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https://github.com/Laupetin/OpenAssetTools.git
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Reformat code with clang format
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@ -1,48 +1,18 @@
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#include "GameAssetPoolIW3.h"
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#include "Pool/AssetPoolDynamic.h"
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#include "Pool/AssetPoolStatic.h"
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#include <cassert>
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#include <type_traits>
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#include "Pool/AssetPoolStatic.h"
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#include "Pool/AssetPoolDynamic.h"
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using namespace IW3;
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const char* GameAssetPoolIW3::ASSET_TYPE_NAMES[]
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{
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"xmodelpieces",
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"physpreset",
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"xanim",
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"xmodel",
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"material",
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"techniqueset",
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"image",
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"sound",
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"soundcurve",
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"loadedsound",
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"clipmap",
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"clipmap",
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"comworld",
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"gameworldsp",
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"gameworldmp",
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"mapents",
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"gfxworld",
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"lightdef",
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"uimap",
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"font",
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"menulist",
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"menu",
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"localize",
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"weapon",
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"snddriverglobals",
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"fx",
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"impactfx",
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"aitype",
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"mptype",
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"character",
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"xmodelalias",
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"rawfile",
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"stringtable"
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const char* GameAssetPoolIW3::ASSET_TYPE_NAMES[]{
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"xmodelpieces", "physpreset", "xanim", "xmodel", "material", "techniqueset", "image", "sound", "soundcurve", "loadedsound",
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"clipmap", "clipmap", "comworld", "gameworldsp", "gameworldmp", "mapents", "gfxworld", "lightdef", "uimap", "font",
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"menulist", "menu", "localize", "weapon", "snddriverglobals", "fx", "impactfx", "aitype", "mptype", "character",
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"xmodelalias", "rawfile", "stringtable",
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};
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/*
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@ -81,21 +51,21 @@ const char* GameAssetPoolIW3::ASSET_TYPE_NAMES[]
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GameAssetPoolIW3::GameAssetPoolIW3(Zone* zone, const int priority)
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: ZoneAssetPools(zone),
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m_priority(priority)
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m_priority(priority)
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{
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static_assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
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}
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void GameAssetPoolIW3::InitPoolStatic(const asset_type_t type, const size_t capacity)
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{
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#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
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case assetType: \
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{ \
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if((poolName) == nullptr && capacity > 0) \
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{ \
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(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
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} \
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break; \
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#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
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case assetType: \
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{ \
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if ((poolName) == nullptr && capacity > 0) \
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{ \
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(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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@ -137,14 +107,14 @@ void GameAssetPoolIW3::InitPoolStatic(const asset_type_t type, const size_t capa
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void GameAssetPoolIW3::InitPoolDynamic(const asset_type_t type)
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{
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#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
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case assetType: \
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{ \
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if((poolName) == nullptr) \
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{ \
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(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
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} \
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break; \
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#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
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case assetType: \
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{ \
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if ((poolName) == nullptr) \
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{ \
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(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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@ -184,18 +154,19 @@ void GameAssetPoolIW3::InitPoolDynamic(const asset_type_t type)
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#undef CASE_INIT_POOL_STATIC
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}
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XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
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XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(
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asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
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{
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XAsset xAsset{};
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xAsset.type = static_cast<XAssetType>(type);
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xAsset.header.data = asset;
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#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
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case assetType: \
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{ \
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assert((poolName) != nullptr); \
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return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
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#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
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case assetType: \
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{ \
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assert((poolName) != nullptr); \
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return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
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}
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switch (xAsset.type)
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@ -239,12 +210,12 @@ XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(asset_type_t type, std::stri
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XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, std::string name) const
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{
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#define CASE_GET_ASSET(assetType, poolName) \
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case assetType: \
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{ \
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if((poolName) != nullptr) \
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return (poolName)->GetAsset(std::move(name)); \
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break; \
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#define CASE_GET_ASSET(assetType, poolName) \
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case assetType: \
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{ \
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if ((poolName) != nullptr) \
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return (poolName)->GetAsset(std::move(name)); \
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break; \
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}
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switch (type)
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@ -1,10 +1,10 @@
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#pragma once
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#include <memory>
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#include "Pool/ZoneAssetPools.h"
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#include "Pool/AssetPool.h"
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#include "Game/IW3/IW3.h"
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#include "Pool/AssetPool.h"
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#include "Pool/ZoneAssetPools.h"
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#include <memory>
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class GameAssetPoolIW3 final : public ZoneAssetPools
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{
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@ -14,7 +14,12 @@ class GameAssetPoolIW3 final : public ZoneAssetPools
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static const char* ASSET_TYPE_NAMES[];
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protected:
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XAssetInfoGeneric* AddAssetToPool(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone) override;
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XAssetInfoGeneric* AddAssetToPool(asset_type_t type,
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std::string name,
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void* asset,
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std::vector<XAssetInfoGeneric*> dependencies,
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std::vector<scr_string_t> usedScriptStrings,
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Zone* zone) override;
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public:
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std::unique_ptr<AssetPool<IW3::PhysPreset>> m_phys_preset;
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@ -1,10 +1,10 @@
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#pragma once
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#include "Game/IW3/IW3.h"
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#include "Zone/ZoneTypes.h"
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#include <cstdint>
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#include <string>
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#include "Zone/ZoneTypes.h"
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#include "Game/IW3/IW3.h"
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namespace IW3
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{
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class ZoneConstants final
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@ -14,7 +14,7 @@ namespace IW3
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public:
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static constexpr const char* MAGIC_UNSIGNED = "IWffu100";
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static constexpr int ZONE_VERSION = 5;
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static_assert(std::char_traits<char>::length(MAGIC_UNSIGNED) == sizeof(ZoneHeader::m_magic));
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static constexpr size_t AUTHED_CHUNK_SIZE = 0x2000;
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@ -23,4 +23,4 @@ namespace IW3
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static constexpr int OFFSET_BLOCK_BIT_COUNT = 4;
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static constexpr block_t INSERT_BLOCK = XFILE_BLOCK_VIRTUAL;
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};
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}
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} // namespace IW3
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