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https://github.com/Laupetin/OpenAssetTools.git
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209 lines
9.5 KiB
C++
209 lines
9.5 KiB
C++
#include "GameAssetPoolIW4.h"
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#include "Pool/AssetPoolDynamic.h"
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#include <cassert>
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#include <type_traits>
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using namespace IW4;
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namespace
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{
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constexpr const char* ASSET_TYPE_NAMES[]{
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"physpreset", "physcollmap", "xanim", "xmodelsurfs", "xmodel", "material", "pixelshader", "vertexshader",
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"vertexdecl", "techniqueset", "image", "sound", "soundcurve", "loadedsound", "clipmap", "clipmap",
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"comworld", "gameworldsp", "gameworldmp", "mapents", "fxworld", "gfxworld", "lightdef", "uimap",
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"font", "menulist", "menu", "localize", "weapon", "snddriverglobals", "fx", "impactfx",
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"aitype", "mptype", "character", "xmodelalias", "rawfile", "stringtable", "leaderboard", "structureddatadef",
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"tracer", "vehicle", "addonmapents",
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};
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}
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GameAssetPoolIW4::GameAssetPoolIW4(Zone* zone, const zone_priority_t priority)
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: ZoneAssetPools(zone),
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m_priority(priority)
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{
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static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
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#define INIT_POOL(poolName) (poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority)
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INIT_POOL(m_phys_preset);
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INIT_POOL(m_phys_collmap);
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INIT_POOL(m_xanim_parts);
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INIT_POOL(m_xmodel);
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INIT_POOL(m_material);
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INIT_POOL(m_material_pixel_shader);
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INIT_POOL(m_material_vertex_shader);
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INIT_POOL(m_material_vertex_decl);
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INIT_POOL(m_technique_set);
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INIT_POOL(m_image);
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INIT_POOL(m_sound);
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INIT_POOL(m_sound_curve);
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INIT_POOL(m_loaded_sound);
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INIT_POOL(m_clip_map);
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INIT_POOL(m_com_world);
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INIT_POOL(m_game_world_sp);
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INIT_POOL(m_game_world_mp);
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INIT_POOL(m_map_ents);
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INIT_POOL(m_fx_world);
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INIT_POOL(m_gfx_world);
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INIT_POOL(m_gfx_light_def);
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INIT_POOL(m_font);
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INIT_POOL(m_menu_list);
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INIT_POOL(m_menu_def);
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INIT_POOL(m_localize);
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INIT_POOL(m_weapon);
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INIT_POOL(m_fx);
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INIT_POOL(m_fx_impact_table);
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INIT_POOL(m_raw_file);
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INIT_POOL(m_string_table);
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INIT_POOL(m_leaderboard);
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INIT_POOL(m_structed_data_def_set);
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INIT_POOL(m_tracer);
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INIT_POOL(m_vehicle);
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INIT_POOL(m_addon_map_ents);
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#undef INIT_POOL
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}
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XAssetInfoGeneric* GameAssetPoolIW4::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); \
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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_PHYSCOLLMAP, m_phys_collmap)
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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_PIXELSHADER, m_material_pixel_shader)
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CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
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CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
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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)
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, 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_FXWORLD, m_fx_world)
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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_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_LEADERBOARD, m_leaderboard)
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CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
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CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer)
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CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle)
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CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
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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* GameAssetPoolIW4::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) \
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return (poolName)->GetAsset(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_PHYSCOLLMAP, m_phys_collmap)
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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_PIXELSHADER, m_material_pixel_shader)
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CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
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CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
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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)
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CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
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CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, 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_FXWORLD, m_fx_world)
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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_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_LEADERBOARD, m_leaderboard)
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CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
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CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer)
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CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle)
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CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
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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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std::optional<const char*> GameAssetPoolIW4::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 std::nullopt;
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}
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std::optional<const char*> GameAssetPoolIW4::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 GameAssetPoolIW4::AssetTypeCount()
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{
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return ASSET_TYPE_COUNT;
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}
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asset_type_t GameAssetPoolIW4::GetAssetTypeCount() const
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{
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return AssetTypeCount();
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}
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