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