refactor: use template based asset structs for AssetLoaders

This commit is contained in:
Jan
2024-05-25 11:17:04 +02:00
parent ef69bbb239
commit a166878f7d
110 changed files with 195 additions and 199 deletions

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@ -96,6 +96,7 @@ namespace IW3
using AssetSoundCurve = Asset<ASSET_TYPE_SOUND_CURVE, SndCurve>;
using AssetLoadedSound = Asset<ASSET_TYPE_LOADED_SOUND, LoadedSound>;
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>;
using AssetClipMapPvs = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;
@ -107,7 +108,7 @@ namespace IW3
using AssetMenu = Asset<ASSET_TYPE_MENU, menuDef_t>;
using AssetLocalize = Asset<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>;
using AssetWeapon = Asset<ASSET_TYPE_WEAPON, WeaponDef>;
using AssetSndDriverGlobals = Asset<ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals>;
using AssetSoundDriverGlobals = Asset<ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals>;
using AssetFx = Asset<ASSET_TYPE_FX, FxEffectDef>;
using AssetImpactFx = Asset<ASSET_TYPE_IMPACT_FX, FxImpactTable>;
using AssetRawFile = Asset<ASSET_TYPE_RAWFILE, RawFile>;

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@ -126,7 +126,8 @@ namespace T5
using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
using AssetSoundBank = Asset<ASSET_TYPE_SOUND, SndBank>;
using AssetSoundPatch = Asset<ASSET_TYPE_SOUND_PATCH, SndPatch>;
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>;
using AssetClipMapPvs = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;

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@ -170,7 +170,8 @@ namespace T6
using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
using AssetSoundBank = Asset<ASSET_TYPE_SOUND, SndBank>;
using AssetSoundPatch = Asset<ASSET_TYPE_SOUND_PATCH, SndPatch>;
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>;
using AssetClipMapPvs = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;