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https://github.com/Laupetin/OpenAssetTools.git
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80 lines
5.0 KiB
C++
80 lines
5.0 KiB
C++
#include "ZoneDumperIW5.h"
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#include "AssetDumpers/AssetDumperAddonMapEnts.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperMenuDef.h"
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#include "AssetDumpers/AssetDumperMenuList.h"
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#include "AssetDumpers/AssetDumperRawFile.h"
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#include "AssetDumpers/AssetDumperScriptFile.h"
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#include "AssetDumpers/AssetDumperStringTable.h"
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#include "AssetDumpers/AssetDumperWeapon.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "Game/IW5/GameIW5.h"
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#include "ObjWriting.h"
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using namespace IW5;
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bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
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{
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return context.m_zone->m_game == &g_GameIW5;
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}
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bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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{ \
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dumperType dumper; \
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dumper.DumpPool(context, assetPools->poolName.get()); \
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}
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const auto* assetPools = dynamic_cast<GameAssetPoolIW5*>(context.m_zone->m_pools.get());
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// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
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// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap, ASSET_TYPE_PHYSCOLLMAP)
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
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// DUMP_ASSET_POOL(AssetDumperXModelSurfs, m_xmodel_surfs, ASSET_TYPE_XMODEL_SURFS)
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DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL)
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// DUMP_ASSET_POOL(AssetDumperMaterial, m_material, ASSET_TYPE_MATERIAL)
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// DUMP_ASSET_POOL(AssetDumperMaterialPixelShader, m_material_pixel_shader, ASSET_TYPE_PIXELSHADER)
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// DUMP_ASSET_POOL(AssetDumperMaterialVertexShader, m_material_vertex_shader, ASSET_TYPE_VERTEXSHADER)
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// DUMP_ASSET_POOL(AssetDumperMaterialVertexDeclaration, m_material_vertex_decl, ASSET_TYPE_VERTEXDECL)
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// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
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DUMP_ASSET_POOL(AssetDumperGfxImage, m_image, ASSET_TYPE_IMAGE)
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// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound, ASSET_TYPE_SOUND)
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// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve, ASSET_TYPE_SOUND_CURVE)
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DUMP_ASSET_POOL(AssetDumperLoadedSound, m_loaded_sound, ASSET_TYPE_LOADED_SOUND)
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// DUMP_ASSET_POOL(AssetDumperclipMap_t, m_clip_map, ASSET_TYPE_CLIPMAP)
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// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world, ASSET_TYPE_COMWORLD)
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// DUMP_ASSET_POOL(AssetDumperGlassWorld, m_glass_world, ASSET_TYPE_GLASSWORLD)
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// DUMP_ASSET_POOL(AssetDumperPathData, m_path_data, ASSET_TYPE_PATHDATA)
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// DUMP_ASSET_POOL(AssetDumperVehicleTrack, m_vehicle_track, ASSET_TYPE_VEHICLE_TRACK)
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// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents, ASSET_TYPE_MAP_ENTS)
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// DUMP_ASSET_POOL(AssetDumperFxWorld, m_fx_world, ASSET_TYPE_FXWORLD)
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// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world, ASSET_TYPE_GFXWORLD)
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// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def, ASSET_TYPE_LIGHT_DEF)
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// DUMP_ASSET_POOL(AssetDumperFont_s, m_font, ASSET_TYPE_FONT)
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DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list, ASSET_TYPE_MENULIST)
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DUMP_ASSET_POOL(AssetDumperMenuDef, m_menu_def, ASSET_TYPE_MENU)
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DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize, ASSET_TYPE_LOCALIZE_ENTRY)
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// DUMP_ASSET_POOL(AssetDumperWeaponAttachment, m_attachment, ASSET_TYPE_ATTACHMENT)
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DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon, ASSET_TYPE_WEAPON)
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX)
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// DUMP_ASSET_POOL(AssetDumperSurfaceFxTable, m_surface_fx_table, ASSET_TYPE_SURFACE_FX)
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DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file, ASSET_TYPE_RAWFILE)
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DUMP_ASSET_POOL(AssetDumperScriptFile, m_script_file, ASSET_TYPE_SCRIPTFILE)
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table, ASSET_TYPE_STRINGTABLE)
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// DUMP_ASSET_POOL(AssetDumperLeaderboardDef, m_leaderboard, ASSET_TYPE_LEADERBOARD)
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// DUMP_ASSET_POOL(AssetDumperStructuredDataDefSet, m_structed_data_def_set, ASSET_TYPE_STRUCTURED_DATA_DEF)
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// DUMP_ASSET_POOL(AssetDumperTracerDef, m_tracer, ASSET_TYPE_TRACER)
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// DUMP_ASSET_POOL(AssetDumperVehicleDef, m_vehicle, ASSET_TYPE_VEHICLE)
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DUMP_ASSET_POOL(AssetDumperAddonMapEnts, m_addon_map_ents, ASSET_TYPE_ADDON_MAP_ENTS)
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return true;
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#undef DUMP_ASSET_POOL
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}
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