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