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https://github.com/Laupetin/OpenAssetTools.git
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Add dumping of iw4 addonmapents
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019e772cd2
commit
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@ -0,0 +1,19 @@
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#define NOMINMAX
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#include "AssetDumperAddonMapEnts.h"
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using namespace IW4;
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bool AssetDumperAddonMapEnts::ShouldDump(AddonMapEnts* asset)
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{
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return true;
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}
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std::string AssetDumperAddonMapEnts::GetFileNameForAsset(Zone* zone, AddonMapEnts* asset)
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{
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return std::string(asset->name);
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}
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void AssetDumperAddonMapEnts::DumpAsset(Zone* zone, AddonMapEnts* asset, FileAPI::File* out)
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{
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out->Write(asset->entityString, 1, std::max(asset->numEntityChars - 1, 0));
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}
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@ -0,0 +1,15 @@
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW4/IW4.h"
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namespace IW4
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{
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class AssetDumperAddonMapEnts final : public AbstractAssetDumper<AddonMapEnts>
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{
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protected:
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bool ShouldDump(AddonMapEnts* asset) override;
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std::string GetFileNameForAsset(Zone* zone, AddonMapEnts* asset) override;
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void DumpAsset(Zone* zone, AddonMapEnts* asset, FileAPI::File* out) override;
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};
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}
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@ -7,6 +7,7 @@
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#include "AssetDumpers/AssetDumperStringTable.h"
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#include "AssetDumpers/AssetDumperStringTable.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperAddonMapEnts.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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using namespace IW4;
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using namespace IW4;
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@ -27,42 +28,42 @@ bool ZoneDumper::DumpZone(Zone* zone, const std::string& basePath) const
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const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(zone->GetPools());
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const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(zone->GetPools());
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// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset);
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// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset)
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// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap);
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// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap)
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts);
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts)
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// DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel);
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// DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel)
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// DUMP_ASSET_POOL(AssetDumperMaterial, m_material);
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// DUMP_ASSET_POOL(AssetDumperMaterial, m_material)
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// DUMP_ASSET_POOL(AssetDumperMaterialPixelShader, m_material_pixel_shader);
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// DUMP_ASSET_POOL(AssetDumperMaterialPixelShader, m_material_pixel_shader)
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// DUMP_ASSET_POOL(AssetDumperMaterialVertexShader, m_material_vertex_shader);
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// DUMP_ASSET_POOL(AssetDumperMaterialVertexShader, m_material_vertex_shader)
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// DUMP_ASSET_POOL(AssetDumperMaterialVertexDeclaration, m_material_vertex_decl);
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// DUMP_ASSET_POOL(AssetDumperMaterialVertexDeclaration, m_material_vertex_decl)
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// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set);
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// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set)
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DUMP_ASSET_POOL(AssetDumperGfxImage, m_image);
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DUMP_ASSET_POOL(AssetDumperGfxImage, m_image)
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// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound);
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// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound)
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// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve);
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// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve)
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// DUMP_ASSET_POOL(AssetDumperclipMap_t, m_clip_map);
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// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world);
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// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp);
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// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp);
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// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents);
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// DUMP_ASSET_POOL(AssetDumperFxWorld, m_fx_world);
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// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world);
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// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def);
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// DUMP_ASSET_POOL(AssetDumperFont_s, m_font);
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// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list);
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// DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def);
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DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize);
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// DUMP_ASSET_POOL(AssetDumperWeaponCompleteDef, m_weapon);
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// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals);
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx);
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table);
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DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file);
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table);
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// DUMP_ASSET_POOL(AssetDumperLeaderboardDef, m_leaderboard);
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// DUMP_ASSET_POOL(AssetDumperStructuredDataDefSet, m_structed_data_def_set);
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// DUMP_ASSET_POOL(AssetDumperTracerDef, m_tracer);
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// DUMP_ASSET_POOL(AssetDumperVehicleDef, m_vehicle);
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// DUMP_ASSET_POOL(AssetDumperAddonMapEnts, m_addon_map_ents);
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DUMP_ASSET_POOL(AssetDumperLoadedSound, m_loaded_sound)
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DUMP_ASSET_POOL(AssetDumperLoadedSound, m_loaded_sound)
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// DUMP_ASSET_POOL(AssetDumperclipMap_t, m_clip_map)
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// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world)
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// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp)
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// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp)
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// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents)
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// DUMP_ASSET_POOL(AssetDumperFxWorld, m_fx_world)
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// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world)
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// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def)
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// DUMP_ASSET_POOL(AssetDumperFont_s, m_font)
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// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list)
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// DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def)
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DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize)
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// DUMP_ASSET_POOL(AssetDumperWeaponCompleteDef, m_weapon)
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// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals)
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table)
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DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file)
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table)
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// DUMP_ASSET_POOL(AssetDumperLeaderboardDef, m_leaderboard)
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// DUMP_ASSET_POOL(AssetDumperStructuredDataDefSet, m_structed_data_def_set)
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// DUMP_ASSET_POOL(AssetDumperTracerDef, m_tracer)
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// DUMP_ASSET_POOL(AssetDumperVehicleDef, m_vehicle)
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DUMP_ASSET_POOL(AssetDumperAddonMapEnts, m_addon_map_ents)
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return true;
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return true;
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