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Add dumping of iw4 weapon files
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1185
src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.cpp
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1185
src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.cpp
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File diff suppressed because it is too large
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19
src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.h
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19
src/ObjWriting/Game/IW4/AssetDumpers/AssetDumperWeapon.h
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@ -0,0 +1,19 @@
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#pragma once
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW4/IW4.h"
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namespace IW4
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{
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class AssetDumperWeapon final : public AbstractAssetDumper<WeaponCompleteDef>
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{
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static cspField_t weapon_fields[];
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static void CopyToFullDef(const WeaponCompleteDef* weapon, WeaponFullDef* fullDef);
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protected:
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bool ShouldDump(XAssetInfo<WeaponCompleteDef>* asset) override;
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std::string GetFileNameForAsset(Zone* zone, XAssetInfo<WeaponCompleteDef>* asset) override;
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void DumpAsset(Zone* zone, XAssetInfo<WeaponCompleteDef>* asset, FileAPI::File* out) override;
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};
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}
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@ -3,12 +3,13 @@
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#include "Game/IW4/GameIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "AssetDumpers/AssetDumperAddonMapEnts.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperRawFile.h"
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#include "AssetDumpers/AssetDumperStringTable.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperAddonMapEnts.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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#include "AssetDumpers/AssetDumperWeapon.h"
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using namespace IW4;
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@ -53,7 +54,7 @@ bool ZoneDumper::DumpZone(Zone* zone, const std::string& basePath) const
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// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list)
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// DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def)
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DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize)
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// DUMP_ASSET_POOL(AssetDumperWeaponCompleteDef, m_weapon)
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DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon)
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// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals)
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table)
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