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https://github.com/Laupetin/OpenAssetTools.git
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Reformat code with clang format
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@ -1,9 +1,6 @@
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#include "ContentLoaderIW3.h"
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#include "Game/IW3/IW3.h"
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#include "Loading/Exception/UnsupportedAssetTypeException.h"
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#include <cassert>
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#include "Game/IW3/XAssets/clipmap_t/clipmap_t_load_db.h"
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#include "Game/IW3/XAssets/comworld/comworld_load_db.h"
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#include "Game/IW3/XAssets/font_s/font_s_load_db.h"
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@ -29,6 +26,9 @@
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#include "Game/IW3/XAssets/weapondef/weapondef_load_db.h"
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#include "Game/IW3/XAssets/xanimparts/xanimparts_load_db.h"
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#include "Game/IW3/XAssets/xmodel/xmodel_load_db.h"
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#include "Loading/Exception/UnsupportedAssetTypeException.h"
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#include <cassert>
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using namespace IW3;
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@ -64,15 +64,15 @@ void ContentLoader::LoadScriptStringList(const bool atStreamStart)
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void ContentLoader::LoadXAsset(const bool atStreamStart) const
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{
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#define LOAD_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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{ \
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Loader_##typeName loader(m_zone, m_stream); \
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loader.Load(&varXAsset->header.headerEntry); \
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break; \
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}
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#define SKIP_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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#define LOAD_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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{ \
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Loader_##typeName loader(m_zone, m_stream); \
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loader.Load(&varXAsset->header.headerEntry); \
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break; \
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}
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#define SKIP_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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break;
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assert(varXAsset != nullptr);
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@ -82,38 +82,38 @@ void ContentLoader::LoadXAsset(const bool atStreamStart) const
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switch (varXAsset->type)
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{
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
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LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
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LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
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LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound)
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LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
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LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
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LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
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LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
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LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
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LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
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LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
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LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
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LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
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LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponDef, weapon)
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SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
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LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
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LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
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LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
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LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
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LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound)
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LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
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LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
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LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
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LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
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LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
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LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
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LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
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LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
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LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
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LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponDef, weapon)
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SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
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LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
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LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
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default:
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{
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throw UnsupportedAssetTypeException(varXAsset->type);
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}
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{
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throw UnsupportedAssetTypeException(varXAsset->type);
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}
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}
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#undef LOAD_ASSET
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