Dump a few iw4 assets

This commit is contained in:
Jan
2020-09-09 18:40:01 +02:00
parent 4aafbac113
commit 14666ed944
32 changed files with 734 additions and 220 deletions

View File

@ -0,0 +1,69 @@
#include "ZoneDumperIW4.h"
#include "Game/IW4/GameIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "AssetDumpers/AssetDumperRawFile.h"
#include "AssetDumpers/AssetDumperStringTable.h"
#include "AssetDumpers/AssetDumperLocalizeEntry.h"
#include "AssetDumpers/AssetDumperGfxImage.h"
using namespace IW4;
bool ZoneDumper::CanHandleZone(Zone* zone) const
{
return zone->m_game == &g_GameIW4;
}
bool ZoneDumper::DumpZone(Zone* zone, const std::string& basePath) const
{
#define DUMP_ASSET_POOL(dumperType, poolName) \
if(assetPools->poolName) \
{ \
dumperType dumper; \
dumper.DumpPool(zone, assetPools->poolName.get(), basePath); \
}
const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(zone->GetPools());
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset);
// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap);
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts);
// DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel);
// DUMP_ASSET_POOL(AssetDumperMaterial, m_material);
// DUMP_ASSET_POOL(AssetDumperMaterialPixelShader, m_material_pixel_shader);
// DUMP_ASSET_POOL(AssetDumperMaterialVertexShader, m_material_vertex_shader);
// DUMP_ASSET_POOL(AssetDumperMaterialVertexDeclaration, m_material_vertex_decl);
// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set);
// DUMP_ASSET_POOL(AssetDumperGfxImage, m_image);
// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound);
// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve);
// DUMP_ASSET_POOL(AssetDumperLoadedSound, m_loaded_sound);
// DUMP_ASSET_POOL(AssetDumperclipMap_t, m_clip_map);
// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world);
// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp);
// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp);
// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents);
// DUMP_ASSET_POOL(AssetDumperFxWorld, m_fx_world);
// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world);
// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def);
// DUMP_ASSET_POOL(AssetDumperFont_s, m_font);
// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list);
// DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def);
DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize);
// DUMP_ASSET_POOL(AssetDumperWeaponCompleteDef, m_weapon);
// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals);
// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx);
// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table);
DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file);
DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table);
// DUMP_ASSET_POOL(AssetDumperLeaderboardDef, m_leaderboard);
// DUMP_ASSET_POOL(AssetDumperStructuredDataDefSet, m_structed_data_def_set);
// DUMP_ASSET_POOL(AssetDumperTracerDef, m_tracer);
// DUMP_ASSET_POOL(AssetDumperVehicleDef, m_vehicle);
// DUMP_ASSET_POOL(AssetDumperAddonMapEnts, m_addon_map_ents);
return true;
#undef DUMP_ASSET_POOL
}