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https://github.com/Laupetin/OpenAssetTools.git
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iw3 basis
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43
src/ObjLoading/Game/IW3/AssetLoaders/AssetLoaderRawFile.cpp
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43
src/ObjLoading/Game/IW3/AssetLoaders/AssetLoaderRawFile.cpp
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#include "AssetLoaderRawFile.h"
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#include <cstring>
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#include "Game/IW3/IW3.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW3;
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void* AssetLoaderRawFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* rawFile = memory->Create<RawFile>();
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memset(rawFile, 0, sizeof(RawFile));
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rawFile->name = memory->Dup(assetName.c_str());
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return rawFile;
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}
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bool AssetLoaderRawFile::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderRawFile::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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auto* rawFile = memory->Create<RawFile>();
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rawFile->name = memory->Dup(assetName.c_str());
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rawFile->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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fileBuffer[rawFile->len] = '\0';
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rawFile->buffer = fileBuffer;
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manager->AddAsset(ASSET_TYPE_RAWFILE, assetName, rawFile);
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return true;
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}
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16
src/ObjLoading/Game/IW3/AssetLoaders/AssetLoaderRawFile.h
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16
src/ObjLoading/Game/IW3/AssetLoaders/AssetLoaderRawFile.h
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#pragma once
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#include "Game/IW3/IW3.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW3
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{
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class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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}
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152
src/ObjLoading/Game/IW3/ObjLoaderIW3.cpp
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152
src/ObjLoading/Game/IW3/ObjLoaderIW3.cpp
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#include "ObjLoaderIW3.h"
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#include "Game/IW4/GameIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "ObjContainer/IPak/IPak.h"
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#include "ObjLoading.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Image/Texture.h"
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#include "Image/IwiLoader.h"
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using namespace IW3;
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ObjLoader::ObjLoader()
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{
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#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
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#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MATERIAL, Material))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMAGE, GfxImage))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND, snd_alias_list_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND_CURVE, SndCurve))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOADED_SOUND, LoadedSound))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP, clipMap_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_PVS, clipMap_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_COMWORLD, ComWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MAP_ENTS, MapEnts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GFXWORLD, GfxWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LIGHT_DEF, GfxLightDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONT, Font_s))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENULIST, MenuList))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
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#undef BASIC_LOADER
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#undef REGISTER_ASSET_LOADER
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}
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bool ObjLoader::SupportsZone(Zone* zone) const
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{
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return zone->m_game == &g_GameIW4;
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}
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bool ObjLoader::IsMpZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "mp_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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}
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bool ObjLoader::IsZmZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "zm_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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}
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void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
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{
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}
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void ObjLoader::UnloadContainersOfZone(Zone* zone) const
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{
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}
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void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
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{
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// TODO: Load Texture from LoadDef here
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}
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void ObjLoader::LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone)
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{
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Texture* loadedTexture = nullptr;
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IwiLoader loader(zone->GetMemory());
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const auto imageFileName = "images/" + std::string(image->name) + ".iwi";
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{
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const auto filePathImage = searchPath->Open(imageFileName);
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if (filePathImage.IsOpen())
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{
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loadedTexture = loader.LoadIwi(*filePathImage.m_stream);
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}
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}
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if (loadedTexture != nullptr)
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{
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image->texture.texture = loadedTexture;
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image->cardMemory.platform[0] = 0;
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const auto textureMipCount = loadedTexture->GetMipMapCount();
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for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
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image->cardMemory.platform[0] += static_cast<int>(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount());
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}
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else
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{
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printf("Could not find data for image \"%s\"\n", image->name);
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}
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}
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void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPool = dynamic_cast<GameAssetPoolIW4*>(zone->m_pools.get());
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if (assetPool && assetPool->m_image != nullptr)
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{
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for (auto* imageEntry : *assetPool->m_image)
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{
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auto* image = imageEntry->Asset();
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if (image->cardMemory.platform[0] > 0)
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{
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continue;
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}
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// Do not load linked assets
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if (image->name && image->name[0] == ',')
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{
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continue;
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}
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if (image->texture.loadDef && image->texture.loadDef->resourceSize > 0)
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{
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LoadImageFromLoadDef(image, zone);
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}
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else
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{
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LoadImageFromIwi(image, searchPath, zone);
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}
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}
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}
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}
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void ObjLoader::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const
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{
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LoadImageData(searchPath, zone);
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}
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bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const
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{
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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36
src/ObjLoading/Game/IW3/ObjLoaderIW3.h
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36
src/ObjLoading/Game/IW3/ObjLoaderIW3.h
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#pragma once
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#include <unordered_map>
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#include <memory>
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#include "IObjLoader.h"
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#include "AssetLoading/IAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "Game/IW3/IW3.h"
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namespace IW3
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{
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class ObjLoader final : public IObjLoader
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{
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std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
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static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
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static void LoadImageData(ISearchPath* searchPath, Zone* zone);
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static bool IsMpZone(Zone* zone);
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static bool IsZmZone(Zone* zone);
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public:
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ObjLoader();
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bool SupportsZone(Zone* zone) const override;
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void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
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void UnloadContainersOfZone(Zone* zone) const override;
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void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
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bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
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};
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}
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