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* feat: add T4 PhysPreset support * chore: slight adjustment to how the max friction constant is named --------- Co-authored-by: Jan Laupetin <[email protected]>
51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
#include "GdtLoaderPhysPresetT4.h"
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#include "Game/T4/ObjConstantsT4.h"
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#include "Game/T4/T4.h"
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#include "InfoString/InfoString.h"
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#include "InfoStringLoaderPhysPresetT4.h"
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#include "Utils/Logging/Log.h"
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using namespace T4;
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namespace
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{
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class GdtLoaderPhysPreset final : public AssetCreator<AssetPhysPreset>
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{
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public:
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GdtLoaderPhysPreset(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
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: m_gdt(gdt),
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m_info_string_loader(memory, zone)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto* gdtEntry = m_gdt.GetGdtEntryByGdfAndName(GDF_FILENAME_PHYS_PRESET, assetName);
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if (gdtEntry == nullptr)
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return AssetCreationResult::NoAction();
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InfoString infoString;
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if (!infoString.FromGdtProperties(*gdtEntry))
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{
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con::error("Failed to read phys preset gdt entry: \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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return m_info_string_loader.CreateAsset(assetName, infoString, context);
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}
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private:
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IGdtQueryable& m_gdt;
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phys_preset::InfoStringLoaderT4 m_info_string_loader;
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};
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} // namespace
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namespace phys_preset
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{
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std::unique_ptr<AssetCreator<AssetPhysPreset>> CreateGdtLoaderT4(MemoryManager& memory, IGdtQueryable& gdt, Zone& zone)
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{
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return std::make_unique<GdtLoaderPhysPreset>(memory, gdt, zone);
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}
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} // namespace phys_preset
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