chore: rename ZoneAssetLoaderState to ZoneAssetCreationState

This commit is contained in:
Jan
2025-01-03 11:01:44 +01:00
parent 9068e96dfa
commit 416823c6cd
24 changed files with 104 additions and 103 deletions

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@ -28,8 +28,8 @@ namespace
std::vector<menuDef_t*> menus;
AssetRegistration<AssetMenuList> registration(assetName);
auto& zoneState = context.GetZoneAssetLoaderState<menu::MenuAssetZoneState>();
auto& conversionState = context.GetZoneAssetLoaderState<MenuConversionZoneState>();
auto& zoneState = context.GetZoneAssetCreationState<menu::MenuAssetZoneState>();
auto& conversionState = context.GetZoneAssetCreationState<MenuConversionZoneState>();
std::deque<std::string> menuLoadQueue;
const auto alreadyLoadedMenuListFileMenus = conversionState.m_menus_by_filename.find(assetName);
@ -74,7 +74,7 @@ namespace
void FinalizeZone(AssetCreationContext& context) override
{
context.GetZoneAssetLoaderState<MenuConversionZoneState>().FinalizeSupportingData();
context.GetZoneAssetCreationState<MenuConversionZoneState>().FinalizeSupportingData();
}
private:

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@ -1,13 +1,13 @@
#pragma once
#include "Asset/IZoneAssetLoaderState.h"
#include "Asset/IZoneAssetCreationState.h"
#include "Game/IW5/IW5.h"
#include <map>
namespace IW5
{
class MenuConversionZoneState final : public IZoneAssetLoaderState
class MenuConversionZoneState final : public IZoneAssetCreationState
{
Zone* m_zone;
std::vector<Statement_s*> m_functions;

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@ -1120,8 +1120,8 @@ namespace
public:
MenuConverter(const bool disableOptimizations, ISearchPath& searchPath, MemoryManager& memory, AssetCreationContext& context)
: AbstractMenuConverter(disableOptimizations, searchPath, memory, context),
m_conversion_zone_state(context.GetZoneAssetLoaderState<MenuConversionZoneState>()),
m_parsing_zone_state(context.GetZoneAssetLoaderState<MenuAssetZoneState>())
m_conversion_zone_state(context.GetZoneAssetCreationState<MenuConversionZoneState>()),
m_parsing_zone_state(context.GetZoneAssetCreationState<MenuAssetZoneState>())
{
}

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@ -822,7 +822,7 @@ namespace
bool LoadAccuracyGraphs(WeaponFullDef& weaponFullDef, MemoryManager& memory, ISearchPath& searchPath, AssetCreationContext& context)
{
auto& accuracyGraphLoader = context.GetZoneAssetLoaderState<AccuracyGraphLoader>();
auto& accuracyGraphLoader = context.GetZoneAssetCreationState<AccuracyGraphLoader>();
if (weaponFullDef.weapDef.aiVsAiAccuracyGraphName && weaponFullDef.weapDef.aiVsAiAccuracyGraphName[0])
{