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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-06-26 06:11:53 +00:00

chore: always build fastfile when there are assets defined

This commit is contained in:
Jan
2024-10-14 22:31:36 +02:00
parent 2182196730
commit f9e0bdaa7b
15 changed files with 143 additions and 346 deletions

View File

@ -1,5 +1,13 @@
#include "ZoneAssetPools.h"
#include "Game/IW3/GameAssetPoolIW3.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/ZoneConstantsT6.h"
#include <cassert>
#include <format>
ZoneAssetPools::ZoneAssetPools(Zone* zone)
@ -52,3 +60,23 @@ ZoneAssetPools::iterator ZoneAssetPools::end() const
{
return m_assets_in_order.end();
}
std::unique_ptr<ZoneAssetPools> ZoneAssetPools::CreateForGame(const GameId game, Zone* zone, const zone_priority_t priority)
{
switch (game)
{
case GameId::IW3:
return std::make_unique<GameAssetPoolIW3>(zone, priority);
case GameId::IW4:
return std::make_unique<GameAssetPoolIW4>(zone, priority);
case GameId::IW5:
return std::make_unique<GameAssetPoolIW5>(zone, priority);
case GameId::T5:
return std::make_unique<GameAssetPoolT5>(zone, priority);
case GameId::T6:
return std::make_unique<GameAssetPoolT6>(zone, priority);
default:
assert(false);
return nullptr;
}
}

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@ -52,4 +52,6 @@ public:
_NODISCARD iterator begin() const;
_NODISCARD iterator end() const;
static std::unique_ptr<ZoneAssetPools> CreateForGame(GameId game, Zone* zone, zone_priority_t priority);
};