mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
274 lines
15 KiB
C++
274 lines
15 KiB
C++
#include "GameAssetPoolT5.h"
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#include "Pool/AssetPoolDynamic.h"
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#include "Pool/AssetPoolStatic.h"
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#include <cassert>
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#include <type_traits>
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using namespace T5;
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const char* GameAssetPoolT5::ASSET_TYPE_NAMES[]{
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"xmodelpieces", "physpreset", "physconstraints", "destructibledef", "xanim", "xmodel", "material",
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"techniqueset", "image", "soundbank", "soundpatch", "clipmap", "clipmap", "comworld",
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"gameworldsp", "gameworldmp", "mapents", "gfxworld", "gfxlightdef", "uimap", "font",
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"menulist", "menu", "localize", "weapon", "weapondef", "weaponvariant", "snddriverglobals",
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"fx", "fximpacttable", "aitype", "mptype", "mpbody", "mphead", "character",
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"xmodelalias", "rawfile", "stringtable", "packindex", "xglobals", "ddl", "glasses",
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"emblemset",
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};
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GameAssetPoolT5::GameAssetPoolT5(Zone* zone, const int priority)
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: ZoneAssetPools(zone),
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m_priority(priority)
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{
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assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
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}
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void GameAssetPoolT5::InitPoolStatic(const asset_type_t type, const size_t capacity)
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{
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#define CASE_INIT_POOL_STATIC(assetType, poolName) \
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case assetType: \
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{ \
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if ((poolName) == nullptr && capacity > 0) \
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{ \
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(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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{
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PACK_INDEX, m_pack_index)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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break;
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}
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#undef CASE_INIT_POOL_STATIC
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}
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void GameAssetPoolT5::InitPoolDynamic(const asset_type_t type)
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{
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#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
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case assetType: \
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{ \
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if ((poolName) == nullptr) \
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{ \
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(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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{
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PACK_INDEX, m_pack_index)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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break;
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}
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#undef CASE_INIT_POOL_DYNAMIC
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}
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XAssetInfoGeneric* GameAssetPoolT5::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
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{
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#define CASE_ADD_TO_POOL(assetType, poolName) \
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case assetType: \
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{ \
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assert((poolName) != nullptr); \
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return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
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static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
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}
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switch (static_cast<XAssetType>(xAssetInfo->m_type))
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{
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
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CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
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CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
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CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank)
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
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CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
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CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
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CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
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CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
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CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
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CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
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CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
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CASE_ADD_TO_POOL(ASSET_TYPE_PACK_INDEX, m_pack_index)
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CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals)
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CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl)
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CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses)
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CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set)
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default:
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assert(false);
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break;
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}
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return nullptr;
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#undef CASE_ADD_TO_POOL
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}
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XAssetInfoGeneric* GameAssetPoolT5::GetAsset(const asset_type_t type, const std::string& name) const
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{
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#define CASE_GET_ASSET(assetType, poolName) \
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case assetType: \
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{ \
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if ((poolName) != nullptr) \
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return (poolName)->GetAsset(std::move(name)); \
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break; \
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}
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switch (type)
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{
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CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
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CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
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CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
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CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
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CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank)
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CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
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CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
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CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
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CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
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CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
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CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
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CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
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CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
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CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
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CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
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CASE_GET_ASSET(ASSET_TYPE_PACK_INDEX, m_pack_index)
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CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals)
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CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl)
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CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses)
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CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set)
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default:
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assert(false);
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break;
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}
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return nullptr;
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#undef CASE_GET_ASSET
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}
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const char* GameAssetPoolT5::AssetTypeNameByType(const asset_type_t assetType)
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{
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if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
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return ASSET_TYPE_NAMES[assetType];
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return ASSET_TYPE_INVALID;
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}
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const char* GameAssetPoolT5::GetAssetTypeName(const asset_type_t assetType) const
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{
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return AssetTypeNameByType(assetType);
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}
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asset_type_t GameAssetPoolT5::AssetTypeCount()
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{
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return ASSET_TYPE_COUNT;
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}
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asset_type_t GameAssetPoolT5::GetAssetTypeCount() const
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{
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return AssetTypeCount();
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}
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