#include "ObjWriterIW3.h" #include "AssetDumpers/AssetDumperGfxImage.h" #include "AssetDumpers/AssetDumperLoadedSound.h" #include "AssetDumpers/AssetDumperLocalizeEntry.h" #include "AssetDumpers/AssetDumperMapEnts.h" #include "AssetDumpers/AssetDumperMaterial.h" #include "AssetDumpers/AssetDumperRawFile.h" #include "AssetDumpers/AssetDumperStringTable.h" #include "AssetDumpers/AssetDumperWeapon.h" #include "AssetDumpers/AssetDumperXModel.h" #include "Game/IW3/GameAssetPoolIW3.h" #include "ObjWriting.h" using namespace IW3; bool ObjWriter::DumpZone(AssetDumpingContext& context) const { #define DUMP_ASSET_POOL(dumperType, poolName, assetType) \ if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \ { \ 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, ASSET_TYPE_PHYSPRESET) // DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS) DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL) DUMP_ASSET_POOL(AssetDumperMaterial, m_material, ASSET_TYPE_MATERIAL) // DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set, ASSET_TYPE_TECHNIQUE_SET) DUMP_ASSET_POOL(AssetDumperGfxImage, m_image, ASSET_TYPE_IMAGE) // DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound, ASSET_TYPE_SOUND) // DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve, ASSET_TYPE_SOUND_CURVE) DUMP_ASSET_POOL(AssetDumperLoadedSound, m_loaded_sound, ASSET_TYPE_LOADED_SOUND) // DUMP_ASSET_POOL(AssetDumperclipMap_t, m_clip_map, ASSET_TYPE_CLIPMAP) // DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world, ASSET_TYPE_COMWORLD) // DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp, ASSET_TYPE_GAMEWORLD_SP) // DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp, ASSET_TYPE_GAMEWORLD_MP) DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents, ASSET_TYPE_MAP_ENTS) // DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world, ASSET_TYPE_GFXWORLD) // DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def, ASSET_TYPE_LIGHT_DEF) // DUMP_ASSET_POOL(AssetDumperFont_s, m_font, ASSET_TYPE_FONT) // DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list, ASSET_TYPE_MENULIST) // DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def, ASSET_TYPE_MENU) DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize, ASSET_TYPE_LOCALIZE_ENTRY) // DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon, ASSET_TYPE_WEAPON) // DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals, ASSET_TYPE_SNDDRIVER_GLOBALS) // DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX) // DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX) DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file, ASSET_TYPE_RAWFILE) DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table, ASSET_TYPE_STRINGTABLE) return true; #undef DUMP_ASSET_POOL }