mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
412 lines
18 KiB
C++
412 lines
18 KiB
C++
#include "GameAssetPoolIW4.h"
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#include "Pool/AssetPoolStatic.h"
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#include "Pool/AssetPoolDynamic.h"
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#include <cassert>
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using namespace IW4;
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const std::string GameAssetPoolIW4::ASSET_TYPE_INVALID = "invalid_asset";
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const std::string GameAssetPoolIW4::ASSET_TYPE_NAMES[]
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{
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"physpreset",
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"physcollmap",
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"xanim",
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"xmodelsurfs",
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"xmodel",
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"material",
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"pixelshader",
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"vertexshader",
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"vertexdecl",
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"techniqueset",
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"image",
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"sound",
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"soundcurve",
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"loadedsound",
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"clipmap",
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"clipmap",
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"comworld",
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"gameworldsp",
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"gameworldmp",
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"mapents",
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"fxworld",
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"gfxworld",
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"lightdef",
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"uimap",
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"font",
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"menulist",
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"menu",
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"localize",
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"weapon",
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"snddriverglobals",
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"fx",
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"impactfx",
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"aitype",
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"mptype",
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"character",
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"xmodelalias",
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"rawfile",
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"stringtable",
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"leaderboard",
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"structureddatadef",
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"tracer",
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"vehicle",
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"addonmapents"
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};
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/*
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Asset Pool Table
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Useful for macro generation via regex-replace for example
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#assetType, #typeName, #unionEntry, #poolName
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ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
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ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
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ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
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ASSET_TYPE_XMODEL, XModel, model, m_xmodel
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ASSET_TYPE_MATERIAL, Material, material, m_material
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ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader, m_material_pixel_shader
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ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader, m_material_vertex_shader
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ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl, m_material_vertex_decl
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ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet, m_technique_set
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ASSET_TYPE_IMAGE, GfxImage, image, m_image
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ASSET_TYPE_SOUND, snd_alias_list_t, sound, m_sound
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ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve, m_sound_curve
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ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd, m_loaded_sound
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ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap, m_clip_map
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ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap, m_clip_map
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ASSET_TYPE_COMWORLD, ComWorld, comWorld, m_com_world
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ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp, m_game_world_sp
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ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp, m_game_world_mp
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ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts, m_map_ents
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ASSET_TYPE_FXWORLD, FxWorld, fxWorld, m_fx_world
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ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld, m_gfx_world
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ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef, m_gfx_light_def
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ASSET_TYPE_FONT, Font_s, font, m_font
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ASSET_TYPE_MENULIST, MenuList, menuList, m_menu_list
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ASSET_TYPE_MENU, menuDef_t, menu, m_menu_def
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ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize, m_localize
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ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon, m_weapon
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ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals, m_snd_driver_globals
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ASSET_TYPE_FX, FxEffectDef, fx, m_fx
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ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx, m_fx_impact_table
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ASSET_TYPE_RAWFILE, RawFile, rawfile, m_raw_file
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ASSET_TYPE_STRINGTABLE, StringTable, stringTable, m_string_table
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ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef, m_leaderboard
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ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet, m_structed_data_def_set
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ASSET_TYPE_TRACER, TracerDef, tracerDef, m_tracer
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ASSET_TYPE_VEHICLE, VehicleDef, vehDef, m_vehicle
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ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts, m_addon_map_ents
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*/
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GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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{
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assert(_countof(ASSET_TYPE_NAMES) == ASSET_TYPE_COUNT);
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m_priority = priority;
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m_phys_preset = nullptr;
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m_phys_collmap = nullptr;
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m_xanim_parts = nullptr;
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m_xmodel = nullptr;
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m_material = nullptr;
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m_material_pixel_shader = nullptr;
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m_material_vertex_shader = nullptr;
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m_material_vertex_decl = nullptr;
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m_technique_set = nullptr;
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m_image = nullptr;
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m_sound = nullptr;
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m_sound_curve = nullptr;
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m_loaded_sound = nullptr;
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// m_clip_map = nullptr;
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// m_com_world = nullptr;
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// m_game_world_sp = nullptr;
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// m_game_world_mp = nullptr;
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// m_map_ents = nullptr;
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// m_fx_world = nullptr;
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// m_gfx_world = nullptr;
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m_gfx_light_def = nullptr;
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// m_font = nullptr;
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m_menu_list = nullptr;
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m_menu_def = nullptr;
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m_localize = nullptr;
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// m_weapon = nullptr;
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// m_snd_driver_globals = nullptr;
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m_fx = nullptr;
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// m_fx_impact_table = nullptr;
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m_raw_file = nullptr;
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m_string_table = nullptr;
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// m_leaderboard = nullptr;
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// m_structed_data_def_set = nullptr;
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// m_tracer = nullptr;
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// m_vehicle = nullptr;
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// m_addon_map_ents = nullptr;
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}
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void GameAssetPoolIW4::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, poolType) \
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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<poolType>>(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, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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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 GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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{
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#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
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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<poolType>>(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, PhysPreset);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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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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XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string name, void* asset,
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std::vector<std::string>& scriptStrings,
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std::vector<XAssetInfoGeneric*>& dependencies)
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{
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XAsset xAsset{};
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xAsset.type = static_cast<XAssetType>(type);
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xAsset.header.data = asset;
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#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
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case assetType: \
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{ \
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assert((poolName) != nullptr); \
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auto* assetInfo = (poolName)->AddAsset(std::move(name), xAsset.header.headerName, scriptStrings, dependencies); \
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if(assetInfo) \
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{ \
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m_assets_in_order.push_back(assetInfo); \
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} \
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return assetInfo; \
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}
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switch (xAsset.type)
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{
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
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CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
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CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
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CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
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CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
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CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
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CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
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CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
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// CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap);
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// CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap);
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// CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
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// CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
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// CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
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// CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
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// CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world, fxWorld);
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// CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
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CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
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CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
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CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
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CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
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// CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
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CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
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// CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
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// CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
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// CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
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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, 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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{ \
|
|
if((poolName) != nullptr) \
|
|
return (poolName)->GetAsset(std::move(name)); \
|
|
break; \
|
|
}
|
|
|
|
switch (type)
|
|
{
|
|
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
|
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
|
|
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
|
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
|
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
|
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
|
|
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
|
|
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
|
|
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
|
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
|
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
|
|
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
|
|
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
|
|
// CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map);
|
|
// CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, m_clip_map);
|
|
// CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
|
// CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
|
// CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
|
// CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
|
// CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world);
|
|
// CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
|
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
|
// CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
|
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
|
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
|
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
|
// CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
|
// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
|
|
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
|
// CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
|
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
|
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
|
// CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
|
// CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
|
|
// CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
|
// CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
|
|
// CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
|
|
|
default:
|
|
assert(false);
|
|
break;
|
|
}
|
|
|
|
return nullptr;
|
|
|
|
#undef CASE_GET_ASSET
|
|
}
|
|
|
|
const std::string& GameAssetPoolIW4::GetAssetTypeName(const asset_type_t assetType) const
|
|
{
|
|
if (assetType >= 0 && assetType < static_cast<int>(_countof(ASSET_TYPE_NAMES)))
|
|
return ASSET_TYPE_NAMES[assetType];
|
|
|
|
return ASSET_TYPE_INVALID;
|
|
}
|
|
|
|
IZoneAssetPools::iterator GameAssetPoolIW4::begin() const
|
|
{
|
|
return m_assets_in_order.begin();
|
|
}
|
|
|
|
IZoneAssetPools::iterator GameAssetPoolIW4::end() const
|
|
{
|
|
return m_assets_in_order.end();
|
|
}
|