OpenAssetTools/src/ObjWriting/Game/IW4/ZoneDumperIW4.cpp
Jan abb268a819 Add AssetDumperContext to bundle context fields for dumping
(cherry picked from commit ed8331280392ef3a2b4657c5dbd0880463d85f2c)
2021-03-05 18:11:56 +01:00

74 lines
3.1 KiB
C++

#include "ZoneDumperIW4.h"
#include "Game/IW4/GameIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "AssetDumpers/AssetDumperAddonMapEnts.h"
#include "AssetDumpers/AssetDumperGfxImage.h"
#include "AssetDumpers/AssetDumperLoadedSound.h"
#include "AssetDumpers/AssetDumperLocalizeEntry.h"
#include "AssetDumpers/AssetDumperRawFile.h"
#include "AssetDumpers/AssetDumperStringTable.h"
#include "AssetDumpers/AssetDumperVehicle.h"
#include "AssetDumpers/AssetDumperWeapon.h"
using namespace IW4;
bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
{
return context.m_zone->m_game == &g_GameIW4;
}
bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
{
#define DUMP_ASSET_POOL(dumperType, poolName) \
if(assetPools->poolName) \
{ \
dumperType dumper; \
dumper.DumpPool(context, assetPools->poolName.get()); \
}
const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(context.m_zone->m_pools.get());
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset)
// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts)
// DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel)
// DUMP_ASSET_POOL(AssetDumperMaterial, m_material)
// DUMP_ASSET_POOL(AssetDumperMaterialPixelShader, m_material_pixel_shader)
// DUMP_ASSET_POOL(AssetDumperMaterialVertexShader, m_material_vertex_shader)
// DUMP_ASSET_POOL(AssetDumperMaterialVertexDeclaration, m_material_vertex_decl)
// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set)
DUMP_ASSET_POOL(AssetDumperGfxImage, m_image)
// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound)
// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve)
DUMP_ASSET_POOL(AssetDumperLoadedSound, m_loaded_sound)
// DUMP_ASSET_POOL(AssetDumperclipMap_t, m_clip_map)
// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world)
// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp)
// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp)
// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents)
// DUMP_ASSET_POOL(AssetDumperFxWorld, m_fx_world)
// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world)
// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def)
// DUMP_ASSET_POOL(AssetDumperFont_s, m_font)
// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list)
// DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def)
DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize)
DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon)
// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals)
// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx)
// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table)
DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file)
DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table)
// DUMP_ASSET_POOL(AssetDumperLeaderboardDef, m_leaderboard)
// DUMP_ASSET_POOL(AssetDumperStructuredDataDefSet, m_structed_data_def_set)
// DUMP_ASSET_POOL(AssetDumperTracerDef, m_tracer)
DUMP_ASSET_POOL(AssetDumperVehicle, m_vehicle)
DUMP_ASSET_POOL(AssetDumperAddonMapEnts, m_addon_map_ents)
return true;
#undef DUMP_ASSET_POOL
}