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Reformat code with clang format
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@ -1,30 +1,29 @@
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#include "ZoneLoaderFactoryT6.h"
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#include "ContentLoaderT6.h"
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#include "Game/GameLanguage.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "Game/T6/GameT6.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/ZoneConstantsT6.h"
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#include "Loading/Processor/ProcessorXChunks.h"
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#include "Loading/Steps/StepAddProcessor.h"
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#include "Loading/Steps/StepAllocXBlocks.h"
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#include "Loading/Steps/StepLoadSignature.h"
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#include "Loading/Steps/StepLoadZoneContent.h"
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#include "Loading/Steps/StepLoadZoneSizes.h"
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#include "Loading/Steps/StepSkipBytes.h"
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#include "Loading/Steps/StepVerifyFileName.h"
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#include "Loading/Steps/StepVerifyMagic.h"
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#include "Loading/Steps/StepVerifySignature.h"
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#include "Utils/ClassUtils.h"
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#include "Zone/XChunk/XChunkProcessorInflate.h"
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#include "Zone/XChunk/XChunkProcessorSalsa20Decryption.h"
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#include <cassert>
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#include <cstring>
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#include <memory>
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#include "Game/T6/T6.h"
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#include "Game/T6/ZoneConstantsT6.h"
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#include "Utils/ClassUtils.h"
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#include "ContentLoaderT6.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "Game/GameLanguage.h"
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#include "Game/T6/GameT6.h"
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#include "Loading/Processor/ProcessorXChunks.h"
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#include "Zone/XChunk/XChunkProcessorSalsa20Decryption.h"
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#include "Zone/XChunk/XChunkProcessorInflate.h"
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#include "Loading/Steps/StepVerifyMagic.h"
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#include "Loading/Steps/StepSkipBytes.h"
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#include "Loading/Steps/StepVerifyFileName.h"
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#include "Loading/Steps/StepLoadSignature.h"
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#include "Loading/Steps/StepVerifySignature.h"
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#include "Loading/Steps/StepAddProcessor.h"
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#include "Loading/Steps/StepAllocXBlocks.h"
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#include "Loading/Steps/StepLoadZoneContent.h"
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#include "Loading/Steps/StepLoadZoneSizes.h"
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using namespace T6;
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class ZoneLoaderFactory::Impl
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@ -153,8 +152,8 @@ class ZoneLoaderFactory::Impl
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if (isEncrypted)
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{
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// If zone is encrypted, the decryption is applied before the decompression. T6 Zones always use Salsa20.
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auto chunkProcessorSalsa20 = std::make_unique<XChunkProcessorSalsa20Decryption>(ZoneConstants::STREAM_COUNT, fileName, ZoneConstants::SALSA20_KEY_TREYARCH,
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sizeof(ZoneConstants::SALSA20_KEY_TREYARCH));
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auto chunkProcessorSalsa20 = std::make_unique<XChunkProcessorSalsa20Decryption>(
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ZoneConstants::STREAM_COUNT, fileName, ZoneConstants::SALSA20_KEY_TREYARCH, sizeof(ZoneConstants::SALSA20_KEY_TREYARCH));
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result = chunkProcessorSalsa20.get();
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xChunkProcessor->AddChunkProcessor(std::move(chunkProcessorSalsa20));
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}
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@ -203,7 +202,8 @@ public:
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zoneLoader->AddLoadingStep(std::make_unique<StepAllocXBlocks>());
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// Start of the zone content
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zoneLoader->AddLoadingStep(std::make_unique<StepLoadZoneContent>(std::make_unique<ContentLoader>(), zonePtr, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK));
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zoneLoader->AddLoadingStep(std::make_unique<StepLoadZoneContent>(
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std::make_unique<ContentLoader>(), zonePtr, ZoneConstants::OFFSET_BLOCK_BIT_COUNT, ZoneConstants::INSERT_BLOCK));
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if (isSecure)
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{
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