Add dumping of iw4 addonmapents

This commit is contained in:
Jan 2020-10-18 17:41:52 +02:00
parent 019e772cd2
commit fc336a1019
3 changed files with 70 additions and 35 deletions

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@ -0,0 +1,19 @@
#define NOMINMAX
#include "AssetDumperAddonMapEnts.h"
using namespace IW4;
bool AssetDumperAddonMapEnts::ShouldDump(AddonMapEnts* asset)
{
return true;
}
std::string AssetDumperAddonMapEnts::GetFileNameForAsset(Zone* zone, AddonMapEnts* asset)
{
return std::string(asset->name);
}
void AssetDumperAddonMapEnts::DumpAsset(Zone* zone, AddonMapEnts* asset, FileAPI::File* out)
{
out->Write(asset->entityString, 1, std::max(asset->numEntityChars - 1, 0));
}

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@ -0,0 +1,15 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW4/IW4.h"
namespace IW4
{
class AssetDumperAddonMapEnts final : public AbstractAssetDumper<AddonMapEnts>
{
protected:
bool ShouldDump(AddonMapEnts* asset) override;
std::string GetFileNameForAsset(Zone* zone, AddonMapEnts* asset) override;
void DumpAsset(Zone* zone, AddonMapEnts* asset, FileAPI::File* out) override;
};
}

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@ -7,6 +7,7 @@
#include "AssetDumpers/AssetDumperStringTable.h"
#include "AssetDumpers/AssetDumperLocalizeEntry.h"
#include "AssetDumpers/AssetDumperGfxImage.h"
#include "AssetDumpers/AssetDumperAddonMapEnts.h"
#include "AssetDumpers/AssetDumperLoadedSound.h"
using namespace IW4;
@ -27,42 +28,42 @@ bool ZoneDumper::DumpZone(Zone* zone, const std::string& basePath) const
const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(zone->GetPools());
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset);
// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap);
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts);
// DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel);
// DUMP_ASSET_POOL(AssetDumperMaterial, m_material);
// DUMP_ASSET_POOL(AssetDumperMaterialPixelShader, m_material_pixel_shader);
// DUMP_ASSET_POOL(AssetDumperMaterialVertexShader, m_material_vertex_shader);
// DUMP_ASSET_POOL(AssetDumperMaterialVertexDeclaration, m_material_vertex_decl);
// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set);
DUMP_ASSET_POOL(AssetDumperGfxImage, m_image);
// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound);
// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve);
// DUMP_ASSET_POOL(AssetDumperclipMap_t, m_clip_map);
// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world);
// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp);
// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp);
// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents);
// DUMP_ASSET_POOL(AssetDumperFxWorld, m_fx_world);
// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world);
// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def);
// DUMP_ASSET_POOL(AssetDumperFont_s, m_font);
// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list);
// DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def);
DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize);
// DUMP_ASSET_POOL(AssetDumperWeaponCompleteDef, m_weapon);
// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals);
// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx);
// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table);
DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file);
DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table);
// DUMP_ASSET_POOL(AssetDumperLeaderboardDef, m_leaderboard);
// DUMP_ASSET_POOL(AssetDumperStructuredDataDefSet, m_structed_data_def_set);
// DUMP_ASSET_POOL(AssetDumperTracerDef, m_tracer);
// DUMP_ASSET_POOL(AssetDumperVehicleDef, m_vehicle);
// DUMP_ASSET_POOL(AssetDumperAddonMapEnts, m_addon_map_ents);
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset)
// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts)
// DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel)
// DUMP_ASSET_POOL(AssetDumperMaterial, m_material)
// DUMP_ASSET_POOL(AssetDumperMaterialPixelShader, m_material_pixel_shader)
// DUMP_ASSET_POOL(AssetDumperMaterialVertexShader, m_material_vertex_shader)
// DUMP_ASSET_POOL(AssetDumperMaterialVertexDeclaration, m_material_vertex_decl)
// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set)
DUMP_ASSET_POOL(AssetDumperGfxImage, m_image)
// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound)
// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve)
DUMP_ASSET_POOL(AssetDumperLoadedSound, m_loaded_sound)
// DUMP_ASSET_POOL(AssetDumperclipMap_t, m_clip_map)
// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world)
// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp)
// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp)
// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents)
// DUMP_ASSET_POOL(AssetDumperFxWorld, m_fx_world)
// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world)
// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def)
// DUMP_ASSET_POOL(AssetDumperFont_s, m_font)
// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list)
// DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def)
DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize)
// DUMP_ASSET_POOL(AssetDumperWeaponCompleteDef, m_weapon)
// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals)
// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx)
// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table)
DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file)
DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table)
// DUMP_ASSET_POOL(AssetDumperLeaderboardDef, m_leaderboard)
// DUMP_ASSET_POOL(AssetDumperStructuredDataDefSet, m_structed_data_def_set)
// DUMP_ASSET_POOL(AssetDumperTracerDef, m_tracer)
// DUMP_ASSET_POOL(AssetDumperVehicleDef, m_vehicle)
DUMP_ASSET_POOL(AssetDumperAddonMapEnts, m_addon_map_ents)
return true;