mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 15:28:11 -05:00
Add code generation on compiling to premake scripts using custom build commands
This commit is contained in:
@ -10,9 +10,11 @@ function Crypto:link()
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libtomcrypt:link()
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libtommath:link()
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salsa20:link()
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links {
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"Crypto"
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}
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links "Crypto"
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end
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function Crypto:use()
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end
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function Crypto:project()
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@ -10,6 +10,10 @@ function Linker:link()
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end
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function Linker:use()
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dependson "Linker"
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end
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function Linker:project()
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local folder = ProjectFolder();
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@ -10,6 +10,10 @@ function Unlinker:link()
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end
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function Unlinker:use()
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dependson "Unlinker"
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end
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function Unlinker:project()
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local folder = ProjectFolder();
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@ -7,9 +7,11 @@ function Utils:include()
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end
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function Utils:link()
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links {
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"Utils"
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}
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links "Utils"
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end
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function Utils:use()
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end
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function Utils:project()
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168
src/ZoneCode.lua
Normal file
168
src/ZoneCode.lua
Normal file
@ -0,0 +1,168 @@
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ZoneCode = {}
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ZoneCode.Assets = {
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T6 = {
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"PhysPreset",
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"PhysConstraints",
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"DestructibleDef",
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"XAnimParts",
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"XModel",
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"Material",
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"MaterialTechniqueSet",
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"GfxImage",
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"SndBank",
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"SndPatch",
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"clipMap_t",
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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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"Font_s",
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"FontIcon",
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"MenuList",
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"menuDef_t",
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"LocalizeEntry",
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"WeaponVariantDef",
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"WeaponAttachment",
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"WeaponAttachmentUnique",
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"WeaponCamo",
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"SndDriverGlobals",
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"FxEffectDef",
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"FxImpactTable",
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"RawFile",
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"StringTable",
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"LeaderboardDef",
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"XGlobals",
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"ddlRoot_t",
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"Glasses",
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"EmblemSet",
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"ScriptParseTree",
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"KeyValuePairs",
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"VehicleDef",
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"MemoryBlock",
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"AddonMapEnts",
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"TracerDef",
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"SkinnedVertsDef",
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"Qdb",
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"Slug",
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"FootstepTableDef",
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"FootstepFXTableDef",
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"ZBarrierDef"
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}
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}
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function ZoneCode:outputForAssets(assetList)
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for i = 1, #assetList do
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local assetNameLower = string.lower(assetList[i])
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buildoutputs {
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"%{wks.location}/src/ZoneCode/Game/%{file.basename}/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_load_db.cpp",
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"%{wks.location}/src/ZoneCode/Game/%{file.basename}/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_load_db.h",
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"%{wks.location}/src/ZoneCode/Game/%{file.basename}/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_write_db.cpp",
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"%{wks.location}/src/ZoneCode/Game/%{file.basename}/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_write_db.h",
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"%{wks.location}/src/ZoneCode/Game/%{file.basename}/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_struct_test.cpp",
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}
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end
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end
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function ZoneCode:allTestFiles()
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result = {}
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for game, assets in pairs(self.Assets) do
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for i, assetName in ipairs(assets) do
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local assetNameLower = string.lower(assetName)
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table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_struct_test.cpp")
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end
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end
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return result
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end
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function ZoneCode:allLoadFiles()
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result = {}
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for game, assets in pairs(self.Assets) do
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for i, assetName in ipairs(assets) do
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local assetNameLower = string.lower(assetName)
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table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_load_db.cpp")
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table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_load_db.h")
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end
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end
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return result
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end
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function ZoneCode:allWriteFiles()
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result = {}
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for game, assets in pairs(self.Assets) do
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for i, assetName in ipairs(assets) do
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local assetNameLower = string.lower(assetName)
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table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_write_db.cpp")
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table.insert(result, "%{wks.location}/src/ZoneCode/Game/" .. game .. "/XAssets/" .. assetNameLower .. "/" .. assetNameLower .. "_write_db.h")
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end
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end
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return result
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end
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function ZoneCode:include()
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includedirs {
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path.join(ProjectFolder(), "ZoneCode"),
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"%{wks.location}/src/ZoneCode"
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}
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end
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function ZoneCode:link()
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end
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function ZoneCode:use()
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dependson "ZoneCode"
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end
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function ZoneCode:project()
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local folder = ProjectFolder();
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project "ZoneCode"
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targetdir(TargetDirectoryLib)
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location "%{wks.location}/src/%{prj.name}"
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kind "Utility"
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files {
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path.join(folder, "ZoneCode/**.gen"),
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path.join(folder, "ZoneCode/**.h"),
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path.join(folder, "ZoneCode/**_Commands.txt")
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}
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vpaths {
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["*"] = {
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path.join(folder, "ZoneCode")
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}
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}
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ZoneCodeGenerator:use()
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filter "files:**.gen"
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buildmessage "Generating ZoneCode for game %{file.basename}"
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buildcommands {
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'"' .. TargetDirectoryLib .. '/ZoneCodeGenerator.exe"'
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.. ' -h "' .. path.join(path.getabsolute(ProjectFolder()), 'ZoneCode/Game/%{file.basename}/%{file.basename}.h') .. '"'
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.. ' -e "' .. path.join(path.getabsolute(ProjectFolder()), 'ZoneCode/Game/%{file.basename}/%{file.basename}_Commands.txt') .. '"'
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.. ' -o "%{wks.location}/src/ZoneCode/Game/%{file.basename}/XAssets"'
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.. ' -g * ZoneLoad'
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.. ' -g * ZoneWrite'
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.. ' -g * AssetStructTests'
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}
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buildinputs {
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path.join(ProjectFolder(), "ZoneCode/Game/%{file.basename}/%{file.basename}.h"),
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path.join(ProjectFolder(), "ZoneCode/Game/%{file.basename}/%{file.basename}_Commands.txt"),
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TargetDirectoryLib .. "/ZoneCodeGenerator.exe"
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}
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filter {}
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filter "files:**/T6.gen"
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self:outputForAssets(self.Assets.T6)
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filter {}
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end
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@ -3,6 +3,6 @@
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// Entry point for T6 code generation
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#include "../Common.h"
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#include "../../ZoneCommon/Game/T6/T6_Assets.h"
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#include "../../../ZoneCommon/Game/T6/T6_Assets.h"
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// EOF
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@ -5,25 +5,32 @@ function ZoneCodeGenerator:include()
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end
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function ZoneCodeGenerator:link()
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links {
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"ZoneCodeGenerator"
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}
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links "ZoneCodeGenerator"
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end
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function ZoneCodeGenerator:use()
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dependson "ZoneCodeGenerator"
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end
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function ZoneCodeGenerator:project()
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local folder = ProjectFolder();
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project "ZoneCodeGenerator"
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targetdir(TargetDirectoryBin)
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targetdir(TargetDirectoryLib)
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location "%{wks.location}/src/%{prj.name}"
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kind "ConsoleApp"
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language "C#"
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namespace "ZoneCodeGenerator"
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files {
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path.join(folder, "ZoneCodeGenerator/**.cs")
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path.join(folder, "ZoneCodeGenerator/**.cs"),
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path.join(folder, "ZoneCodeGenerator/**.stg")
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}
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filter "files:**.stg"
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buildaction "Embed"
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filter {}
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vpaths { ["*"] = "src/ZoneCodeGenerator" }
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nuget {
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@ -31,7 +31,7 @@ namespace ZoneCodeGenerator.Generating
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"ZoneWrite", new GeneratorPreset("$asset/$asset_write_db", "ZoneWrite.stg")
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},
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{
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"AssetStructTests", new GeneratorPreset("$asset_struct_test", "AssetStructTests.stg")
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"AssetStructTests", new GeneratorPreset("$asset/$asset_struct_test", "AssetStructTests.stg")
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}
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};
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@ -40,7 +40,10 @@ namespace ZoneCodeGenerator.Generating
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public static bool GenerateCodeForPreset(string presetName, StructureInformation asset, CUISession session)
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{
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if (!presets.ContainsKey(presetName))
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{
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Console.WriteLine($"Unknown preset '{presetName}'");
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return false;
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}
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var preset = presets[presetName];
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@ -67,12 +70,19 @@ namespace ZoneCodeGenerator.Generating
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var renderingContext = RenderingContext.BuildContext(session, asset);
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if (renderingContext == null)
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{
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Console.WriteLine("Building rendering context failed");
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return false;
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}
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if (!codeTemplate.HasHeaderTemplate && !codeTemplate.HasSourceTemplate)
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{
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Console.WriteLine($"Preset '{presetName}' does not have a header or a source! This is weird.");
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return false;
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}
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var generatedCode = false;
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if (codeTemplate.HasHeaderTemplate)
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{
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generatedCode = true;
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using (var fileStream = new FileStream(fullPath + ".h", FileMode.Create))
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{
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codeTemplate.RenderHeaderFile(fileStream, renderingContext);
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@ -82,7 +92,6 @@ namespace ZoneCodeGenerator.Generating
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if (codeTemplate.HasSourceTemplate)
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{
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generatedCode = true;
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using (var fileStream = new FileStream(fullPath + ".cpp", FileMode.Create))
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{
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codeTemplate.RenderSourceFile(fileStream, renderingContext);
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@ -90,10 +99,13 @@ namespace ZoneCodeGenerator.Generating
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}
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}
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return generatedCode;
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return true;
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}
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catch (Exception)
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catch (Exception e)
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{
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Console.WriteLine("An exception occured while trying to generate code");
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Console.WriteLine(e.GetType().Name);
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Console.WriteLine(e.Message);
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return false;
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}
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}
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@ -82,8 +82,8 @@ namespace ZoneCodeGenerator.Generating
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{
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if (resourceStream == null)
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{
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if (Verbose)
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Console.WriteLine($"Resource '{fileName}' doesn't exist");
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Console.WriteLine($"Resource '{fileName}' doesn't exist");
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Console.WriteLine("The following files do exist: " + string.Join(", ", Assembly.GetExecutingAssembly().GetManifestResourceNames()));
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return;
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}
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@ -56,8 +56,10 @@ namespace ZoneCodeGenerator.Parsing.C_Header
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return dataRepository;
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}
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}
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catch (IOException)
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catch (IOException e)
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{
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Console.WriteLine("An exception occured while trying to read header file");
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Console.WriteLine(e.Message);
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return null;
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}
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}
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@ -12,6 +12,10 @@ function ZoneCommon:link()
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}
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end
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function ZoneCommon:use()
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end
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function ZoneCommon:project()
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local folder = ProjectFolder();
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@ -17,6 +17,10 @@ function ZoneLoading:link()
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}
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end
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function ZoneLoading:use()
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end
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function ZoneLoading:project()
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local folder = ProjectFolder();
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@ -28,11 +32,22 @@ function ZoneLoading:project()
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files {
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path.join(folder, "ZoneLoading/**.h"),
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path.join(folder, "ZoneLoading/**.cpp")
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path.join(folder, "ZoneLoading/**.cpp"),
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ZoneCode:allLoadFiles()
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}
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vpaths {
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["*"] = {
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path.join(folder, "ZoneLoading"),
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path.join(BuildFolder(), "src/ZoneCode")
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}
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}
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self:include()
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Crypto:include()
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Utils:include()
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zlib:include()
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ZoneCode:include()
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ZoneCode:use()
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end
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@ -4,54 +4,54 @@
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#include <cassert>
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#include "XAssets/gen/addonmapents/addonmapents_load_db.h"
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#include "XAssets/gen/clipmap_t/clipmap_t_load_db.h"
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#include "XAssets/gen/comworld/comworld_load_db.h"
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#include "XAssets/gen/ddlroot_t/ddlroot_t_load_db.h"
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#include "XAssets/gen/destructibledef/destructibledef_load_db.h"
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#include "XAssets/gen/emblemset/emblemset_load_db.h"
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#include "XAssets/gen/font_s/font_s_load_db.h"
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#include "XAssets/gen/fonticon/fonticon_load_db.h"
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#include "XAssets/gen/footstepfxtabledef/footstepfxtabledef_load_db.h"
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#include "XAssets/gen/footsteptabledef/footsteptabledef_load_db.h"
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#include "XAssets/gen/fxeffectdef/fxeffectdef_load_db.h"
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#include "XAssets/gen/fximpacttable/fximpacttable_load_db.h"
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#include "XAssets/gen/gameworldmp/gameworldmp_load_db.h"
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#include "XAssets/gen/gameworldsp/gameworldsp_load_db.h"
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#include "XAssets/gen/gfximage/gfximage_load_db.h"
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#include "XAssets/gen/gfxlightdef/gfxlightdef_load_db.h"
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#include "XAssets/gen/gfxworld/gfxworld_load_db.h"
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#include "XAssets/gen/glasses/glasses_load_db.h"
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#include "XAssets/gen/keyvaluepairs/keyvaluepairs_load_db.h"
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#include "XAssets/gen/leaderboarddef/leaderboarddef_load_db.h"
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#include "XAssets/gen/localizeentry/localizeentry_load_db.h"
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#include "XAssets/gen/mapents/mapents_load_db.h"
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#include "XAssets/gen/material/material_load_db.h"
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#include "XAssets/gen/materialtechniqueset/materialtechniqueset_load_db.h"
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#include "XAssets/gen/memoryblock/memoryblock_load_db.h"
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#include "XAssets/gen/menudef_t/menudef_t_load_db.h"
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#include "XAssets/gen/menulist/menulist_load_db.h"
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#include "XAssets/gen/physconstraints/physconstraints_load_db.h"
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#include "XAssets/gen/physpreset/physpreset_load_db.h"
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#include "XAssets/gen/qdb/qdb_load_db.h"
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#include "XAssets/gen/rawfile/rawfile_load_db.h"
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#include "XAssets/gen/scriptparsetree/scriptparsetree_load_db.h"
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#include "XAssets/gen/skinnedvertsdef/skinnedvertsdef_load_db.h"
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#include "XAssets/gen/slug/slug_load_db.h"
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#include "XAssets/gen/sndbank/sndbank_load_db.h"
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#include "XAssets/gen/snddriverglobals/snddriverglobals_load_db.h"
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#include "XAssets/gen/sndpatch/sndpatch_load_db.h"
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#include "XAssets/gen/stringtable/stringtable_load_db.h"
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#include "XAssets/gen/tracerdef/tracerdef_load_db.h"
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#include "XAssets/gen/vehicledef/vehicledef_load_db.h"
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#include "XAssets/gen/weaponattachment/weaponattachment_load_db.h"
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#include "XAssets/gen/weaponattachmentunique/weaponattachmentunique_load_db.h"
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#include "XAssets/gen/weaponcamo/weaponcamo_load_db.h"
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#include "XAssets/gen/weaponvariantdef/weaponvariantdef_load_db.h"
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#include "XAssets/gen/xanimparts/xanimparts_load_db.h"
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#include "XAssets/gen/xglobals/xglobals_load_db.h"
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#include "XAssets/gen/xmodel/xmodel_load_db.h"
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#include "XAssets/gen/zbarrierdef/zbarrierdef_load_db.h"
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#include "Game/T6/XAssets/addonmapents/addonmapents_load_db.h"
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#include "Game/T6/XAssets/clipmap_t/clipmap_t_load_db.h"
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#include "Game/T6/XAssets/comworld/comworld_load_db.h"
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||||
#include "Game/T6/XAssets/ddlroot_t/ddlroot_t_load_db.h"
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||||
#include "Game/T6/XAssets/destructibledef/destructibledef_load_db.h"
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||||
#include "Game/T6/XAssets/emblemset/emblemset_load_db.h"
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||||
#include "Game/T6/XAssets/font_s/font_s_load_db.h"
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||||
#include "Game/T6/XAssets/fonticon/fonticon_load_db.h"
|
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#include "Game/T6/XAssets/footstepfxtabledef/footstepfxtabledef_load_db.h"
|
||||
#include "Game/T6/XAssets/footsteptabledef/footsteptabledef_load_db.h"
|
||||
#include "Game/T6/XAssets/fxeffectdef/fxeffectdef_load_db.h"
|
||||
#include "Game/T6/XAssets/fximpacttable/fximpacttable_load_db.h"
|
||||
#include "Game/T6/XAssets/gameworldmp/gameworldmp_load_db.h"
|
||||
#include "Game/T6/XAssets/gameworldsp/gameworldsp_load_db.h"
|
||||
#include "Game/T6/XAssets/gfximage/gfximage_load_db.h"
|
||||
#include "Game/T6/XAssets/gfxlightdef/gfxlightdef_load_db.h"
|
||||
#include "Game/T6/XAssets/gfxworld/gfxworld_load_db.h"
|
||||
#include "Game/T6/XAssets/glasses/glasses_load_db.h"
|
||||
#include "Game/T6/XAssets/keyvaluepairs/keyvaluepairs_load_db.h"
|
||||
#include "Game/T6/XAssets/leaderboarddef/leaderboarddef_load_db.h"
|
||||
#include "Game/T6/XAssets/localizeentry/localizeentry_load_db.h"
|
||||
#include "Game/T6/XAssets/mapents/mapents_load_db.h"
|
||||
#include "Game/T6/XAssets/material/material_load_db.h"
|
||||
#include "Game/T6/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
|
||||
#include "Game/T6/XAssets/memoryblock/memoryblock_load_db.h"
|
||||
#include "Game/T6/XAssets/menudef_t/menudef_t_load_db.h"
|
||||
#include "Game/T6/XAssets/menulist/menulist_load_db.h"
|
||||
#include "Game/T6/XAssets/physconstraints/physconstraints_load_db.h"
|
||||
#include "Game/T6/XAssets/physpreset/physpreset_load_db.h"
|
||||
#include "Game/T6/XAssets/qdb/qdb_load_db.h"
|
||||
#include "Game/T6/XAssets/rawfile/rawfile_load_db.h"
|
||||
#include "Game/T6/XAssets/scriptparsetree/scriptparsetree_load_db.h"
|
||||
#include "Game/T6/XAssets/skinnedvertsdef/skinnedvertsdef_load_db.h"
|
||||
#include "Game/T6/XAssets/slug/slug_load_db.h"
|
||||
#include "Game/T6/XAssets/sndbank/sndbank_load_db.h"
|
||||
#include "Game/T6/XAssets/snddriverglobals/snddriverglobals_load_db.h"
|
||||
#include "Game/T6/XAssets/sndpatch/sndpatch_load_db.h"
|
||||
#include "Game/T6/XAssets/stringtable/stringtable_load_db.h"
|
||||
#include "Game/T6/XAssets/tracerdef/tracerdef_load_db.h"
|
||||
#include "Game/T6/XAssets/vehicledef/vehicledef_load_db.h"
|
||||
#include "Game/T6/XAssets/weaponattachment/weaponattachment_load_db.h"
|
||||
#include "Game/T6/XAssets/weaponattachmentunique/weaponattachmentunique_load_db.h"
|
||||
#include "Game/T6/XAssets/weaponcamo/weaponcamo_load_db.h"
|
||||
#include "Game/T6/XAssets/weaponvariantdef/weaponvariantdef_load_db.h"
|
||||
#include "Game/T6/XAssets/xanimparts/xanimparts_load_db.h"
|
||||
#include "Game/T6/XAssets/xglobals/xglobals_load_db.h"
|
||||
#include "Game/T6/XAssets/xmodel/xmodel_load_db.h"
|
||||
#include "Game/T6/XAssets/zbarrierdef/zbarrierdef_load_db.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
|
@ -17,6 +17,10 @@ function ZoneWriting:link()
|
||||
}
|
||||
end
|
||||
|
||||
function ZoneWriting:use()
|
||||
|
||||
end
|
||||
|
||||
function ZoneWriting:project()
|
||||
local folder = ProjectFolder();
|
||||
|
||||
@ -35,4 +39,6 @@ function ZoneWriting:project()
|
||||
Crypto:include()
|
||||
Utils:include()
|
||||
zlib:include()
|
||||
|
||||
ZoneCode:use()
|
||||
end
|
||||
|
Reference in New Issue
Block a user