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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-20 19:57:53 -05:00
Include and exclude asset type dumping configured by command line args
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@ -1,5 +1,6 @@
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#include "ZoneDumperT5.h"
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#include "ObjWriting.h"
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#include "Game/T5/GameT5.h"
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#include "Game/T5/GameAssetPoolT5.h"
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@ -22,47 +23,47 @@ bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
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bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName) \
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if(assetPools->poolName) \
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if(assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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{ \
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dumperType dumper; \
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dumper.DumpPool(context, assetPools->poolName); \
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dumper.DumpPool(context, assetPools->poolName.get()); \
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}
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const auto* assetPools = dynamic_cast<GameAssetPoolT5*>(context.m_zone->m_pools.get());
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// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset)
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// DUMP_ASSET_POOL(AssetDumperPhysConstraints, m_phys_constraints)
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// DUMP_ASSET_POOL(AssetDumperDestructibleDef, m_destructible_def)
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts)
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DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel)
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// DUMP_ASSET_POOL(AssetDumperMaterial, m_material)
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// DUMP_ASSET_POOL(AssetDumperTechniqueSet, m_technique_set)
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DUMP_ASSET_POOL(AssetDumperGfxImage, m_image)
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// DUMP_ASSET_POOL(AssetDumperSndBank, m_sound_bank)
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// DUMP_ASSET_POOL(AssetDumperSndPatch, m_sound_patch)
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// DUMP_ASSET_POOL(AssetDumperClipMap, m_clip_map)
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// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world)
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// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp)
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// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp)
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// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents)
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// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world)
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// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def)
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// DUMP_ASSET_POOL(AssetDumperFont, m_font)
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// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list)
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// DUMP_ASSET_POOL(AssetDumperMenuDef, m_menu_def)
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DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize)
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// DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon)
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// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals)
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table)
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DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file)
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table)
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// DUMP_ASSET_POOL(AssetDumperPackIndex, m_pack_index)
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// DUMP_ASSET_POOL(AssetDumperXGlobals, m_xglobals)
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// DUMP_ASSET_POOL(AssetDumperDDLRoot, m_ddl)
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// DUMP_ASSET_POOL(AssetDumperGlasses, m_glasses)
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// DUMP_ASSET_POOL(AssetDumperEmblemSet, m_emblem_set)
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// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
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// DUMP_ASSET_POOL(AssetDumperPhysConstraints, m_phys_constraints, ASSET_TYPE_PHYSCONSTRAINTS)
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// DUMP_ASSET_POOL(AssetDumperDestructibleDef, m_destructible_def, ASSET_TYPE_DESTRUCTIBLEDEF)
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
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DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL)
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// DUMP_ASSET_POOL(AssetDumperMaterial, m_material, ASSET_TYPE_MATERIAL)
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// DUMP_ASSET_POOL(AssetDumperTechniqueSet, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
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DUMP_ASSET_POOL(AssetDumperGfxImage, m_image, ASSET_TYPE_IMAGE)
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// DUMP_ASSET_POOL(AssetDumperSndBank, m_sound_bank, ASSET_TYPE_SOUND)
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// DUMP_ASSET_POOL(AssetDumperSndPatch, m_sound_patch, ASSET_TYPE_SOUND_PATCH)
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// DUMP_ASSET_POOL(AssetDumperClipMap, m_clip_map, ASSET_TYPE_CLIPMAP)
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// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world, ASSET_TYPE_COMWORLD)
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// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp, ASSET_TYPE_GAMEWORLD_SP)
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// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp, ASSET_TYPE_GAMEWORLD_MP)
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// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents, ASSET_TYPE_MAP_ENTS)
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// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world, ASSET_TYPE_GFXWORLD)
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// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def, ASSET_TYPE_LIGHT_DEF)
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// DUMP_ASSET_POOL(AssetDumperFont, m_font, ASSET_TYPE_FONT)
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// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list, ASSET_TYPE_MENULIST)
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// DUMP_ASSET_POOL(AssetDumperMenuDef, m_menu_def, ASSET_TYPE_MENU)
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DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize, ASSET_TYPE_LOCALIZE_ENTRY)
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// DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon, ASSET_TYPE_WEAPON)
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// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals, ASSET_TYPE_SNDDRIVER_GLOBALS)
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX)
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DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file, ASSET_TYPE_RAWFILE)
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table, ASSET_TYPE_STRINGTABLE)
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// DUMP_ASSET_POOL(AssetDumperPackIndex, m_pack_index, ASSET_TYPE_PACK_INDEX)
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// DUMP_ASSET_POOL(AssetDumperXGlobals, m_xglobals, ASSET_TYPE_XGLOBALS)
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// DUMP_ASSET_POOL(AssetDumperDDLRoot, m_ddl, ASSET_TYPE_DDL)
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// DUMP_ASSET_POOL(AssetDumperGlasses, m_glasses, ASSET_TYPE_GLASSES)
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// DUMP_ASSET_POOL(AssetDumperEmblemSet, m_emblem_set, ASSET_TYPE_EMBLEMSET)
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return true;
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