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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 <d3d11.h>
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#include "Game/IAsset.h"
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#include "Image/Texture.h"
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#include "T6_Assets.h"
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@ -159,4 +160,52 @@ namespace T6
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AUFT_NUM_FIELD_TYPES,
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};
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using AssetPhysPreset = Asset<ASSET_TYPE_PHYSPRESET, PhysPreset>;
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using AssetPhysConstraints = Asset<ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints>;
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using AssetDestructibleDef = Asset<ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef>;
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using AssetXAnim = Asset<ASSET_TYPE_XANIMPARTS, XAnimParts>;
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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 AssetTechniqueSet = Asset<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>;
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using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
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using AssetSoundBank = Asset<ASSET_TYPE_SOUND, SndBank>;
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using AssetSoundPatch = Asset<ASSET_TYPE_SOUND_PATCH, SndPatch>;
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using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP_PVS, 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 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 AssetFontIcon = Asset<ASSET_TYPE_FONTICON, FontIcon>;
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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, WeaponVariantDef>;
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using AssetAttachment = Asset<ASSET_TYPE_ATTACHMENT, WeaponAttachment>;
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using AssetAttachmentUnique = Asset<ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique>;
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using AssetWeaponCamo = Asset<ASSET_TYPE_WEAPON_CAMO, WeaponCamo>;
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using AssetSoundDriverGlobals = Asset<ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals>;
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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 AssetXGlobals = Asset<ASSET_TYPE_XGLOBALS, XGlobals>;
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using AssetDDL = Asset<ASSET_TYPE_DDL, ddlRoot_t>;
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using AssetGlasses = Asset<ASSET_TYPE_GLASSES, Glasses>;
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using AssetEmblemSet = Asset<ASSET_TYPE_EMBLEMSET, EmblemSet>;
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using AssetScript = Asset<ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree>;
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using AssetKeyValuePairs = Asset<ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs>;
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using AssetVehicle = Asset<ASSET_TYPE_VEHICLEDEF, VehicleDef>;
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using AssetMemoryBlock = Asset<ASSET_TYPE_MEMORYBLOCK, MemoryBlock>;
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using AssetAddonMapEnts = Asset<ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts>;
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using AssetTracer = Asset<ASSET_TYPE_TRACER, TracerDef>;
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using AssetSkinnedVerts = Asset<ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef>;
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using AssetQdb = Asset<ASSET_TYPE_QDB, Qdb>;
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using AssetSlug = Asset<ASSET_TYPE_SLUG, Slug>;
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using AssetFootstepTable = Asset<ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef>;
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using AssetFootstepFxTable = Asset<ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef>;
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using AssetZBarrier = Asset<ASSET_TYPE_ZBARRIER, ZBarrierDef>;
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} // namespace T6
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