feat: automatically load anims of weapons in t6

This commit is contained in:
Jan
2024-02-06 23:56:31 +01:00
parent 0a13281295
commit 2dd4eaf54f
6 changed files with 171 additions and 134 deletions

View File

@ -227,7 +227,7 @@ namespace T6
{
std::cout << "Cannot have more than "
<< (std::extent_v<decltype(WeaponFullDef::attachmentUniques)> - std::extent_v<decltype(WeaponFullDef::attachments)>)
<< " combined attachment attachment unique entries!" << std::endl;
<< " combined attachment attachment unique entries!\n";
return false;
}
@ -239,15 +239,14 @@ namespace T6
if (static_cast<unsigned>(attachmentUniqueAsset->attachmentType) >= ATTACHMENT_TYPE_COUNT)
{
std::cout << "Invalid attachment type " << attachmentUniqueAsset->attachmentType << " for attachment unique asset \""
<< attachmentUniqueName << "\"" << std::endl;
<< attachmentUniqueName << "\"\n";
return false;
}
if (attachmentUniques[attachmentUniqueAsset->attachmentType] != nullptr)
{
std::cout << "Already loaded attachment unique with same type " << attachmentUniqueAsset->attachmentType << ": \""
<< attachmentUniques[attachmentUniqueAsset->attachmentType]->szInternalName << "\", \"" << attachmentUniqueName << "\""
<< std::endl;
<< attachmentUniques[attachmentUniqueAsset->attachmentType]->szInternalName << "\", \"" << attachmentUniqueName << "\"\n";
return false;
}
@ -259,6 +258,18 @@ namespace T6
return true;
}
bool ConvertAnimName(const cspField_t& field, const std::string& value)
{
if (ConvertString(value, field.iOffset))
{
if (!value.empty())
m_indirect_asset_references.emplace(m_loading_manager->LoadIndirectAssetReference(ASSET_TYPE_XANIMPARTS, value));
return true;
}
return false;
}
protected:
bool ConvertExtensionField(const cspField_t& field, const std::string& value) override
{
@ -352,7 +363,9 @@ namespace T6
case WFT_ATTACHMENT_UNIQUES:
return ConvertAttachmentUniques(field, value);
case WFT_NUM_FIELD_TYPES:
case WFT_ANIM_NAME:
return ConvertAnimName(field, value);
default:
assert(false);
return false;
@ -553,7 +566,12 @@ bool AssetLoaderWeapon::LoadFromInfoString(
CalculateWeaponFields(weaponFullDef);
CalculateAttachmentFields(weaponFullDef);
manager->AddAsset(ASSET_TYPE_WEAPON, assetName, &weaponFullDef->weapVariantDef, converter.GetDependencies(), converter.GetUsedScriptStrings());
manager->AddAsset(ASSET_TYPE_WEAPON,
assetName,
&weaponFullDef->weapVariantDef,
converter.GetDependencies(),
converter.GetUsedScriptStrings(),
converter.GetIndirectAssetReferences());
return true;
}