mirror of
https://github.com/Laupetin/OpenAssetTools.git
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186 lines
6.3 KiB
C++
186 lines
6.3 KiB
C++
#pragma once
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// clang-format off: Order of includes matters here
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// #include <d3d9.h>
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#include "Game/IAsset.h"
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#include "T5_Assets.h"
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// clang-format on
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namespace T5
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{
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struct ScriptStringList
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{
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int count;
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const char** strings;
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};
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struct XAsset
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{
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XAssetType type;
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XAssetHeader header;
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};
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struct XAssetList
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{
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ScriptStringList stringList;
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int assetCount;
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XAsset* assets;
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};
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struct cspField_t
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{
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const char* szName;
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int iOffset;
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int iFieldType;
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};
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enum csParseFieldType_t
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{
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CSPFT_STRING,
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CSPFT_STRING_MAX_STRING_CHARS,
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CSPFT_STRING_MAX_QPATH,
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CSPFT_STRING_MAX_OSPATH,
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CSPFT_INT,
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CSPFT_BOOL,
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CSPFT_QBOOLEAN,
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CSPFT_FLOAT,
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CSPFT_MILLISECONDS,
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CSPFT_FX,
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CSPFT_XMODEL,
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CSPFT_MATERIAL,
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CSPFT_MATERIAL_STREAM,
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CSPFT_PHYS_PRESET,
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CSPFT_SCRIPT_STRING,
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CSPFT_NUM_BASE_FIELD_TYPES
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};
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enum weapFieldType_t
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{
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WFT_WEAPONTYPE = CSPFT_NUM_BASE_FIELD_TYPES,
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WFT_WEAPONCLASS,
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WFT_OVERLAYRETICLE,
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WFT_PENETRATE_TYPE,
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WFT_IMPACT_TYPE,
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WFT_STANCE,
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WFT_PROJ_EXPLOSION,
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WFT_OFFHAND_CLASS,
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WFT_OFFHAND_SLOT,
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WFT_ANIMTYPE,
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WFT_ACTIVE_RETICLE_TYPE,
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WFT_GUIDED_MISSILE_TYPE,
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WFT_BOUNCE_SOUND,
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WFT_STICKINESS,
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WFT_ROTATETYPE,
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WFT_OVERLAYINTERFACE,
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WFT_INVENTORYTYPE,
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WFT_FIRETYPE,
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WFT_CLIPTYPE,
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WFT_AMMOCOUNTER_CLIPTYPE,
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WFT_ICONRATIO_HUD,
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WFT_ICONRATIO_AMMOCOUNTER,
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WFT_ICONRATIO_KILL,
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WFT_ICONRATIO_DPAD,
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WFT_ICONRATIO_INDICATOR,
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WFT_HIDETAGS,
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WFT_EXPLOSION_TAG,
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WFT_NOTETRACKSOUNDMAP,
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WFT_NUM_FIELD_TYPES
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};
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enum VehicleFieldType
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{
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VFT_TYPE = CSPFT_NUM_BASE_FIELD_TYPES,
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VFT_CAMERAMODE,
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VFT_BOOSTMODE,
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VFT_TRACTION_TYPE,
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VFT_MPH_TO_INCHES_PER_SECOND,
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VFT_POUNDS_TO_GAME_MASS,
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VFT_SCR_STRING,
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VFT_TEAM,
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VFT_KEY_BINDING,
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VFT_GRAPH,
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VFT_NUM
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};
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enum constraintsFieldType_t
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{
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CFT_TYPE = CSPFT_NUM_BASE_FIELD_TYPES,
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CFT_NUM_FIELD_TYPES
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};
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using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
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using AssetPhysConstraints = Asset<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>;
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using AssetDestructibleDef = Asset<ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef>;
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using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
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using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
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using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
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using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
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using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
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using AssetSoundBank = Asset<ASSET_TYPE_SOUND, SndBank>;
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using AssetSoundPatch = Asset<ASSET_TYPE_SOUND_PATCH, SndPatch>;
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using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>;
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using AssetClipMapPvs = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
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using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
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using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
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using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
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using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
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using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
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using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
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using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
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using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
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using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
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using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
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using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponVariantDef>;
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using AssetSoundDriverGlobals = Asset<ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals>;
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using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
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using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
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using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
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using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
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using AssetPackIndex = Asset<ASSET_TYPE_PACK_INDEX, PackIndex>;
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using AssetXGlobals = Asset<ASSET_TYPE_XGLOBALS, XGlobals>;
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using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>;
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using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>;
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using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>;
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} // namespace T5
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPhysPreset, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPhysConstraints, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetDestructibleDef, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXAnim, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXModel, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMaterial, info.name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetTechniqueSet, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetImage, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundBank, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundPatch, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetClipMap, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetClipMapPvs, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetComWorld, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGameWorldSp, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGameWorldMp, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMapEnts, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGfxWorld, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetLightDef, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetFont, fontName);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMenuList, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetMenu, window.name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetLocalize, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetWeapon, szInternalName);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetSoundDriverGlobals, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetFx, name);
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DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T5::AssetImpactFx, "ImpactFx");
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetRawFile, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetStringTable, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetPackIndex, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetXGlobals, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetDDL, name);
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DEFINE_ASSET_NAME_ACCESSOR(T5::AssetGlasses, name);
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DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T5::AssetEmblemSet, "EmblemSet");
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