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https://github.com/Laupetin/OpenAssetTools.git
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Finish iw3 zone code generation
This commit is contained in:
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#include "GameAssetPoolIW3.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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"physpreset",
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"xanim",
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"xmodelsurfs",
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"xmodel",
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"material",
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"pixelshader",
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"vertexshader",
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"vertexdecl",
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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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};
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/*
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Asset Pool Table
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Useful for macro generation via regex-replace for example
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#assetType, #typeName, #unionEntry, #poolName
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ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
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ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
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ASSET_TYPE_XMODEL, XModel, model, m_xmodel
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ASSET_TYPE_MATERIAL, Material, material, m_material
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ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet, m_technique_set
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ASSET_TYPE_IMAGE, GfxImage, image, m_image
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ASSET_TYPE_SOUND, snd_alias_list_t, sound, m_sound
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ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve, m_sound_curve
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ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd, m_loaded_sound
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ASSET_TYPE_CLIPMAP, clipMap_t, clipMap, m_clip_map
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ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap, m_clip_map
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ASSET_TYPE_COMWORLD, ComWorld, comWorld, m_com_world
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ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp, m_game_world_sp
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ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp, m_game_world_mp
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ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts, m_map_ents
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ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld, m_gfx_world
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ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef, m_gfx_light_def
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ASSET_TYPE_FONT, Font_s, font, m_font
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ASSET_TYPE_MENULIST, MenuList, menuList, m_menu_list
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ASSET_TYPE_MENU, menuDef_t, menu, m_menu_def
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ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize, m_localize
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ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon, m_weapon
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ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals, m_snd_driver_globals
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ASSET_TYPE_FX, FxEffectDef, fx, m_fx
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ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx, m_fx_impact_table
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ASSET_TYPE_RAWFILE, RawFile, rawfile, m_raw_file
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ASSET_TYPE_STRINGTABLE, StringTable, stringTable, m_string_table
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*/
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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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{
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assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
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m_phys_preset = nullptr;
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m_xanim_parts = nullptr;
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m_xmodel = nullptr;
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m_material = nullptr;
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m_material_pixel_shader = nullptr;
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m_material_vertex_shader = nullptr;
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m_material_vertex_decl = nullptr;
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m_technique_set = nullptr;
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m_image = nullptr;
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m_sound = nullptr;
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m_sound_curve = nullptr;
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m_loaded_sound = nullptr;
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m_clip_map = nullptr;
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m_com_world = nullptr;
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m_game_world_sp = nullptr;
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m_game_world_mp = nullptr;
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m_map_ents = nullptr;
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m_gfx_world = nullptr;
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m_gfx_light_def = nullptr;
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m_font = nullptr;
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m_menu_list = nullptr;
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m_menu_def = nullptr;
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m_localize = nullptr;
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m_weapon = nullptr;
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m_fx = nullptr;
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m_fx_impact_table = nullptr;
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m_raw_file = nullptr;
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m_string_table = nullptr;
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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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}
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switch (type)
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{
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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break;
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}
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#undef CASE_INIT_POOL_STATIC
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}
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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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}
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switch (type)
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{
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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break;
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}
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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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{
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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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}
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switch (xAsset.type)
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{
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
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CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
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CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
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CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
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CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap);
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CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
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CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
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CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
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CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
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CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
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CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
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CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
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CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
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CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
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default:
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assert(false);
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break;
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}
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return nullptr;
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#undef CASE_ADD_TO_POOL
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}
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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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}
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switch (type)
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{
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CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
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CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
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CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
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CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
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CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
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CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
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CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
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CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
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CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
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CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
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CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
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CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
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CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
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CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
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||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
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CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
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CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
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CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
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CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
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CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
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CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
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CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
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CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
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CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
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||||
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default:
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assert(false);
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break;
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||||
}
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||||
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return nullptr;
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#undef CASE_GET_ASSET
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}
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const char* GameAssetPoolIW3::AssetTypeNameByType(asset_type_t assetType)
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{
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if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
return ASSET_TYPE_NAMES[assetType];
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||||
|
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return ASSET_TYPE_INVALID;
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}
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||||
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const char* GameAssetPoolIW3::GetAssetTypeName(const asset_type_t assetType) const
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{
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return AssetTypeNameByType(assetType);
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}
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|
@ -0,0 +1,58 @@
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#pragma once
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||||
|
||||
#include <memory>
|
||||
|
||||
#include "Pool/ZoneAssetPools.h"
|
||||
#include "Pool/AssetPool.h"
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||||
#include "Game/IW3/IW3.h"
|
||||
|
||||
class GameAssetPoolIW3 final : public ZoneAssetPools
|
||||
{
|
||||
int m_priority;
|
||||
|
||||
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
|
||||
static const char* ASSET_TYPE_NAMES[];
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||||
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||||
protected:
|
||||
XAssetInfoGeneric* AddAssetToPool(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<IW3::PhysPreset>> m_phys_preset;
|
||||
std::unique_ptr<AssetPool<IW3::XAnimParts>> m_xanim_parts;
|
||||
std::unique_ptr<AssetPool<IW3::XModel>> m_xmodel;
|
||||
std::unique_ptr<AssetPool<IW3::Material>> m_material;
|
||||
std::unique_ptr<AssetPool<IW3::MaterialPixelShader>> m_material_pixel_shader;
|
||||
std::unique_ptr<AssetPool<IW3::MaterialVertexShader>> m_material_vertex_shader;
|
||||
std::unique_ptr<AssetPool<IW3::MaterialVertexDeclaration>> m_material_vertex_decl;
|
||||
std::unique_ptr<AssetPool<IW3::MaterialTechniqueSet>> m_technique_set;
|
||||
std::unique_ptr<AssetPool<IW3::GfxImage>> m_image;
|
||||
std::unique_ptr<AssetPool<IW3::snd_alias_list_t>> m_sound;
|
||||
std::unique_ptr<AssetPool<IW3::SndCurve>> m_sound_curve;
|
||||
std::unique_ptr<AssetPool<IW3::LoadedSound>> m_loaded_sound;
|
||||
std::unique_ptr<AssetPool<IW3::clipMap_t>> m_clip_map;
|
||||
std::unique_ptr<AssetPool<IW3::ComWorld>> m_com_world;
|
||||
std::unique_ptr<AssetPool<IW3::GameWorldSp>> m_game_world_sp;
|
||||
std::unique_ptr<AssetPool<IW3::GameWorldMp>> m_game_world_mp;
|
||||
std::unique_ptr<AssetPool<IW3::MapEnts>> m_map_ents;
|
||||
std::unique_ptr<AssetPool<IW3::GfxWorld>> m_gfx_world;
|
||||
std::unique_ptr<AssetPool<IW3::GfxLightDef>> m_gfx_light_def;
|
||||
std::unique_ptr<AssetPool<IW3::Font_s>> m_font;
|
||||
std::unique_ptr<AssetPool<IW3::MenuList>> m_menu_list;
|
||||
std::unique_ptr<AssetPool<IW3::menuDef_t>> m_menu_def;
|
||||
std::unique_ptr<AssetPool<IW3::LocalizeEntry>> m_localize;
|
||||
std::unique_ptr<AssetPool<IW3::WeaponDef>> m_weapon;
|
||||
std::unique_ptr<AssetPool<IW3::FxEffectDef>> m_fx;
|
||||
std::unique_ptr<AssetPool<IW3::FxImpactTable>> m_fx_impact_table;
|
||||
std::unique_ptr<AssetPool<IW3::RawFile>> m_raw_file;
|
||||
std::unique_ptr<AssetPool<IW3::StringTable>> m_string_table;
|
||||
|
||||
GameAssetPoolIW3(Zone* zone, int priority);
|
||||
~GameAssetPoolIW3() override = default;
|
||||
|
||||
void InitPoolStatic(asset_type_t type, size_t capacity) override;
|
||||
void InitPoolDynamic(asset_type_t type) override;
|
||||
|
||||
_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const override;
|
||||
static const char* AssetTypeNameByType(asset_type_t assetType);
|
||||
_NODISCARD const char* GetAssetTypeName(asset_type_t assetType) const override;
|
||||
};
|
||||
|
Reference in New Issue
Block a user