAMEWORLD_SP
CommonAssetType::GAME_WORLD_MP, // ASSET_TYPE_GAMEWORLD_MP
CommonAssetType::MAP_ENTS, // ASSET_TYPE_MAP_ENTS
CommonAssetType::FX_WORLD, // ASSET_TYPE_FXWORLD
CommonAssetType::GFX_WORLD, // ASSET_TYPE_GFXWORLD
CommonAssetType::LIGHT_DEF, // ASSET_TYPE_LIGHT_DEF
CommonAssetType::UI_MAP, // ASSET_TYPE_UI_MAP
CommonAssetType::FONT, // ASSET_TYPE_FONT
CommonAssetType::MENU_LIST, // ASSET_TYPE_MENULIST
CommonAssetType::MENU, // ASSET_TYPE_MENU
CommonAssetType::LOCALIZE_ENTRY, // ASSET_TYPE_LOCALIZE_ENTRY
CommonAssetType::WEAPON, // ASSET_TYPE_WEAPON
CommonAssetType::SOUND_DRIVER_GLOBALS, // ASSET_TYPE_SNDDRIVER_GLOBALS
CommonAssetType::FX, // ASSET_TYPE_FX
CommonAssetType::IMPACT_FX, // ASSET_TYPE_IMPACT_FX
CommonAssetType::AI_TYPE, // ASSET_TYPE_AITYPE
CommonAssetType::MP_TYPE, // ASSET_TYPE_MPTYPE
CommonAssetType::CHARACTER, // ASSET_TYPE_CHARACTER
CommonAssetType::XMODEL_ALIAS, // ASSET_TYPE_XMODELALIAS
CommonAssetType::RAW_FILE, // ASSET_TYPE_RAWFILE
CommonAssetType::STRING_TABLE, // ASSET_TYPE_STRINGTABLE
CommonAssetType::LEADERBOARD, // ASSET_TYPE_LEADERBOARD
CommonAssetType::STRUCTURED_DATA_DEF, // ASSET_TYPE_STRUCTURED_DATA_DEF
CommonAssetType::TRACER, // ASSET_TYPE_TRACER
CommonAssetType::VEHICLE, // ASSET_TYPE_VEHICLE
CommonAssetType::ADDON_MAP_ENTS, // ASSET_TYPE_ADDON_MAP_ENTS
};
assert(gameAssetType < ASSET_TYPE_COUNT);
return lookupTable[gameAssetType];
}
std::optional<asset_type_t> CommonAssetTypeMapper::CommonToGameAssetType(const CommonAssetType commonAssetType) const
{
#define MAP_COMMON(common, game) \
case common: \
return game;
switch (commonAssetType)
{
MAP_COMMON(CommonAssetType::PHYS_PRESET, ASSET_TYPE_PHYSPRESET)
MAP_COMMON(CommonAssetType::PHYS_COLL_MAP, ASSET_TYPE_PHYSCOLLMAP)
MAP_COMMON(CommonAssetType::XANIM, ASSET_TYPE_XANIMPARTS)
MAP_COMMON(CommonAssetType::XMODEL_SURFS, ASSET_TYPE_XMODEL_SURFS)
MAP_COMMON(CommonAssetType::XMODEL, ASSET_TYPE_XMODEL)
MAP_COMMON(CommonAssetType::MATERIAL, ASSET_TYPE_MATERIAL)
MAP_COMMON(CommonAssetType::PIXEL_SHADER, ASSET_TYPE_PIXELSHADER)
MAP_COMMON(CommonAssetType::VERTEX_SHADER, ASSET_TYPE_VERTEXSHADER)
MAP_COMMON(CommonAssetType::VERTEX_DECL, ASSET_TYPE_VERTEXDECL)
MAP_COMMON(CommonAssetType::TECHNIQUE_SET, ASSET_TYPE_TECHNIQUE_SET)
MAP_COMMON(CommonAssetType::IMAGE, ASSET_TYPE_IMAGE)
MAP_COMMON(CommonAssetType::SOUND, ASSET_TYPE_SOUND)
MAP_COMMON(CommonAssetType::SOUND_CURVE, ASSET_TYPE_SOUND_CURVE)
MAP_COMMON(CommonAssetType::LOADED_SOUND, ASSET_TYPE_LOADED_SOUND)
MAP_COMMON(CommonAssetType::CLIP_MAP, ASSET_TYPE_CLIPMAP_MP)
MAP_COMMON(CommonAssetType::COM_WORLD, ASSET_TYPE_COMWORLD)
MAP_COMMON(CommonAssetType::GAME_WORLD_SP, ASSET_TYPE_GAMEWORLD_SP)
MAP_COMMON(CommonAssetType::GAME_WORLD_MP, ASSET_TYPE_GAMEWORLD_MP)
MAP_COMMON(CommonAssetType::MAP_ENTS, ASSET_TYPE_MAP_ENTS)
MAP_COMMON(CommonAssetType::FX_WORLD, ASSET_TYPE_FXWORLD)
MAP_COMMON(CommonAssetType::GFX_WORLD, ASSET_TYPE_GFXWORLD)
MAP_COMMON(CommonAssetType::LIGHT_DEF, ASSET_TYPE_LIGHT_DEF)
MAP_COMMON(CommonAssetType::UI_MAP, ASSET_TYPE_UI_MAP)
MAP_COMMON(CommonAssetType::FONT, ASSET_TYPE_FONT)
MAP_COMMON(CommonAssetType::MENU_LIST, ASSET_TYPE_MENULIST)
MAP_COMMON(CommonAssetType::MENU, ASSET_TYPE_MENU)
MAP_COMMON(CommonAssetType::LOCALIZE_ENTRY, ASSET_TYPE_LOCALIZE_ENTRY)
MAP_COMMON(CommonAssetType::WEAPON, ASSET_TYPE_WEAPON)
MAP_COMMON(CommonAssetType::SOUND_DRIVER_GLOBALS, ASSET_TYPE_SNDDRIVER_GLOBALS)
MAP_COMMON(CommonAssetType::FX, ASSET_TYPE_FX)
MAP_COMMON(CommonAssetType::IMPACT_FX, ASSET_TYPE_IMPACT_FX)
MAP_COMMON(CommonAssetType::AI_TYPE, ASSET_TYPE_AITYPE)
MAP_COMMON(CommonAssetType::MP_TYPE, ASSET_TYPE_MPTYPE)
MAP_COMMON(CommonAssetType::CHARACTER, ASSET_TYPE_CHARACTER)
MAP_COMMON(CommonAssetType::XMODEL_ALIAS, ASSET_TYPE_XMODELALIAS)
MAP_COMMON(CommonAssetType::RAW_FILE, ASSET_TYPE_RAWFILE)
MAP_COMMON(CommonAssetType::STRING_TABLE, ASSET_TYPE_STRINGTABLE)
MAP_COMMON(CommonAssetType::LEADERBOARD, ASSET_TYPE_LEADERBOARD)
MAP_COMMON(CommonAssetType::STRUCTURED_DATA_DEF, ASSET_TYPE_STRUCTURED_DATA_DEF)
MAP_COMMON(CommonAssetType::TRACER, ASSET_TYPE_TRACER)
MAP_COMMON(CommonAssetType::VEHICLE, ASSET_TYPE_VEHICLE)
MAP_COMMON(CommonAssetType::ADDON_MAP_ENTS, ASSET_TYPE_ADDON_MAP_ENTS)
default:
return std::nullopt;
}
#undef MAP_COMMON
}
} // namespace IW4

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@@ -0,0 +1,15 @@
#pragma once
#include "Game/CommonAsset.h"
namespace IW4
{
class CommonAssetTypeMapper final : public ICommonAssetTypeMapper
{
public:
CommonAssetTypeMapper();
[[nodiscard]] CommonAssetType GameToCommonAssetType(asset_type_t gameAssetType) const override;
[[nodiscard]] std::optional<asset_type_t> CommonToGameAssetType(CommonAssetType commonAssetType) const override;
};
} // namespace IW4

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@@ -0,0 +1,127 @@
#include "CommonAssetIW5.h"
#include "IW5.h"
#include <cassert>
namespace IW5
{
CommonAssetTypeMapper::CommonAssetTypeMapper() = default;
CommonAssetType CommonAssetTypeMapper::GameToCommonAssetType(const asset_type_t gameAssetType) const
{
static CommonAssetType lookupTable[static_cast<unsigned>(ASSET_TYPE_COUNT)]{
CommonAssetType::PHYS_PRESET, // ASSET_TYPE_PHYSPRESET
CommonAssetType::PHYS_COLL_MAP, // ASSET_TYPE_PHYSCOLLMAP
CommonAssetType::XANIM, // ASSET_TYPE_XANIMPARTS
CommonAssetType::XMODEL_SURFS, // ASSET_TYPE_XMODEL_SURFS
CommonAssetType::XMODEL, // ASSET_TYPE_XMODEL
CommonAssetType::MATERIAL, // ASSET_TYPE_MATERIAL
CommonAssetType::PIXEL_SHADER, // ASSET_TYPE_PIXELSHADER
CommonAssetType::VERTEX_SHADER, // ASSET_TYPE_VERTEXSHADER
CommonAssetType::VERTEX_DECL, // ASSET_TYPE_VERTEXDECL
CommonAssetType::TECHNIQUE_SET, // ASSET_TYPE_TECHNIQUE_SET
CommonAssetType::IMAGE, // ASSET_TYPE_IMAGE
CommonAssetType::SOUND, // ASSET_TYPE_SOUND
CommonAssetType::SOUND_CURVE, // ASSET_TYPE_SOUND_CURVE
CommonAssetType::LOADED_SOUND, // ASSET_TYPE_LOADED_SOUND
CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP
CommonAssetType::COM_WORLD, // ASSET_TYPE_COMWORLD
CommonAssetType::GLASS_WORLD, // ASSET_TYPE_GLASSWORLD
CommonAssetType::PATH_DATA, // ASSET_TYPE_PATHDATA
CommonAssetType::VEHICLE_TRACK, // ASSET_TYPE_VEHICLE_TRACK
CommonAssetType::MAP_ENTS, // ASSET_TYPE_MAP_ENTS
CommonAssetType::FX_WORLD, // ASSET_TYPE_FXWORLD
CommonAssetType::GFX_WORLD, // ASSET_TYPE_GFXWORLD
CommonAssetType::LIGHT_DEF, // ASSET_TYPE_LIGHT_DEF
CommonAssetType::UI_MAP, // ASSET_TYPE_UI_MAP
CommonAssetType::FONT, // ASSET_TYPE_FONT
CommonAssetType::MENU_LIST, // ASSET_TYPE_MENULIST
CommonAssetType::MENU, // ASSET_TYPE_MENU
CommonAssetType::LOCALIZE_ENTRY, // ASSET_TYPE_LOCALIZE_ENTRY
CommonAssetType::ATTACHMENT, // ASSET_TYPE_ATTACHMENT
CommonAssetType::WEAPON, // ASSET_TYPE_WEAPON
CommonAssetType::SOUND_DRIVER_GLOBALS, // ASSET_TYPE_SNDDRIVER_GLOBALS
CommonAssetType::FX, // ASSET_TYPE_FX
CommonAssetType::IMPACT_FX, // ASSET_TYPE_IMPACT_FX
CommonAssetType::SURFACE_FX, // ASSET_TYPE_SURFACE_FX
CommonAssetType::AI_TYPE, // ASSET_TYPE_AITYPE
CommonAssetType::MP_TYPE, // ASSET_TYPE_MPTYPE
CommonAssetType::CHARACTER, // ASSET_TYPE_CHARACTER
CommonAssetType::XMODEL_ALIAS, // ASSET_TYPE_XMODELALIAS
CommonAssetType::RAW_FILE, // ASSET_TYPE_RAWFILE
CommonAssetType::SCRIPT, // ASSET_TYPE_SCRIPTFILE
CommonAssetType::STRING_TABLE, // ASSET_TYPE_STRINGTABLE
CommonAssetType::LEADERBOARD, // ASSET_TYPE_LEADERBOARD
CommonAssetType::STRUCTURED_DATA_DEF, // ASSET_TYPE_STRUCTURED_DATA_DEF
CommonAssetType::TRACER, // ASSET_TYPE_TRACER
CommonAssetType::VEHICLE, // ASSET_TYPE_VEHICLE
CommonAssetType::ADDON_MAP_ENTS, // ASSET_TYPE_ADDON_MAP_ENTS
};
assert(gameAssetType < ASSET_TYPE_COUNT);
return lookupTable[gameAssetType];
}
std::optional<asset_type_t> CommonAssetTypeMapper::CommonToGameAssetType(const CommonAssetType commonAssetType) const
{
#define MAP_COMMON(common, game) \
case common: \
return game;
switch (commonAssetType)
{
MAP_COMMON(CommonAssetType::PHYS_PRESET, ASSET_TYPE_PHYSPRESET)
MAP_COMMON(CommonAssetType::PHYS_COLL_MAP, ASSET_TYPE_PHYSCOLLMAP)
MAP_COMMON(CommonAssetType::XANIM, ASSET_TYPE_XANIMPARTS)
MAP_COMMON(CommonAssetType::XMODEL_SURFS, ASSET_TYPE_XMODEL_SURFS)
MAP_COMMON(CommonAssetType::XMODEL, ASSET_TYPE_XMODEL)
MAP_COMMON(CommonAssetType::MATERIAL, ASSET_TYPE_MATERIAL)
MAP_COMMON(CommonAssetType::PIXEL_SHADER, ASSET_TYPE_PIXELSHADER)
MAP_COMMON(CommonAssetType::VERTEX_SHADER, ASSET_TYPE_VERTEXSHADER)
MAP_COMMON(CommonAssetType::VERTEX_DECL, ASSET_TYPE_VERTEXDECL)
MAP_COMMON(CommonAssetType::TECHNIQUE_SET, ASSET_TYPE_TECHNIQUE_SET)
MAP_COMMON(CommonAssetType::IMAGE, ASSET_TYPE_IMAGE)
MAP_COMMON(CommonAssetType::SOUND, ASSET_TYPE_SOUND)
MAP_COMMON(CommonAssetType::SOUND_CURVE, ASSET_TYPE_SOUND_CURVE)
MAP_COMMON(CommonAssetType::LOADED_SOUND, ASSET_TYPE_LOADED_SOUND)
MAP_COMMON(CommonAssetType::CLIP_MAP, ASSET_TYPE_CLIPMAP)
MAP_COMMON(CommonAssetType::COM_WORLD, ASSET_TYPE_COMWORLD)
MAP_COMMON(CommonAssetType::GLASS_WORLD, ASSET_TYPE_GLASSWORLD)
MAP_COMMON(CommonAssetType::PATH_DATA, ASSET_TYPE_PATHDATA)
MAP_COMMON(CommonAssetType::VEHICLE_TRACK, ASSET_TYPE_VEHICLE_TRACK)
MAP_COMMON(CommonAssetType::MAP_ENTS, ASSET_TYPE_MAP_ENTS)
MAP_COMMON(CommonAssetType::FX_WORLD, ASSET_TYPE_FXWORLD)
MAP_COMMON(CommonAssetType::GFX_WORLD, ASSET_TYPE_GFXWORLD)
MAP_COMMON(CommonAssetType::LIGHT_DEF, ASSET_TYPE_LIGHT_DEF)
MAP_COMMON(CommonAssetType::UI_MAP, ASSET_TYPE_UI_MAP)
MAP_COMMON(CommonAssetType::FONT, ASSET_TYPE_FONT)
MAP_COMMON(CommonAssetType::MENU_LIST, ASSET_TYPE_MENULIST)
MAP_COMMON(CommonAssetType::MENU, ASSET_TYPE_MENU)
MAP_COMMON(CommonAssetType::LOCALIZE_ENTRY, ASSET_TYPE_LOCALIZE_ENTRY)
MAP_COMMON(CommonAssetType::ATTACHMENT, ASSET_TYPE_ATTACHMENT)
MAP_COMMON(CommonAssetType::WEAPON, ASSET_TYPE_WEAPON)
MAP_COMMON(CommonAssetType::SOUND_DRIVER_GLOBALS, ASSET_TYPE_SNDDRIVER_GLOBALS)
MAP_COMMON(CommonAssetType::FX, ASSET_TYPE_FX)
MAP_COMMON(CommonAssetType::IMPACT_FX, ASSET_TYPE_IMPACT_FX)
MAP_COMMON(CommonAssetType::SURFACE_FX, ASSET_TYPE_SURFACE_FX)
MAP_COMMON(CommonAssetType::AI_TYPE, ASSET_TYPE_AITYPE)
MAP_COMMON(CommonAssetType::MP_TYPE, ASSET_TYPE_MPTYPE)
MAP_COMMON(CommonAssetType::CHARACTER, ASSET_TYPE_CHARACTER)
MAP_COMMON(CommonAssetType::XMODEL_ALIAS, ASSET_TYPE_XMODELALIAS)
MAP_COMMON(CommonAssetType::RAW_FILE, ASSET_TYPE_RAWFILE)
MAP_COMMON(CommonAssetType::SCRIPT, ASSET_TYPE_SCRIPTFILE)
MAP_COMMON(CommonAssetType::STRING_TABLE, ASSET_TYPE_STRINGTABLE)
MAP_COMMON(CommonAssetType::LEADERBOARD, ASSET_TYPE_LEADERBOARD)
MAP_COMMON(CommonAssetType::STRUCTURED_DATA_DEF, ASSET_TYPE_STRUCTURED_DATA_DEF)
MAP_COMMON(CommonAssetType::TRACER, ASSET_TYPE_TRACER)
MAP_COMMON(CommonAssetType::VEHICLE, ASSET_TYPE_VEHICLE)
MAP_COMMON(CommonAssetType::ADDON_MAP_ENTS, ASSET_TYPE_ADDON_MAP_ENTS)
default:
return std::nullopt;
}
#undef MAP_COMMON
}
} // namespace IW5

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#pragma once
#include "Game/CommonAsset.h"
namespace IW5
{
class CommonAssetTypeMapper final : public ICommonAssetTypeMapper
{
public:
CommonAssetTypeMapper();
[[nodiscard]] CommonAssetType GameToCommonAssetType(asset_type_t gameAssetType) const override;
[[nodiscard]] std::optional<asset_type_t> CommonToGameAssetType(CommonAssetType commonAssetType) const override;
};
} // namespace IW5

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#include "CommonAssetT5.h"
#include "T5.h"
#include <cassert>
namespace T5
{
CommonAssetTypeMapper::CommonAssetTypeMapper() = default;
CommonAssetType CommonAssetTypeMapper::GameToCommonAssetType(const asset_type_t gameAssetType) const
{
static CommonAssetType lookupTable[static_cast<unsigned>(ASSET_TYPE_COUNT)]{
CommonAssetType::XMODEL_PIECES, // ASSET_TYPE_XMODELPIECES
CommonAssetType::PHYS_PRESET, // ASSET_TYPE_PHYSPRESET
CommonAssetType::PHYS_CONSTRAINTS, // ASSET_TYPE_PHYSCONSTRAINTS
CommonAssetType::DESTRUCTIBLE_DEF, // ASSET_TYPE_DESTRUCTIBLEDEF
CommonAssetType::XANIM, // ASSET_TYPE_XANIMPARTS
CommonAssetType::XMODEL, // ASSET_TYPE_XMODEL
CommonAssetType::MATERIAL, // ASSET_TYPE_MATERIAL
CommonAssetType::TECHNIQUE_SET, // ASSET_TYPE_TECHNIQUE_SET
CommonAssetType::IMAGE, // ASSET_TYPE_IMAGE
CommonAssetType::SOUND, // ASSET_TYPE_SOUND
CommonAssetType::SOUND_PATCH, // ASSET_TYPE_SOUND_PATCH
CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP
CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP_PVS
CommonAssetType::COM_WORLD, // ASSET_TYPE_COMWORLD
CommonAssetType::GAME_WORLD_SP, // ASSET_TYPE_GAMEWORLD_SP
CommonAssetType::GAME_WORLD_MP, // ASSET_TYPE_GAMEWORLD_MP
CommonAssetType::MAP_ENTS, // ASSET_TYPE_MAP_ENTS
CommonAssetType::GFX_WORLD, // ASSET_TYPE_GFXWORLD
CommonAssetType::LIGHT_DEF, // ASSET_TYPE_LIGHT_DEF
CommonAssetType::UI_MAP, // ASSET_TYPE_UI_MAP
CommonAssetType::FONT, // ASSET_TYPE_FONT
CommonAssetType::MENU_LIST, // ASSET_TYPE_MENULIST
CommonAssetType::MENU, // ASSET_TYPE_MENU
CommonAssetType::LOCALIZE_ENTRY, // ASSET_TYPE_LOCALIZE_ENTRY
CommonAssetType::WEAPON, // ASSET_TYPE_WEAPON
CommonAssetType::WEAPON_DEF, // ASSET_TYPE_WEAPONDEF
CommonAssetType::WEAPON_VARIANT, // ASSET_TYPE_WEAPON_VARIANT
CommonAssetType::SOUND_DRIVER_GLOBALS, // ASSET_TYPE_SNDDRIVER_GLOBALS
CommonAssetType::FX, // ASSET_TYPE_FX
CommonAssetType::IMPACT_FX, // ASSET_TYPE_IMPACT_FX
CommonAssetType::AI_TYPE, // ASSET_TYPE_AITYPE
CommonAssetType::MP_TYPE, // ASSET_TYPE_MPTYPE
CommonAssetType::MP_BODY, // ASSET_TYPE_MPBODY
CommonAssetType::MP_HEAD, // ASSET_TYPE_MPHEAD
CommonAssetType::CHARACTER, // ASSET_TYPE_CHARACTER
CommonAssetType::XMODEL_ALIAS, // ASSET_TYPE_XMODELALIAS
CommonAssetType::RAW_FILE, // ASSET_TYPE_RAWFILE
CommonAssetType::STRING_TABLE, // ASSET_TYPE_STRINGTABLE
CommonAssetType::PACK_INDEX, // ASSET_TYPE_PACK_INDEX
CommonAssetType::XGLOBALS, // ASSET_TYPE_XGLOBALS
CommonAssetType::DDL, // ASSET_TYPE_DDL
CommonAssetType::GLASSES, // ASSET_TYPE_GLASSES
CommonAssetType::EMBLEM_SET, // ASSET_TYPE_EMBLEMSET
};
assert(gameAssetType < ASSET_TYPE_COUNT);
return lookupTable[gameAssetType];
}
std::optional<asset_type_t> CommonAssetTypeMapper::CommonToGameAssetType(const CommonAssetType commonAssetType) const
{
#define MAP_COMMON(common, game) \
case common: \
return game;
switch (commonAssetType)
{
MAP_COMMON(CommonAssetType::XMODEL_PIECES, ASSET_TYPE_XMODELPIECES)
MAP_COMMON(CommonAssetType::PHYS_PRESET, ASSET_TYPE_PHYSPRESET)
MAP_COMMON(CommonAssetType::PHYS_CONSTRAINTS, ASSET_TYPE_PHYSCONSTRAINTS)
MAP_COMMON(CommonAssetType::DESTRUCTIBLE_DEF, ASSET_TYPE_DESTRUCTIBLEDEF)
MAP_COMMON(CommonAssetType::XANIM, ASSET_TYPE_XANIMPARTS)
MAP_COMMON(CommonAssetType::XMODEL, ASSET_TYPE_XMODEL)
MAP_COMMON(CommonAssetType::MATERIAL, ASSET_TYPE_MATERIAL)
MAP_COMMON(CommonAssetType::TECHNIQUE_SET, ASSET_TYPE_TECHNIQUE_SET)
MAP_COMMON(CommonAssetType::IMAGE, ASSET_TYPE_IMAGE)
MAP_COMMON(CommonAssetType::SOUND, ASSET_TYPE_SOUND)
MAP_COMMON(CommonAssetType::SOUND_PATCH, ASSET_TYPE_SOUND_PATCH)
MAP_COMMON(CommonAssetType::CLIP_MAP, ASSET_TYPE_CLIPMAP_PVS)
MAP_COMMON(CommonAssetType::COM_WORLD, ASSET_TYPE_COMWORLD)
MAP_COMMON(CommonAssetType::GAME_WORLD_SP, ASSET_TYPE_GAMEWORLD_SP)
MAP_COMMON(CommonAssetType::GAME_WORLD_MP, ASSET_TYPE_GAMEWORLD_MP)
MAP_COMMON(CommonAssetType::MAP_ENTS, ASSET_TYPE_MAP_ENTS)
MAP_COMMON(CommonAssetType::GFX_WORLD, ASSET_TYPE_GFXWORLD)
MAP_COMMON(CommonAssetType::LIGHT_DEF, ASSET_TYPE_LIGHT_DEF)
MAP_COMMON(CommonAssetType::UI_MAP, ASSET_TYPE_UI_MAP)
MAP_COMMON(CommonAssetType::FONT, ASSET_TYPE_FONT)
MAP_COMMON(CommonAssetType::MENU_LIST, ASSET_TYPE_MENULIST)
MAP_COMMON(CommonAssetType::MENU, ASSET_TYPE_MENU)
MAP_COMMON(CommonAssetType::LOCALIZE_ENTRY, ASSET_TYPE_LOCALIZE_ENTRY)
MAP_COMMON(CommonAssetType::WEAPON, ASSET_TYPE_WEAPON)
MAP_COMMON(CommonAssetType::WEAPON_DEF, ASSET_TYPE_WEAPONDEF)
MAP_COMMON(CommonAssetType::WEAPON_VARIANT, ASSET_TYPE_WEAPON_VARIANT)
MAP_COMMON(CommonAssetType::SOUND_DRIVER_GLOBALS, ASSET_TYPE_SNDDRIVER_GLOBALS)
MAP_COMMON(CommonAssetType::FX, ASSET_TYPE_FX)
MAP_COMMON(CommonAssetType::IMPACT_FX, ASSET_TYPE_IMPACT_FX)
MAP_COMMON(CommonAssetType::AI_TYPE, ASSET_TYPE_AITYPE)
MAP_COMMON(CommonAssetType::MP_TYPE, ASSET_TYPE_MPTYPE)
MAP_COMMON(CommonAssetType::MP_BODY, ASSET_TYPE_MPBODY)
MAP_COMMON(CommonAssetType::MP_HEAD, ASSET_TYPE_MPHEAD)
MAP_COMMON(CommonAssetType::CHARACTER, ASSET_TYPE_CHARACTER)
MAP_COMMON(CommonAssetType::XMODEL_ALIAS, ASSET_TYPE_XMODELALIAS)
MAP_COMMON(CommonAssetType::RAW_FILE, ASSET_TYPE_RAWFILE)
MAP_COMMON(CommonAssetType::STRING_TABLE, ASSET_TYPE_STRINGTABLE)
MAP_COMMON(CommonAssetType::PACK_INDEX, ASSET_TYPE_PACK_INDEX)
MAP_COMMON(CommonAssetType::XGLOBALS, ASSET_TYPE_XGLOBALS)
MAP_COMMON(CommonAssetType::DDL, ASSET_TYPE_DDL)
MAP_COMMON(CommonAssetType::GLASSES, ASSET_TYPE_GLASSES)
MAP_COMMON(CommonAssetType::EMBLEM_SET, ASSET_TYPE_EMBLEMSET)
default:
return std::nullopt;
}
#undef MAP_COMMON
}
} // namespace T5

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#pragma once
#include "Game/CommonAsset.h"
namespace T5
{
class CommonAssetTypeMapper final : public ICommonAssetTypeMapper
{
public:
CommonAssetTypeMapper();
[[nodiscard]] CommonAssetType GameToCommonAssetType(asset_type_t gameAssetType) const override;
[[nodiscard]] std::optional<asset_type_t> CommonToGameAssetType(CommonAssetType commonAssetType) const override;
};
} // namespace T5

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#include "CommonAssetT6.h"
#include "T6.h"
#include <cassert>
namespace T6
{
CommonAssetTypeMapper::CommonAssetTypeMapper() = default;
CommonAssetType CommonAssetTypeMapper::GameToCommonAssetType(const asset_type_t gameAssetType) const
{
static CommonAssetType lookupTable[static_cast<unsigned>(ASSET_TYPE_COUNT)]{
CommonAssetType::XMODEL_PIECES, // ASSET_TYPE_XMODELPIECES
CommonAssetType::PHYS_PRESET, // ASSET_TYPE_PHYSPRESET
CommonAssetType::PHYS_CONSTRAINTS, // ASSET_TYPE_PHYSCONSTRAINTS
CommonAssetType::DESTRUCTIBLE_DEF, // ASSET_TYPE_DESTRUCTIBLEDEF
CommonAssetType::XANIM, // ASSET_TYPE_XANIMPARTS
CommonAssetType::XMODEL, // ASSET_TYPE_XMODEL
CommonAssetType::MATERIAL, // ASSET_TYPE_MATERIAL
CommonAssetType::TECHNIQUE_SET, // ASSET_TYPE_TECHNIQUE_SET
CommonAssetType::IMAGE, // ASSET_TYPE_IMAGE
CommonAssetType::SOUND, // ASSET_TYPE_SOUND
CommonAssetType::SOUND_PATCH, // ASSET_TYPE_SOUND_PATCH
CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP
CommonAssetType::CLIP_MAP, // ASSET_TYPE_CLIPMAP_PVS
CommonAssetType::COM_WORLD, // ASSET_TYPE_COMWORLD
CommonAssetType::GAME_WORLD_SP, // ASSET_TYPE_GAMEWORLD_SP
CommonAssetType::GAME_WORLD_MP, // ASSET_TYPE_GAMEWORLD_MP
CommonAssetType::MAP_ENTS, // ASSET_TYPE_MAP_ENTS
CommonAssetType::GFX_WORLD, // ASSET_TYPE_GFXWORLD
CommonAssetType::LIGHT_DEF, // ASSET_TYPE_LIGHT_DEF
CommonAssetType::UI_MAP, // ASSET_TYPE_UI_MAP
CommonAssetType::FONT, // ASSET_TYPE_FONT
CommonAssetType::FONT_ICON, // ASSET_TYPE_FONTICON
CommonAssetType::MENU_LIST, // ASSET_TYPE_MENULIST
CommonAssetType::MENU, // ASSET_TYPE_MENU
CommonAssetType::LOCALIZE_ENTRY, // ASSET_TYPE_LOCALIZE_ENTRY
CommonAssetType::WEAPON, // ASSET_TYPE_WEAPON
CommonAssetType::WEAPON_DEF, // ASSET_TYPE_WEAPONDEF
CommonAssetType::WEAPON_VARIANT, // ASSET_TYPE_WEAPON_VARIANT
CommonAssetType::WEAPON_FULL, // ASSET_TYPE_WEAPON_FULL
CommonAssetType::ATTACHMENT, // ASSET_TYPE_ATTACHMENT
CommonAssetType::ATTACHMENT_UNIQUE, // ASSET_TYPE_ATTACHMENT_UNIQUE
CommonAssetType::WEAPON_CAMO, // ASSET_TYPE_WEAPON_CAMO
CommonAssetType::SOUND_DRIVER_GLOBALS, // ASSET_TYPE_SNDDRIVER_GLOBALS
CommonAssetType::FX, // ASSET_TYPE_FX
CommonAssetType::IMPACT_FX, // ASSET_TYPE_IMPACT_FX
CommonAssetType::AI_TYPE, // ASSET_TYPE_AITYPE
CommonAssetType::MP_TYPE, // ASSET_TYPE_MPTYPE
CommonAssetType::MP_BODY, // ASSET_TYPE_MPBODY
CommonAssetType::MP_HEAD, // ASSET_TYPE_MPHEAD
CommonAssetType::CHARACTER, // ASSET_TYPE_CHARACTER
CommonAssetType::XMODEL_ALIAS, // ASSET_TYPE_XMODELALIAS
CommonAssetType::RAW_FILE, // ASSET_TYPE_RAWFILE
CommonAssetType::STRING_TABLE, // ASSET_TYPE_STRINGTABLE
CommonAssetType::LEADERBOARD, // ASSET_TYPE_LEADERBOARD
CommonAssetType::XGLOBALS, // ASSET_TYPE_XGLOBALS
CommonAssetType::DDL, // ASSET_TYPE_DDL
CommonAssetType::GLASSES, // ASSET_TYPE_GLASSES
CommonAssetType::EMBLEM_SET, // ASSET_TYPE_EMBLEMSET
CommonAssetType::SCRIPT, // ASSET_TYPE_SCRIPTPARSETREE
CommonAssetType::KEY_VALUE_PAIRS, // ASSET_TYPE_KEYVALUEPAIRS
CommonAssetType::VEHICLE, // ASSET_TYPE_VEHICLEDEF
CommonAssetType::MEMORY_BLOCK, // ASSET_TYPE_MEMORYBLOCK
CommonAssetType::ADDON_MAP_ENTS, // ASSET_TYPE_ADDON_MAP_ENTS
CommonAssetType::TRACER, // ASSET_TYPE_TRACER
CommonAssetType::SKINNED_VERTS, // ASSET_TYPE_SKINNEDVERTS
CommonAssetType::QDB, // ASSET_TYPE_QDB
CommonAssetType::SLUG, // ASSET_TYPE_SLUG
CommonAssetType::FOOTSTEP_TABLE, // ASSET_TYPE_FOOTSTEP_TABLE
CommonAssetType::FOOTSTEP_FX_TABLE, // ASSET_TYPE_FOOTSTEPFX_TABLE
CommonAssetType::ZBARRIER, // ASSET_TYPE_ZBARRIER
};
assert(gameAssetType < ASSET_TYPE_COUNT);
return lookupTable[gameAssetType];
}
std::optional<asset_type_t> CommonAssetTypeMapper::CommonToGameAssetType(const CommonAssetType commonAssetType) const
{
#define MAP_COMMON(common, game) \
case common: \
return game;
switch (commonAssetType)
{
MAP_COMMON(CommonAssetType::XMODEL_PIECES, ASSET_TYPE_XMODELPIECES)
MAP_COMMON(CommonAssetType::PHYS_PRESET, ASSET_TYPE_PHYSPRESET)
MAP_COMMON(CommonAssetType::PHYS_CONSTRAINTS, ASSET_TYPE_PHYSCONSTRAINTS)
MAP_COMMON(CommonAssetType::DESTRUCTIBLE_DEF, ASSET_TYPE_DESTRUCTIBLEDEF)
MAP_COMMON(CommonAssetType::XANIM, ASSET_TYPE_XANIMPARTS)
MAP_COMMON(CommonAssetType::XMODEL, ASSET_TYPE_XMODEL)
MAP_COMMON(CommonAssetType::MATERIAL, ASSET_TYPE_MATERIAL)
MAP_COMMON(CommonAssetType::TECHNIQUE_SET, ASSET_TYPE_TECHNIQUE_SET)
MAP_COMMON(CommonAssetType::IMAGE, ASSET_TYPE_IMAGE)
MAP_COMMON(CommonAssetType::SOUND, ASSET_TYPE_SOUND)
MAP_COMMON(CommonAssetType::SOUND_PATCH, ASSET_TYPE_SOUND_PATCH)
MAP_COMMON(CommonAssetType::CLIP_MAP, ASSET_TYPE_CLIPMAP_PVS)
MAP_COMMON(CommonAssetType::COM_WORLD, ASSET_TYPE_COMWORLD)
MAP_COMMON(CommonAssetType::GAME_WORLD_SP, ASSET_TYPE_GAMEWORLD_SP)
MAP_COMMON(CommonAssetType::GAME_WORLD_MP, ASSET_TYPE_GAMEWORLD_MP)
MAP_COMMON(CommonAssetType::MAP_ENTS, ASSET_TYPE_MAP_ENTS)
MAP_COMMON(CommonAssetType::GFX_WORLD, ASSET_TYPE_GFXWORLD)
MAP_COMMON(CommonAssetType::LIGHT_DEF, ASSET_TYPE_LIGHT_DEF)
MAP_COMMON(CommonAssetType::UI_MAP, ASSET_TYPE_UI_MAP)
MAP_COMMON(CommonAssetType::FONT, ASSET_TYPE_FONT)
MAP_COMMON(CommonAssetType::FONT_ICON, ASSET_TYPE_FONTICON)
MAP_COMMON(CommonAssetType::MENU_LIST, ASSET_TYPE_MENULIST)
MAP_COMMON(CommonAssetType::MENU, ASSET_TYPE_MENU)
MAP_COMMON(CommonAssetType::LOCALIZE_ENTRY, ASSET_TYPE_LOCALIZE_ENTRY)
MAP_COMMON(CommonAssetType::WEAPON, ASSET_TYPE_WEAPON)
MAP_COMMON(CommonAssetType::WEAPON_DEF, ASSET_TYPE_WEAPONDEF)
MAP_COMMON(CommonAssetType::WEAPON_VARIANT, ASSET_TYPE_WEAPON_VARIANT)
MAP_COMMON(CommonAssetType::WEAPON_FULL, ASSET_TYPE_WEAPON_FULL)
MAP_COMMON(CommonAssetType::ATTACHMENT, ASSET_TYPE_ATTACHMENT)
MAP_COMMON(CommonAssetType::ATTACHMENT_UNIQUE, ASSET_TYPE_ATTACHMENT_UNIQUE)
MAP_COMMON(CommonAssetType::WEAPON_CAMO, ASSET_TYPE_WEAPON_CAMO)
MAP_COMMON(CommonAssetType::SOUND_DRIVER_GLOBALS, ASSET_TYPE_SNDDRIVER_GLOBALS)
MAP_COMMON(CommonAssetType::FX, ASSET_TYPE_FX)
MAP_COMMON(CommonAssetType::IMPACT_FX, ASSET_TYPE_IMPACT_FX)
MAP_COMMON(CommonAssetType::AI_TYPE, ASSET_TYPE_AITYPE)
MAP_COMMON(CommonAssetType::MP_TYPE, ASSET_TYPE_MPTYPE)
MAP_COMMON(CommonAssetType::MP_BODY, ASSET_TYPE_MPBODY)
MAP_COMMON(CommonAssetType::MP_HEAD, ASSET_TYPE_MPHEAD)
MAP_COMMON(CommonAssetType::CHARACTER, ASSET_TYPE_CHARACTER)
MAP_COMMON(CommonAssetType::XMODEL_ALIAS, ASSET_TYPE_XMODELALIAS)
MAP_COMMON(CommonAssetType::RAW_FILE, ASSET_TYPE_RAWFILE)
MAP_COMMON(CommonAssetType::STRING_TABLE, ASSET_TYPE_STRINGTABLE)
MAP_COMMON(CommonAssetType::LEADERBOARD, ASSET_TYPE_LEADERBOARD)
MAP_COMMON(CommonAssetType::XGLOBALS, ASSET_TYPE_XGLOBALS)
MAP_COMMON(CommonAssetType::DDL, ASSET_TYPE_DDL)
MAP_COMMON(CommonAssetType::GLASSES, ASSET_TYPE_GLASSES)
MAP_COMMON(CommonAssetType::EMBLEM_SET, ASSET_TYPE_EMBLEMSET)
MAP_COMMON(CommonAssetType::SCRIPT, ASSET_TYPE_SCRIPTPARSETREE)
MAP_COMMON(CommonAssetType::KEY_VALUE_PAIRS, ASSET_TYPE_KEYVALUEPAIRS)
MAP_COMMON(CommonAssetType::VEHICLE, ASSET_TYPE_VEHICLEDEF)
MAP_COMMON(CommonAssetType::MEMORY_BLOCK, ASSET_TYPE_MEMORYBLOCK)
MAP_COMMON(CommonAssetType::ADDON_MAP_ENTS, ASSET_TYPE_ADDON_MAP_ENTS)
MAP_COMMON(CommonAssetType::TRACER, ASSET_TYPE_TRACER)
MAP_COMMON(CommonAssetType::SKINNED_VERTS, ASSET_TYPE_SKINNEDVERTS)
MAP_COMMON(CommonAssetType::QDB, ASSET_TYPE_QDB)
MAP_COMMON(CommonAssetType::SLUG, ASSET_TYPE_SLUG)
MAP_COMMON(CommonAssetType::FOOTSTEP_TABLE, ASSET_TYPE_FOOTSTEP_TABLE)
MAP_COMMON(CommonAssetType::FOOTSTEP_FX_TABLE, ASSET_TYPE_FOOTSTEPFX_TABLE)
MAP_COMMON(CommonAssetType::ZBARRIER, ASSET_TYPE_ZBARRIER)
default:
return std::nullopt;
}
#undef MAP_COMMON
}
} // namespace T6

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#pragma once
#include "Game/CommonAsset.h"
namespace T6
{
class CommonAssetTypeMapper final : public ICommonAssetTypeMapper
{
public:
CommonAssetTypeMapper();
[[nodiscard]] CommonAssetType GameToCommonAssetType(asset_type_t gameAssetType) const override;
[[nodiscard]] std::optional<asset_type_t> CommonToGameAssetType(CommonAssetType commonAssetType) const override;
};
} // namespace T6

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#pragma once
#include <cstdlib>
class ProgressCallback
{
public:
ProgressCallback() = default;
virtual ~ProgressCallback() = default;
virtual void OnProgress(size_t current, size_t total) = 0;
};