mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 07:18:11 -05:00
ZoneLoading: Properly link assets as dependencies instead of only saving the name of the dependency
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@ -123,7 +123,7 @@ void GameAssetPoolT6::InitPoolStatic(const asset_type_t type, const size_t capac
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{ \
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if((poolName) == nullptr && capacity > 0) \
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{ \
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(poolName) = new AssetPoolStatic<poolType>(capacity, m_priority); \
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(poolName) = new AssetPoolStatic<poolType>(capacity, m_priority, (assetType)); \
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} \
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break; \
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}
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@ -195,7 +195,7 @@ void GameAssetPoolT6::InitPoolDynamic(const asset_type_t type)
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{ \
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if((poolName) == nullptr) \
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{ \
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(poolName) = new AssetPoolDynamic<poolType>(m_priority); \
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(poolName) = new AssetPoolDynamic<poolType>(m_priority, (assetType)); \
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} \
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break; \
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}
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@ -260,7 +260,7 @@ void GameAssetPoolT6::InitPoolDynamic(const asset_type_t type)
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#undef CASE_INIT_POOL_STATIC
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}
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void* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies)
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XAssetInfoGeneric* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies)
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{
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XAsset xAsset{};
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@ -271,7 +271,7 @@ void* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name, void* asset
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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, scriptStrings, dependencies)->m_asset; \
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return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, scriptStrings, dependencies); \
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}
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switch(xAsset.type)
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@ -336,6 +336,78 @@ void* GameAssetPoolT6::AddAsset(asset_type_t type, std::string name, void* asset
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#undef CASE_ADD_TO_POOL
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}
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XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::string name)
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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_PHYSCONSTRAINTS, m_phys_constraints);
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CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def);
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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_bank);
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CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch);
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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_FONTICON, m_font_icon);
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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_ATTACHMENT, m_attachment);
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CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique);
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CASE_GET_ASSET(ASSET_TYPE_WEAPON_CAMO, m_camo);
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CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
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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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CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
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CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals);
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CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl);
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CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses);
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CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set);
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CASE_GET_ASSET(ASSET_TYPE_SCRIPTPARSETREE, m_script);
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CASE_GET_ASSET(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs);
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CASE_GET_ASSET(ASSET_TYPE_VEHICLEDEF, m_vehicle);
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CASE_GET_ASSET(ASSET_TYPE_MEMORYBLOCK, m_memory_block);
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CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
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CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
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CASE_GET_ASSET(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts);
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CASE_GET_ASSET(ASSET_TYPE_QDB, m_qdb);
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CASE_GET_ASSET(ASSET_TYPE_SLUG, m_slug);
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CASE_GET_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table);
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CASE_GET_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table);
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CASE_GET_ASSET(ASSET_TYPE_ZBARRIER, m_zbarrier);
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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_GET_ASSET
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}
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ZoneContent GameAssetPoolT6::GetContent() const
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{
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ZoneContent content{};
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@ -403,4 +475,4 @@ ZoneContent GameAssetPoolT6::GetContent() const
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return content;
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#undef POOL_ADD_TO_CONTENT
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}
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}
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@ -1,7 +1,7 @@
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#pragma once
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#include "Pool/AssetPool.h"
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#include "Pool/IZoneAssetPools.h"
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#include "Pool/AssetPool.h"
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#include "T6.h"
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class GameAssetPoolT6 final : public IZoneAssetPools
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@ -64,7 +64,8 @@ public:
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void InitPoolStatic(asset_type_t type, size_t capacity) override;
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void InitPoolDynamic(asset_type_t type) override;
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void* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetDependency>& dependencies) override;
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XAssetInfoGeneric* AddAsset(asset_type_t type, std::string name, void* asset, std::vector<std::string>& scriptStrings, std::vector<XAssetInfoGeneric*>& dependencies) override;
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XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) override;
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ZoneContent GetContent() const override;
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};
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