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https://github.com/Laupetin/OpenAssetTools.git
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Reformat code with clang format
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@ -1,17 +1,17 @@
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#include "AssetLoaderPhysPreset.h"
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#include <algorithm>
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#include <cstring>
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#include <iostream>
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#include <cassert>
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#include <limits>
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/InfoString/InfoStringToStructConverter.h"
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#include "Game/T6/InfoString/PhysPresetFields.h"
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#include "Game/T6/ObjConstantsT6.h"
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#include "Game/T6/T6.h"
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#include "InfoString/InfoString.h"
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#include <algorithm>
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#include <cassert>
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#include <cstring>
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#include <iostream>
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#include <limits>
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using namespace T6;
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namespace T6
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@ -26,13 +26,18 @@ namespace T6
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}
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public:
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InfoStringToPhysPresetConverter(const InfoString& infoString, PhysPresetInfo* physPreset, ZoneScriptStrings& zoneScriptStrings, MemoryManager* memory, IAssetLoadingManager* manager,
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const cspField_t* fields, const size_t fieldCount)
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InfoStringToPhysPresetConverter(const InfoString& infoString,
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PhysPresetInfo* physPreset,
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ZoneScriptStrings& zoneScriptStrings,
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MemoryManager* memory,
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IAssetLoadingManager* manager,
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const cspField_t* fields,
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const size_t fieldCount)
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: InfoStringToStructConverter(infoString, physPreset, zoneScriptStrings, memory, manager, fields, fieldCount)
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{
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}
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};
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}
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} // namespace T6
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void AssetLoaderPhysPreset::CopyFromPhysPresetInfo(const PhysPresetInfo* physPresetInfo, PhysPreset* physPreset)
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{
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@ -55,11 +60,13 @@ void AssetLoaderPhysPreset::CopyFromPhysPresetInfo(const PhysPresetInfo* physPre
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physPreset->buoyancyBoxMax = physPresetInfo->buoyancyBoxMax;
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}
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bool AssetLoaderPhysPreset::LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
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bool AssetLoaderPhysPreset::LoadFromInfoString(
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const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone)
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{
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const auto presetInfo = std::make_unique<PhysPresetInfo>();
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memset(presetInfo.get(), 0, sizeof(PhysPresetInfo));
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InfoStringToPhysPresetConverter converter(infoString, presetInfo.get(), zone->m_script_strings, memory, manager, phys_preset_fields, std::extent<decltype(phys_preset_fields)>::value);
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InfoStringToPhysPresetConverter converter(
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infoString, presetInfo.get(), zone->m_script_strings, memory, manager, phys_preset_fields, std::extent<decltype(phys_preset_fields)>::value);
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if (!converter.Convert())
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{
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std::cout << "Failed to parse phys preset: \"" << assetName << "\"" << std::endl;
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@ -89,7 +96,8 @@ bool AssetLoaderPhysPreset::CanLoadFromGdt() const
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return true;
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}
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bool AssetLoaderPhysPreset::LoadFromGdt(const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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bool AssetLoaderPhysPreset::LoadFromGdt(
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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_PHYS_PRESET, assetName);
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if (gdtEntry == nullptr)
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@ -110,7 +118,8 @@ bool AssetLoaderPhysPreset::CanLoadFromRaw() const
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return true;
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}
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bool AssetLoaderPhysPreset::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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bool AssetLoaderPhysPreset::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const auto fileName = "physic/" + assetName;
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const auto file = searchPath->Open(fileName);
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