#pragma once #include "AssetLoading/BasicAssetLoader.h" #include "AssetLoading/IAssetLoadingManager.h" #include "Game/T6/T6.h" #include "InfoString/InfoString.h" #include "SearchPath/ISearchPath.h" namespace T6 { class AssetLoaderWeapon final : public BasicAssetLoader { static void LinkWeaponFullDefSubStructs(WeaponFullDef* weapon); static bool IsStringOverride(const char* baseString, const char* overrideString); static bool IsFxOverride(const FxEffectDef* baseEffect, const FxEffectDef* overrideEffect); static void HandleSoundOverride(WeaponAttachmentUnique* attachmentUnique, const char* snd1, const char* snd2, eAttachmentOverrideSounds sndOverrideIndex); static void HandleFxOverride(WeaponAttachmentUnique* attachmentUnique, const FxEffectDef* effect1, const FxEffectDef* effect2, eAttachmentOverrideEffects fxOverrideIndex); static void CalculateWeaponFields(WeaponFullDef* weapon); static void CalculateAttachmentFields(const WeaponFullDef* weapon, unsigned attachmentIndex, WeaponAttachmentUnique* attachmentUnique); static void CalculateAttachmentFields(const WeaponFullDef* weapon); static bool LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone); public: _NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override; _NODISCARD bool CanLoadFromGdt() const override; bool LoadFromGdt( const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override; _NODISCARD bool CanLoadFromRaw() const override; bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override; }; } // namespace T6