#include "ZoneDumperIW3.h" #include "Game/IW3/GameIW3.h" #include "Game/IW3/GameAssetPoolIW3.h" #include "AssetDumpers/AssetDumperGfxImage.h" #include "AssetDumpers/AssetDumperLoadedSound.h" #include "AssetDumpers/AssetDumperLocalizeEntry.h" #include "AssetDumpers/AssetDumperRawFile.h" #include "AssetDumpers/AssetDumperStringTable.h" #include "AssetDumpers/AssetDumperWeapon.h" using namespace IW3; bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const { return context.m_zone->m_game == &g_GameIW3; } bool ZoneDumper::DumpZone(AssetDumpingContext& context) const { #define DUMP_ASSET_POOL(dumperType, poolName) \ if(assetPools->poolName) \ { \ dumperType dumper; \ dumper.DumpPool(context, assetPools->poolName.get()); \ } const auto* assetPools = dynamic_cast(context.m_zone->m_pools.get()); // 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(AssetDumperWeapon, 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) return true; #undef DUMP_ASSET_POOL }