#include "GameIW4.h" #include "IW4.h" #include using namespace IW4; namespace { constexpr const char* ASSET_TYPE_NAMES[ASSET_TYPE_COUNT]{ "physpreset", "physcollmap", "xanim", "xmodelsurfs", "xmodel", "material", "pixelshader", "vertexshader", "vertexdecl", "techniqueset", "image", "sound", "soundcurve", "loadedsound", "clipmap_unused", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", "fxworld", "gfxworld", "lightdef", "uimap", "font", "menulist", "menu", "localize", "weapon", "snddriverglobals", "fx", "impactfx", "aitype", "mptype", "character", "xmodelalias", "rawfile", "stringtable", "leaderboard", "structureddatadef", "tracer", "vehicle", "addonmapents", }; } // namespace namespace IW4 { GameId Game::GetId() const { return GameId::IW4; } const std::string& Game::GetFullName() const { static std::string fullName = "Call Of Duty: Modern Warfare 2"; return fullName; } const std::string& Game::GetShortName() const { static std::string shortName = "IW4"; return shortName; } const std::vector& Game::GetLanguagePrefixes() const { static std::vector prefixes; return prefixes; } asset_type_t Game::GetAssetTypeCount() const { return ASSET_TYPE_COUNT; } std::optional Game::GetAssetTypeName(const asset_type_t assetType) const { if (assetType < std::extent_v) return ASSET_TYPE_NAMES[assetType]; return std::nullopt; } } // namespace IW4