Add loading of gdt entries to info based assets

This commit is contained in:
Jan
2021-03-28 12:07:36 +02:00
parent d9abf12b16
commit 579c0747d0
19 changed files with 410 additions and 146 deletions

View File

@ -2,6 +2,7 @@
#include "Game/T6/T6.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "InfoString/InfoString.h"
#include "SearchPath/ISearchPath.h"
namespace T6
@ -10,8 +11,12 @@ namespace T6
{
static void CalculateAttachmentFields(WeaponAttachment* attachment);
static bool LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromGdt() const override;
bool LoadFromGdt(const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};