Generate zone code for IW4 for the first 3 assets

This commit is contained in:
Jan
2020-09-07 14:14:07 +02:00
parent 413034f7b2
commit 5e8173539b
8 changed files with 826 additions and 448 deletions

View File

@ -4,54 +4,43 @@
#include <cassert>
//#include "Game/T6/XAssets/addonmapents/addonmapents_load_db.h"
//#include "Game/T6/XAssets/clipmap_t/clipmap_t_load_db.h"
//#include "Game/T6/XAssets/comworld/comworld_load_db.h"
//#include "Game/T6/XAssets/ddlroot_t/ddlroot_t_load_db.h"
//#include "Game/T6/XAssets/destructibledef/destructibledef_load_db.h"
//#include "Game/T6/XAssets/emblemset/emblemset_load_db.h"
//#include "Game/T6/XAssets/font_s/font_s_load_db.h"
//#include "Game/T6/XAssets/fonticon/fonticon_load_db.h"
//#include "Game/T6/XAssets/footstepfxtabledef/footstepfxtabledef_load_db.h"
//#include "Game/T6/XAssets/footsteptabledef/footsteptabledef_load_db.h"
//#include "Game/T6/XAssets/fxeffectdef/fxeffectdef_load_db.h"
//#include "Game/T6/XAssets/fximpacttable/fximpacttable_load_db.h"
//#include "Game/T6/XAssets/gameworldmp/gameworldmp_load_db.h"
//#include "Game/T6/XAssets/gameworldsp/gameworldsp_load_db.h"
//#include "Game/T6/XAssets/gfximage/gfximage_load_db.h"
//#include "Game/T6/XAssets/gfxlightdef/gfxlightdef_load_db.h"
//#include "Game/T6/XAssets/gfxworld/gfxworld_load_db.h"
//#include "Game/T6/XAssets/glasses/glasses_load_db.h"
//#include "Game/T6/XAssets/keyvaluepairs/keyvaluepairs_load_db.h"
//#include "Game/T6/XAssets/leaderboarddef/leaderboarddef_load_db.h"
//#include "Game/T6/XAssets/localizeentry/localizeentry_load_db.h"
//#include "Game/T6/XAssets/mapents/mapents_load_db.h"
//#include "Game/T6/XAssets/material/material_load_db.h"
//#include "Game/T6/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
//#include "Game/T6/XAssets/memoryblock/memoryblock_load_db.h"
//#include "Game/T6/XAssets/menudef_t/menudef_t_load_db.h"
//#include "Game/T6/XAssets/menulist/menulist_load_db.h"
//#include "Game/T6/XAssets/physconstraints/physconstraints_load_db.h"
//#include "Game/T6/XAssets/physpreset/physpreset_load_db.h"
//#include "Game/T6/XAssets/qdb/qdb_load_db.h"
//#include "Game/T6/XAssets/rawfile/rawfile_load_db.h"
//#include "Game/T6/XAssets/scriptparsetree/scriptparsetree_load_db.h"
//#include "Game/T6/XAssets/skinnedvertsdef/skinnedvertsdef_load_db.h"
//#include "Game/T6/XAssets/slug/slug_load_db.h"
//#include "Game/T6/XAssets/sndbank/sndbank_load_db.h"
//#include "Game/T6/XAssets/snddriverglobals/snddriverglobals_load_db.h"
//#include "Game/T6/XAssets/sndpatch/sndpatch_load_db.h"
//#include "Game/T6/XAssets/stringtable/stringtable_load_db.h"
//#include "Game/T6/XAssets/tracerdef/tracerdef_load_db.h"
//#include "Game/T6/XAssets/vehicledef/vehicledef_load_db.h"
//#include "Game/T6/XAssets/weaponattachment/weaponattachment_load_db.h"
//#include "Game/T6/XAssets/weaponattachmentunique/weaponattachmentunique_load_db.h"
//#include "Game/T6/XAssets/weaponcamo/weaponcamo_load_db.h"
//#include "Game/T6/XAssets/weaponvariantdef/weaponvariantdef_load_db.h"
//#include "Game/T6/XAssets/xanimparts/xanimparts_load_db.h"
//#include "Game/T6/XAssets/xglobals/xglobals_load_db.h"
//#include "Game/T6/XAssets/xmodel/xmodel_load_db.h"
//#include "Game/T6/XAssets/zbarrierdef/zbarrierdef_load_db.h"
//#include "Game/IW4/XAssets/addonmapents/addonmapents_load_db.h"
//#include "Game/IW4/XAssets/clipmap_t/clipmap_t_load_db.h"
//#include "Game/IW4/XAssets/comworld/comworld_load_db.h"
//#include "Game/IW4/XAssets/font_s/font_s_load_db.h"
//#include "Game/IW4/XAssets/fxeffectdef/fxeffectdef_load_db.h"
//#include "Game/IW4/XAssets/fximpacttable/fximpacttable_load_db.h"
//#include "Game/IW4/XAssets/fxworld/fxworld_load_db.h"
//#include "Game/IW4/XAssets/gameworldmp/gameworldmp_load_db.h"
//#include "Game/IW4/XAssets/gameworldsp/gameworldsp_load_db.h"
//#include "Game/IW4/XAssets/gfximage/gfximage_load_db.h"
//#include "Game/IW4/XAssets/gfxlightdef/gfxlightdef_load_db.h"
//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
//#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
//#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
//#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
//#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
//#include "Game/IW4/XAssets/material/material_load_db.h"
//#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
//#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
//#include "Game/IW4/XAssets/materialvertexdeclaration/materialvertexdeclaration_load_db.h"
//#include "Game/IW4/XAssets/materialvertexshader/materialvertexshader_load_db.h"
//#include "Game/IW4/XAssets/menudef_t/menudef_t_load_db.h"
//#include "Game/IW4/XAssets/menulist/menulist_load_db.h"
#include "Game/IW4/XAssets/physcollmap/physcollmap_load_db.h"
#include "Game/IW4/XAssets/physpreset/physpreset_load_db.h"
//#include "Game/IW4/XAssets/rawfile/rawfile_load_db.h"
//#include "Game/IW4/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
//#include "Game/IW4/XAssets/sndcurve/sndcurve_load_db.h"
//#include "Game/IW4/XAssets/snddriverglobals/snddriverglobals_load_db.h"
//#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
//#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_load_db.h"
//#include "Game/IW4/XAssets/tracerdef/tracerdef_load_db.h"
//#include "Game/IW4/XAssets/vehicledef/vehicledef_load_db.h"
//#include "Game/IW4/XAssets/weaponcompletedef/weaponcompletedef_load_db.h"
#include "Game/IW4/XAssets/xanimparts/xanimparts_load_db.h"
//#include "Game/IW4/XAssets/xmodel/xmodel_load_db.h"
//#include "Game/IW4/XAssets/xmodelsurfs/xmodelsurfs_load_db.h"
using namespace IW4;
@ -112,55 +101,44 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
switch (varXAsset->type)
{
//LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
//LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
//LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
//LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
//LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
//LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
//LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
//LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
//LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
//LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
//LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap);
//LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap);
//LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
//LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
//LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
//LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
//LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
//LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
//LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
//LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
//LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
//LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
//LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
//LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
//LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
//LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
//LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
//LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
//LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
//LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
//LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
//LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
//LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
//LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
//LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
//LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
//LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
//LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree);
//LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
//LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
//// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
//LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
//LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
//LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
//LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
//LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
//LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
//LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
//LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap);
LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
// LOAD_ASSET(ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs);
// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
// LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
// LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader);
// LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
// LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
// LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
// LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
// LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
// LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
// LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
// LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap);
// LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap);
// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
// LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
// LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld);
// LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
// LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
// LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
// LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
// LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
// LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
// LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
// LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
default:
{