Include and exclude asset type dumping configured by command line args

This commit is contained in:
Jan
2021-10-11 18:47:53 +02:00
parent e70cbaa4ce
commit 868bd070d0
21 changed files with 476 additions and 576 deletions

View File

@ -84,35 +84,6 @@ GameAssetPoolIW3::GameAssetPoolIW3(Zone* zone, const int priority)
m_priority(priority)
{
static_assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
m_phys_preset = nullptr;
m_xanim_parts = nullptr;
m_xmodel = nullptr;
m_material = nullptr;
m_material_pixel_shader = nullptr;
m_material_vertex_shader = nullptr;
m_material_vertex_decl = nullptr;
m_technique_set = nullptr;
m_image = nullptr;
m_sound = nullptr;
m_sound_curve = nullptr;
m_loaded_sound = nullptr;
m_clip_map = nullptr;
m_com_world = nullptr;
m_game_world_sp = nullptr;
m_game_world_mp = nullptr;
m_map_ents = nullptr;
m_gfx_world = nullptr;
m_gfx_light_def = nullptr;
m_font = nullptr;
m_menu_list = nullptr;
m_menu_def = nullptr;
m_localize = nullptr;
m_weapon = nullptr;
m_fx = nullptr;
m_fx_impact_table = nullptr;
m_raw_file = nullptr;
m_string_table = nullptr;
}
void GameAssetPoolIW3::InitPoolStatic(const asset_type_t type, const size_t capacity)
@ -327,3 +298,13 @@ const char* GameAssetPoolIW3::GetAssetTypeName(const asset_type_t assetType) con
{
return AssetTypeNameByType(assetType);
}
asset_type_t GameAssetPoolIW3::AssetTypeCount()
{
return ASSET_TYPE_COUNT;
}
asset_type_t GameAssetPoolIW3::GetAssetTypeCount() const
{
return AssetTypeCount();
}

View File

@ -53,6 +53,10 @@ public:
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;
static asset_type_t AssetTypeCount();
_NODISCARD asset_type_t GetAssetTypeCount() const override;
};