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Reformat code with clang format
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@ -1,7 +1,7 @@
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#pragma once
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#include "Game/T6/T6.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/T6/T6.h"
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#include "InfoString/InfoString.h"
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#include "SearchPath/ISearchPath.h"
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@ -11,13 +11,16 @@ namespace T6
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{
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static void CalculateAttachmentFields(WeaponAttachment* attachment);
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static bool LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);
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static bool
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LoadFromInfoString(const InfoString& infoString, const std::string& assetName, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone);
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromGdt() const override;
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bool LoadFromGdt(const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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bool LoadFromGdt(
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const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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bool
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LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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}
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} // namespace T6
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