chore: add asset structs for all games containing enum entry and type

This commit is contained in:
Jan
2024-04-22 23:14:29 +02:00
parent 3e2315aca5
commit 0b61fc6e81
6 changed files with 208 additions and 0 deletions

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@ -3,6 +3,7 @@
// clang-format off: Order of includes matters here
// #include <d3d9.h>
#include "Game/IAsset.h"
#include "Image/Texture.h"
#include "IW4_Assets.h"
@ -129,4 +130,42 @@ namespace IW4
VFT_NUM,
};
using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
using AssetPhysCollMap = Asset<ASSET_TYPE_PHYSCOLLMAP, PhysCollmap>;
using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
using AssetXModelSurfs = Asset<ASSET_TYPE_XMODEL_SURFS, XModelSurfs>;
using AssetXModel = Asset<ASSET_TYPE_XMODEL, XModel>;
using AssetMaterial = Asset<ASSET_TYPE_MATERIAL, Material>;
using AssetPixelShader = Asset<ASSET_TYPE_PIXELSHADER, MaterialPixelShader>;
using AssetVertexShader = Asset<ASSET_TYPE_VERTEXSHADER, MaterialVertexShader>;
using AssetVertexDecl = Asset<ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration>;
using AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
using AssetSound = Asset<ASSET_TYPE_SOUND, snd_alias_list_t>;
using AssetSoundCurve = Asset<ASSET_TYPE_SOUND_CURVE, SndCurve>;
using AssetLoadedSound = Asset<ASSET_TYPE_LOADED_SOUND, LoadedSound>;
using AssetClipMapSp = Asset<ASSET_TYPE_CLIPMAP_SP, clipMap_t>;
using AssetClipMapMp = Asset<ASSET_TYPE_CLIPMAP_MP, clipMap_t>;
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
using AssetMapEnts = Asset<ASSET_TYPE_MAP_ENTS, MapEnts>;
using AssetFxWorld = Asset<ASSET_TYPE_FXWORLD, FxWorld>;
using AssetGfxWorld = Asset<ASSET_TYPE_GFXWORLD, GfxWorld>;
using AssetLightDef = Asset<ASSET_TYPE_LIGHT_DEF, GfxLightDef>;
using AssetFont = Asset<ASSET_TYPE_FONT, Font_s>;
using AssetMenuList = Asset<ASSET_TYPE_MENULIST, MenuList>;
using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponCompleteDef>;
using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;
using AssetStringTable = Asset<ASSET_TYPE_STRINGTABLE, StringTable>;
using AssetLeaderBoard = Asset<ASSET_TYPE_LEADERBOARD, LeaderboardDef>;
using AssetStructuredDataDef = Asset<ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDef>;
using AssetTracer = Asset<ASSET_TYPE_TRACER, TracerDef>;
using AssetVehicle = Asset<ASSET_TYPE_VEHICLE, VehicleDef>;
using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
} // namespace IW4