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https://github.com/Laupetin/OpenAssetTools.git
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67 lines
3.0 KiB
C++
67 lines
3.0 KiB
C++
#pragma once
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#include <memory>
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#include "Pool/ZoneAssetPools.h"
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#include "Pool/AssetPool.h"
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#include "Game/T5/T5.h"
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class GameAssetPoolT5 final : public ZoneAssetPools
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{
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int m_priority;
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static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
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static const char* ASSET_TYPE_NAMES[];
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protected:
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XAssetInfoGeneric* AddAssetToPool(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone) override;
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public:
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std::unique_ptr<AssetPool<T5::PhysPreset>> m_phys_preset;
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std::unique_ptr<AssetPool<T5::PhysConstraints>> m_phys_constraints;
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std::unique_ptr<AssetPool<T5::DestructibleDef>> m_destructible_def;
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std::unique_ptr<AssetPool<T5::XAnimParts>> m_xanim_parts;
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std::unique_ptr<AssetPool<T5::XModel>> m_xmodel;
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std::unique_ptr<AssetPool<T5::Material>> m_material;
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std::unique_ptr<AssetPool<T5::MaterialTechniqueSet>> m_technique_set;
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std::unique_ptr<AssetPool<T5::GfxImage>> m_image;
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std::unique_ptr<AssetPool<T5::SndBank>> m_sound_bank;
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std::unique_ptr<AssetPool<T5::SndPatch>> m_sound_patch;
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std::unique_ptr<AssetPool<T5::clipMap_t>> m_clip_map;
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std::unique_ptr<AssetPool<T5::ComWorld>> m_com_world;
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std::unique_ptr<AssetPool<T5::GameWorldSp>> m_game_world_sp;
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std::unique_ptr<AssetPool<T5::GameWorldMp>> m_game_world_mp;
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std::unique_ptr<AssetPool<T5::MapEnts>> m_map_ents;
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std::unique_ptr<AssetPool<T5::GfxWorld>> m_gfx_world;
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std::unique_ptr<AssetPool<T5::GfxLightDef>> m_gfx_light_def;
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std::unique_ptr<AssetPool<T5::Font_s>> m_font;
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std::unique_ptr<AssetPool<T5::MenuList>> m_menu_list;
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std::unique_ptr<AssetPool<T5::menuDef_t>> m_menu_def;
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std::unique_ptr<AssetPool<T5::LocalizeEntry>> m_localize;
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std::unique_ptr<AssetPool<T5::WeaponVariantDef>> m_weapon;
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std::unique_ptr<AssetPool<T5::SndDriverGlobals>> m_snd_driver_globals;
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std::unique_ptr<AssetPool<T5::FxEffectDef>> m_fx;
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std::unique_ptr<AssetPool<T5::FxImpactTable>> m_fx_impact_table;
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std::unique_ptr<AssetPool<T5::RawFile>> m_raw_file;
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std::unique_ptr<AssetPool<T5::StringTable>> m_string_table;
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std::unique_ptr<AssetPool<T5::PackIndex>> m_pack_index;
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std::unique_ptr<AssetPool<T5::XGlobals>> m_xglobals;
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std::unique_ptr<AssetPool<T5::ddlRoot_t>> m_ddl;
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std::unique_ptr<AssetPool<T5::Glasses>> m_glasses;
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std::unique_ptr<AssetPool<T5::EmblemSet>> m_emblem_set;
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GameAssetPoolT5(Zone* zone, int priority);
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~GameAssetPoolT5() override = default;
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void InitPoolStatic(asset_type_t type, size_t capacity) override;
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void InitPoolDynamic(asset_type_t type) override;
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_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const override;
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static const char* AssetTypeNameByType(asset_type_t assetType);
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_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
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static asset_type_t AssetTypeCount();
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_NODISCARD asset_type_t GetAssetTypeCount() const override;
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};
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