mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-20 00:02:55 +00:00
490 lines
20 KiB
C++
490 lines
20 KiB
C++
#include "GameAssetPoolT6.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 T6;
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const std::string GameAssetPoolT6::ASSET_TYPE_INVALID = "invalid_asset";
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const std::string GameAssetPoolT6::ASSET_TYPE_NAMES[]
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{
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"xmodelpieces",
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"physpreset",
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"physconstraints",
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"destructibledef",
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"xanim",
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"xmodel",
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"material",
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"techniqueset",
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"image",
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"soundbank",
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"soundpatch",
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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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"gfxworld",
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"gfxlightdef",
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"uimap",
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"font",
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"fonticon",
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"menulist",
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"menu",
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"localize",
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"weapon",
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"weapondef",
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"weaponvariant",
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"weaponfull",
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"attachment",
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"attachmentunique",
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"camo",
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"snddriverglobals",
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"fx",
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"fximpacttable",
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"aitype",
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"mptype",
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"mpbody",
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"mphead",
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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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"xglobals",
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"ddl",
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"glasses",
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"emblemset",
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"script",
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"keyvaluepairs",
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"vehicle",
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"memoryblock",
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"addonmapents",
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"tracer",
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"skinnedverts",
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"qdb",
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"slug",
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"footsteptable",
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"footstepfxtable",
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"zbarrier"
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};
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GameAssetPoolT6::GameAssetPoolT6(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(_countof(ASSET_TYPE_NAMES) == ASSET_TYPE_COUNT);
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m_phys_preset = nullptr;
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m_phys_constraints = nullptr;
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m_destructible_def = 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_technique_set = nullptr;
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m_image = nullptr;
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m_sound_bank = nullptr;
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m_sound_patch = 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_gfx_world = nullptr;
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m_gfx_light_def = nullptr;
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m_font = nullptr;
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m_font_icon = 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_attachment = nullptr;
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m_attachment_unique = nullptr;
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m_camo = 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_xglobals = nullptr;
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m_ddl = nullptr;
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m_glasses = nullptr;
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m_emblem_set = nullptr;
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m_script = nullptr;
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m_key_value_pairs = nullptr;
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m_vehicle = nullptr;
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m_memory_block = nullptr;
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m_addon_map_ents = nullptr;
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m_tracer = nullptr;
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m_skinned_verts = nullptr;
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m_qdb = nullptr;
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m_slug = nullptr;
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m_footstep_table = nullptr;
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m_footstep_fx_table = nullptr;
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m_zbarrier = nullptr;
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}
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GameAssetPoolT6::~GameAssetPoolT6()
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{
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#define DELETE_POOL(poolName) \
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delete (poolName); (poolName) = nullptr;
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DELETE_POOL(m_phys_preset);
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DELETE_POOL(m_phys_constraints);
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DELETE_POOL(m_destructible_def);
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DELETE_POOL(m_xanim_parts);
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DELETE_POOL(m_xmodel);
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DELETE_POOL(m_material);
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DELETE_POOL(m_technique_set);
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DELETE_POOL(m_image);
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DELETE_POOL(m_sound_bank);
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DELETE_POOL(m_sound_patch);
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DELETE_POOL(m_clip_map);
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DELETE_POOL(m_com_world);
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DELETE_POOL(m_game_world_sp);
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DELETE_POOL(m_game_world_mp);
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DELETE_POOL(m_map_ents);
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DELETE_POOL(m_gfx_world);
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DELETE_POOL(m_gfx_light_def);
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DELETE_POOL(m_font);
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DELETE_POOL(m_font_icon);
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DELETE_POOL(m_menu_list);
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DELETE_POOL(m_menu_def);
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DELETE_POOL(m_localize);
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DELETE_POOL(m_weapon);
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DELETE_POOL(m_attachment);
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DELETE_POOL(m_attachment_unique);
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DELETE_POOL(m_camo);
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DELETE_POOL(m_snd_driver_globals);
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DELETE_POOL(m_fx);
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DELETE_POOL(m_fx_impact_table);
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DELETE_POOL(m_raw_file);
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DELETE_POOL(m_string_table);
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DELETE_POOL(m_leaderboard);
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DELETE_POOL(m_xglobals);
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DELETE_POOL(m_ddl);
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DELETE_POOL(m_glasses);
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DELETE_POOL(m_emblem_set);
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DELETE_POOL(m_script);
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DELETE_POOL(m_key_value_pairs);
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DELETE_POOL(m_vehicle);
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DELETE_POOL(m_memory_block);
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DELETE_POOL(m_addon_map_ents);
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DELETE_POOL(m_tracer);
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DELETE_POOL(m_skinned_verts);
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DELETE_POOL(m_qdb);
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DELETE_POOL(m_slug);
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DELETE_POOL(m_footstep_table);
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DELETE_POOL(m_footstep_fx_table);
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DELETE_POOL(m_zbarrier);
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#undef DELETE_POOL
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}
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void GameAssetPoolT6::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) = new 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_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
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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_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_bank, SndBank);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, 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_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_FONTICON, m_font_icon, FontIcon);
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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, WeaponVariantDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
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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_XGLOBALS, m_xglobals, XGlobals);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_QDB, m_qdb, Qdb);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SLUG, m_slug, Slug);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);
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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 GameAssetPoolT6::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) = new 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_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
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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_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_bank, SndBank);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, 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_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_FONTICON, m_font_icon, FontIcon);
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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, WeaponVariantDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
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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_XGLOBALS, m_xglobals, XGlobals);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_QDB, m_qdb, Qdb);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SLUG, m_slug, Slug);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);
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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* GameAssetPoolT6::AddAssetToPool(asset_type_t type, std::string name, void* asset, 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, m_zone, 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_PHYSCONSTRAINTS, m_phys_constraints, physConstraints);
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CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, destructibleDef);
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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_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_bank, sound);
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch, soundPatch);
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, 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);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_FONTICON, m_font_icon, fontIcon);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment, attachment);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, attachmentUnique);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON_CAMO, m_camo, weaponCamo);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals, xGlobals);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl, ddlRoot);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses, glasses);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set, emblemSet);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTPARSETREE, m_script, scriptParseTree);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, keyValuePairs);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLEDEF, m_vehicle, vehicleDef);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_MEMORYBLOCK, m_memory_block, memoryBlock);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, skinnedVertsDef);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_QDB, m_qdb, qdb);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_SLUG, m_slug, slug);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, footstepTableDef);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, footstepFXTableDef);
|
|
CASE_ADD_TO_POOL(ASSET_TYPE_ZBARRIER, m_zbarrier, zbarrierDef);
|
|
|
|
default:
|
|
assert(false);
|
|
break;
|
|
}
|
|
|
|
return nullptr;
|
|
|
|
#undef CASE_ADD_TO_POOL
|
|
}
|
|
|
|
XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::string name) const
|
|
{
|
|
#define CASE_GET_ASSET(assetType, poolName) \
|
|
case assetType: \
|
|
{ \
|
|
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_PHYSCONSTRAINTS, m_phys_constraints);
|
|
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def);
|
|
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_TECHNIQUE_SET, m_technique_set);
|
|
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
|
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank);
|
|
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch);
|
|
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
|
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, 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_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_FONTICON, m_font_icon);
|
|
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_ATTACHMENT, m_attachment);
|
|
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique);
|
|
CASE_GET_ASSET(ASSET_TYPE_WEAPON_CAMO, m_camo);
|
|
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_XGLOBALS, m_xglobals);
|
|
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl);
|
|
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses);
|
|
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set);
|
|
CASE_GET_ASSET(ASSET_TYPE_SCRIPTPARSETREE, m_script);
|
|
CASE_GET_ASSET(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs);
|
|
CASE_GET_ASSET(ASSET_TYPE_VEHICLEDEF, m_vehicle);
|
|
CASE_GET_ASSET(ASSET_TYPE_MEMORYBLOCK, m_memory_block);
|
|
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
|
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
|
CASE_GET_ASSET(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts);
|
|
CASE_GET_ASSET(ASSET_TYPE_QDB, m_qdb);
|
|
CASE_GET_ASSET(ASSET_TYPE_SLUG, m_slug);
|
|
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table);
|
|
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table);
|
|
CASE_GET_ASSET(ASSET_TYPE_ZBARRIER, m_zbarrier);
|
|
|
|
default:
|
|
assert(false);
|
|
break;
|
|
}
|
|
|
|
return nullptr;
|
|
|
|
#undef CASE_GET_ASSET
|
|
}
|
|
|
|
const std::string& GameAssetPoolT6::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;
|
|
}
|