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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-20 19:57:53 -05:00
Add loading of gdt entries to info based assets
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@ -506,6 +506,30 @@ void AssetLoaderWeapon::CalculateAttachmentFields(WeaponFullDef* weapon)
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}
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}
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bool AssetLoaderWeapon::LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
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{
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auto* weaponFullDef = memory->Create<WeaponFullDef>();
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memset(weaponFullDef, 0, sizeof(WeaponFullDef));
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LinkWeaponFullDefSubStructs(weaponFullDef);
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InfoStringToWeaponConverter converter(infoString, weaponFullDef, zone->m_script_strings, memory, manager, weapon_fields, std::extent<decltype(weapon_fields)>::value);
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if (!converter.Convert())
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{
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std::cout << "Failed to parse weapon: \"" << assetName << "\"" << std::endl;
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return true;
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}
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weaponFullDef->weapVariantDef.szInternalName = memory->Dup(assetName.c_str());
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// TODO: Load accuracy graph and flametable
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CalculateWeaponFields(weaponFullDef);
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CalculateAttachmentFields(weaponFullDef);
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manager->AddAsset(ASSET_TYPE_WEAPON, assetName, &weaponFullDef->weapVariantDef, converter.GetDependencies(), converter.GetUsedScriptStrings());
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return true;
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}
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void* AssetLoaderWeapon::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* weaponFullDef = memory->Create<WeaponFullDef>();
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@ -516,6 +540,27 @@ void* AssetLoaderWeapon::CreateEmptyAsset(const std::string& assetName, MemoryMa
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return weaponFullDef;
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}
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bool AssetLoaderWeapon::CanLoadFromGdt() const
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{
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return true;
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}
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bool AssetLoaderWeapon::LoadFromGdt(const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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auto* gdtEntry = gdtQueryable->GetGdtEntryByGdfAndName(ObjConstants::GDF_FILENAME_WEAPON, assetName);
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if (gdtEntry == nullptr)
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return false;
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InfoString infoString;
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if(!infoString.FromGdtProperties(ObjConstants::INFO_STRING_PREFIX_WEAPON, *gdtEntry))
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{
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std::cout << "Failed to read weapon gdt entry: \"" << assetName << "\"" << std::endl;
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return true;
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}
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return LoadFromInfoString(infoString, assetName, memory, manager, zone);
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}
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bool AssetLoaderWeapon::CanLoadFromRaw() const
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{
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return true;
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@ -535,24 +580,5 @@ bool AssetLoaderWeapon::LoadFromRaw(const std::string& assetName, ISearchPath* s
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return true;
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}
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auto* weaponFullDef = memory->Create<WeaponFullDef>();
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memset(weaponFullDef, 0, sizeof(WeaponFullDef));
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LinkWeaponFullDefSubStructs(weaponFullDef);
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InfoStringToWeaponConverter converter(infoString, weaponFullDef, zone->m_script_strings, memory, manager, weapon_fields, std::extent<decltype(weapon_fields)>::value);
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if (!converter.Convert())
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{
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std::cout << "Failed to parse weapon raw file: \"" << fileName << "\"" << std::endl;
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return true;
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}
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weaponFullDef->weapVariantDef.szInternalName = memory->Dup(assetName.c_str());
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// TODO: Load accuracy graph and flametable
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CalculateWeaponFields(weaponFullDef);
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CalculateAttachmentFields(weaponFullDef);
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manager->AddAsset(ASSET_TYPE_WEAPON, assetName, &weaponFullDef->weapVariantDef, converter.GetDependencies(), converter.GetUsedScriptStrings());
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return true;
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return LoadFromInfoString(infoString, assetName, memory, manager, zone);
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}
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