mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 23:38:09 -05:00
chore: refactor pool allocation and add indirect references
This commit is contained in:
@ -15,87 +15,53 @@ const char* GameAssetPoolIW3::ASSET_TYPE_NAMES[]{
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"xmodelalias", "rawfile", "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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static_assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
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static_assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
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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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#define CASE_INIT_POOL_STATIC(assetType, poolName) \
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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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(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(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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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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@ -107,44 +73,44 @@ void GameAssetPoolIW3::InitPoolStatic(const asset_type_t type, const size_t capa
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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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#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
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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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(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(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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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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@ -154,49 +120,44 @@ void GameAssetPoolIW3::InitPoolDynamic(const asset_type_t type)
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#undef CASE_INIT_POOL_STATIC
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}
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XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(
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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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XAssetInfoGeneric* GameAssetPoolIW3::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
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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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#define CASE_ADD_TO_POOL(assetType, poolName) \
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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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return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
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static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
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}
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switch (xAsset.type)
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switch (static_cast<XAssetType>(xAssetInfo->m_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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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
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CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
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CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
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CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
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CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
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CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound)
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
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CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map)
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
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CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
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CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
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CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
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CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
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CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
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CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
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CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
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CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
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CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
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CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
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CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
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||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
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||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -220,32 +181,32 @@ XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, std::stri
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -257,9 +218,9 @@ XAssetInfoGeneric* GameAssetPoolIW3::GetAsset(const asset_type_t type, std::stri
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolIW3::AssetTypeNameByType(asset_type_t assetType)
|
||||
const char* GameAssetPoolIW3::AssetTypeNameByType(const asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
|
@ -14,12 +14,7 @@ class GameAssetPoolIW3 final : public ZoneAssetPools
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
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;
|
||||
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<IW3::PhysPreset>> m_phys_preset;
|
||||
|
@ -16,107 +16,63 @@ const char* GameAssetPoolIW4::ASSET_TYPE_NAMES[]{
|
||||
"tracer", "vehicle", "addonmapents",
|
||||
};
|
||||
|
||||
/*
|
||||
Asset Pool Table
|
||||
Useful for macro generation via regex-replace for example
|
||||
|
||||
#assetType, #typeName, #unionEntry, #poolName
|
||||
ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
|
||||
ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
|
||||
ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
|
||||
ASSET_TYPE_XMODEL, XModel, model, m_xmodel
|
||||
ASSET_TYPE_MATERIAL, Material, material, m_material
|
||||
ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader, m_material_pixel_shader
|
||||
ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader, m_material_vertex_shader
|
||||
ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl, m_material_vertex_decl
|
||||
ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet, m_technique_set
|
||||
ASSET_TYPE_IMAGE, GfxImage, image, m_image
|
||||
ASSET_TYPE_SOUND, snd_alias_list_t, sound, m_sound
|
||||
ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve, m_sound_curve
|
||||
ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd, m_loaded_sound
|
||||
ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap, m_clip_map
|
||||
ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap, m_clip_map
|
||||
ASSET_TYPE_COMWORLD, ComWorld, comWorld, m_com_world
|
||||
ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp, m_game_world_sp
|
||||
ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp, m_game_world_mp
|
||||
ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts, m_map_ents
|
||||
ASSET_TYPE_FXWORLD, FxWorld, fxWorld, m_fx_world
|
||||
ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld, m_gfx_world
|
||||
ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef, m_gfx_light_def
|
||||
ASSET_TYPE_FONT, Font_s, font, m_font
|
||||
ASSET_TYPE_MENULIST, MenuList, menuList, m_menu_list
|
||||
ASSET_TYPE_MENU, menuDef_t, menu, m_menu_def
|
||||
ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize, m_localize
|
||||
ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon, m_weapon
|
||||
ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals, m_snd_driver_globals
|
||||
ASSET_TYPE_FX, FxEffectDef, fx, m_fx
|
||||
ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx, m_fx_impact_table
|
||||
ASSET_TYPE_RAWFILE, RawFile, rawfile, m_raw_file
|
||||
ASSET_TYPE_STRINGTABLE, StringTable, stringTable, m_string_table
|
||||
ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef, m_leaderboard
|
||||
ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet, m_structed_data_def_set
|
||||
ASSET_TYPE_TRACER, TracerDef, tracerDef, m_tracer
|
||||
ASSET_TYPE_VEHICLE, VehicleDef, vehDef, m_vehicle
|
||||
ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts, m_addon_map_ents
|
||||
*/
|
||||
|
||||
GameAssetPoolIW4::GameAssetPoolIW4(Zone* zone, const int priority)
|
||||
: ZoneAssetPools(zone),
|
||||
m_priority(priority)
|
||||
{
|
||||
assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
|
||||
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
|
||||
}
|
||||
|
||||
void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capacity)
|
||||
{
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr && capacity > 0) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -128,116 +84,111 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
|
||||
|
||||
void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
|
||||
{
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
break;
|
||||
}
|
||||
|
||||
#undef CASE_INIT_POOL_STATIC
|
||||
#undef CASE_INIT_POOL_DYNAMIC
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(
|
||||
asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
|
||||
XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
XAsset xAsset{};
|
||||
|
||||
xAsset.type = static_cast<XAssetType>(type);
|
||||
xAsset.header.data = asset;
|
||||
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
assert((poolName) != nullptr); \
|
||||
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
|
||||
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
|
||||
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
|
||||
}
|
||||
|
||||
switch (xAsset.type)
|
||||
switch (static_cast<XAssetType>(xAssetInfo->m_type))
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world, fxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -261,42 +212,42 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_SP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_MP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -308,9 +259,9 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolIW4::AssetTypeNameByType(asset_type_t assetType)
|
||||
const char* GameAssetPoolIW4::AssetTypeNameByType(const asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
|
@ -15,12 +15,7 @@ class GameAssetPoolIW4 final : public ZoneAssetPools
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
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;
|
||||
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<IW4::PhysPreset>> m_phys_preset;
|
||||
|
@ -57,114 +57,67 @@ const char* GameAssetPoolIW5::ASSET_TYPE_NAMES[]{
|
||||
"addonmapents",
|
||||
};
|
||||
|
||||
/*
|
||||
Asset Pool Table
|
||||
Useful for macro generation via regex-replace for example
|
||||
|
||||
#assetType, #typeName, #unionEntry, #poolName
|
||||
ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset, m_phys_preset
|
||||
ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap, m_phys_collmap
|
||||
ASSET_TYPE_XANIMPARTS, XAnimParts, parts, m_xanim_parts
|
||||
ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs, m_xmodel_surfs
|
||||
ASSET_TYPE_XMODEL, XModel, model, m_xmodel
|
||||
ASSET_TYPE_MATERIAL, Material, material, m_material
|
||||
ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader, m_material_pixel_shader
|
||||
ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader, m_material_vertex_shader
|
||||
ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl, m_material_vertex_decl
|
||||
ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet, m_technique_set
|
||||
ASSET_TYPE_IMAGE, GfxImage, image, m_image
|
||||
ASSET_TYPE_SOUND, snd_alias_list_t, sound, m_sound
|
||||
ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve, m_sound_curve
|
||||
ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd, m_loaded_sound
|
||||
ASSET_TYPE_CLIPMAP, clipMap_t, clipMap, m_clip_map
|
||||
ASSET_TYPE_COMWORLD, ComWorld, comWorld, m_com_world
|
||||
ASSET_TYPE_GLASSWORLD, GlassWorld, glassWorld, m_glass_world
|
||||
ASSET_TYPE_PATHDATA, PathData, pathData, m_path_data
|
||||
ASSET_TYPE_VEHICLE_TRACK, VehicleTrack, vehicleTrack, m_vehicle_track
|
||||
ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts, m_map_ents
|
||||
ASSET_TYPE_FXWORLD, FxWorld, fxWorld, m_fx_world
|
||||
ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld, m_gfx_world
|
||||
ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef, m_gfx_light_def
|
||||
ASSET_TYPE_FONT, Font_s, font, m_font
|
||||
ASSET_TYPE_MENULIST, MenuList, menuList, m_menu_list
|
||||
ASSET_TYPE_MENU, menuDef_t, menu, m_menu_def
|
||||
ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize, m_localize
|
||||
ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment, m_attachment
|
||||
ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon, m_weapon
|
||||
ASSET_TYPE_FX, FxEffectDef, fx, m_fx
|
||||
ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx, m_fx_impact_table
|
||||
ASSET_TYPE_SURFACE_FX, SurfaceFxTable, surfaceFx, m_surface_fx_table
|
||||
ASSET_TYPE_RAWFILE, RawFile, rawfile, m_raw_file
|
||||
ASSET_TYPE_SCRIPTFILE, ScriptFile, scriptfile, m_script_file
|
||||
ASSET_TYPE_STRINGTABLE, StringTable, stringTable, m_string_table
|
||||
ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef, m_leaderboard
|
||||
ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet, m_structed_data_def_set
|
||||
ASSET_TYPE_TRACER, TracerDef, tracerDef, m_tracer
|
||||
ASSET_TYPE_VEHICLE, VehicleDef, vehDef, m_vehicle
|
||||
ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts, m_addon_map_ents
|
||||
*/
|
||||
|
||||
GameAssetPoolIW5::GameAssetPoolIW5(Zone* zone, const int priority)
|
||||
: ZoneAssetPools(zone),
|
||||
m_priority(priority)
|
||||
{
|
||||
assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
|
||||
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
|
||||
}
|
||||
|
||||
void GameAssetPoolIW5::InitPoolStatic(const asset_type_t type, const size_t capacity)
|
||||
{
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr && capacity > 0) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSWORLD, m_glass_world, GlassWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PATHDATA, m_path_data, PathData);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track, VehicleTrack);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table, SurfaceFxTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTFILE, m_script_file, ScriptFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSWORLD, m_glass_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PATHDATA, m_path_data)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTFILE, m_script_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -176,124 +129,119 @@ void GameAssetPoolIW5::InitPoolStatic(const asset_type_t type, const size_t capa
|
||||
|
||||
void GameAssetPoolIW5::InitPoolDynamic(const asset_type_t type)
|
||||
{
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, PhysCollmap);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, XModelSurfs);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, MaterialPixelShader);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, MaterialVertexShader);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, MaterialVertexDeclaration);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound, snd_alias_list_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve, SndCurve);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, LoadedSound);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSWORLD, m_glass_world, GlassWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PATHDATA, m_path_data, PathData);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track, VehicleTrack);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world, FxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table, SurfaceFxTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTFILE, m_script_file, ScriptFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, StructuredDataDefSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSWORLD, m_glass_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PATHDATA, m_path_data)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTFILE, m_script_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
break;
|
||||
}
|
||||
|
||||
#undef CASE_INIT_POOL_STATIC
|
||||
#undef CASE_INIT_POOL_DYNAMIC
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolIW5::AddAssetToPool(
|
||||
asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
|
||||
XAssetInfoGeneric* GameAssetPoolIW5::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
XAsset xAsset{};
|
||||
|
||||
xAsset.type = static_cast<XAssetType>(type);
|
||||
xAsset.header.data = asset;
|
||||
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
assert((poolName) != nullptr); \
|
||||
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
|
||||
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
|
||||
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
|
||||
}
|
||||
|
||||
switch (xAsset.type)
|
||||
switch (static_cast<XAssetType>(xAssetInfo->m_type))
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap, physCollmap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs, modelSurfs);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader, pixelShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader, vertexShader);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl, vertexDecl);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve, sndCurve);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound, loadSnd);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSWORLD, m_glass_world, glassWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PATHDATA, m_path_data, pathData);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track, vehicleTrack);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world, fxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment, attachment);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SURFACE_FX, m_surface_fx_table, surfaceFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTFILE, m_script_file, scriptfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set, structuredDataDefSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle, vehDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSWORLD, m_glass_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PATHDATA, m_path_data)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTFILE, m_script_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -317,46 +265,46 @@ XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, std::stri
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSWORLD, m_glass_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PATHDATA, m_path_data);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SURFACE_FX, m_surface_fx_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SCRIPTFILE, m_script_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCOLLMAP, m_phys_collmap)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL_SURFS, m_xmodel_surfs)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PIXELSHADER, m_material_pixel_shader)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXSHADER, m_material_vertex_shader)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VERTEXDECL, m_material_vertex_decl)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_CURVE, m_sound_curve)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOADED_SOUND, m_loaded_sound)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSWORLD, m_glass_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PATHDATA, m_path_data)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE_TRACK, m_vehicle_track)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FXWORLD, m_fx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SURFACE_FX, m_surface_fx_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SCRIPTFILE, m_script_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, m_structed_data_def_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLE, m_vehicle)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -368,9 +316,9 @@ XAssetInfoGeneric* GameAssetPoolIW5::GetAsset(const asset_type_t type, std::stri
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolIW5::AssetTypeNameByType(asset_type_t assetType)
|
||||
const char* GameAssetPoolIW5::AssetTypeNameByType(const asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
|
@ -14,12 +14,7 @@ class GameAssetPoolIW5 final : public ZoneAssetPools
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
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;
|
||||
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<IW5::PhysPreset>> m_phys_preset;
|
||||
|
@ -22,56 +22,56 @@ GameAssetPoolT5::GameAssetPoolT5(Zone* zone, const int priority)
|
||||
: ZoneAssetPools(zone),
|
||||
m_priority(priority)
|
||||
{
|
||||
assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
|
||||
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
|
||||
}
|
||||
|
||||
void GameAssetPoolT5::InitPoolStatic(const asset_type_t type, const size_t capacity)
|
||||
{
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr && capacity > 0) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PACK_INDEX, m_pack_index, PackIndex);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PACK_INDEX, m_pack_index)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -83,110 +83,105 @@ void GameAssetPoolT5::InitPoolStatic(const asset_type_t type, const size_t capac
|
||||
|
||||
void GameAssetPoolT5::InitPoolDynamic(const asset_type_t type)
|
||||
{
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PACK_INDEX, m_pack_index, PackIndex);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PACK_INDEX, m_pack_index)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
break;
|
||||
}
|
||||
|
||||
#undef CASE_INIT_POOL_STATIC
|
||||
#undef CASE_INIT_POOL_DYNAMIC
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolT5::AddAssetToPool(
|
||||
asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
|
||||
XAssetInfoGeneric* GameAssetPoolT5::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
XAsset xAsset{};
|
||||
|
||||
xAsset.type = static_cast<XAssetType>(type);
|
||||
xAsset.header.data = asset;
|
||||
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
assert((poolName) != nullptr); \
|
||||
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
|
||||
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
|
||||
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
|
||||
}
|
||||
|
||||
switch (xAsset.type)
|
||||
switch (static_cast<XAssetType>(xAssetInfo->m_type))
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, physConstraints);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, destructibleDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch, soundPatch);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PACK_INDEX, m_pack_index, packIndex);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals, xGlobals);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl, ddlRoot);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses, glasses);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set, emblemSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PACK_INDEX, m_pack_index)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -210,39 +205,39 @@ XAssetInfoGeneric* GameAssetPoolT5::GetAsset(const asset_type_t type, std::strin
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PACK_INDEX, m_pack_index);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses);
|
||||
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PACK_INDEX, m_pack_index)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -254,9 +249,9 @@ XAssetInfoGeneric* GameAssetPoolT5::GetAsset(const asset_type_t type, std::strin
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolT5::AssetTypeNameByType(asset_type_t assetType)
|
||||
const char* GameAssetPoolT5::AssetTypeNameByType(const asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
|
@ -14,12 +14,7 @@ class GameAssetPoolT5 final : public ZoneAssetPools
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
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;
|
||||
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<T5::PhysPreset>> m_phys_preset;
|
||||
|
@ -75,72 +75,72 @@ GameAssetPoolT6::GameAssetPoolT6(Zone* zone, const int priority)
|
||||
: ZoneAssetPools(zone),
|
||||
m_priority(priority)
|
||||
{
|
||||
assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
|
||||
assert(std::extent_v<decltype(ASSET_TYPE_NAMES)> == ASSET_TYPE_COUNT);
|
||||
}
|
||||
|
||||
void GameAssetPoolT6::InitPoolStatic(const asset_type_t type, const size_t capacity)
|
||||
{
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_STATIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr && capacity > 0) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<poolType>>(capacity, m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolStatic<decltype(poolName)::element_type::type>>(capacity, m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_QDB, m_qdb, Qdb);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SLUG, m_slug, Slug);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FONTICON, m_font_icon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON_CAMO, m_camo)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SCRIPTPARSETREE, m_script)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_VEHICLEDEF, m_vehicle)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_QDB, m_qdb)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_SLUG, m_slug)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table)
|
||||
CASE_INIT_POOL_STATIC(ASSET_TYPE_ZBARRIER, m_zbarrier)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
@ -152,142 +152,137 @@ void GameAssetPoolT6::InitPoolStatic(const asset_type_t type, const size_t capac
|
||||
|
||||
void GameAssetPoolT6::InitPoolDynamic(const asset_type_t type)
|
||||
{
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
|
||||
#define CASE_INIT_POOL_DYNAMIC(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
if ((poolName) == nullptr) \
|
||||
{ \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<poolType>>(m_priority, (assetType)); \
|
||||
(poolName) = std::make_unique<AssetPoolDynamic<decltype(poolName)::element_type::type>>(m_priority, (assetType)); \
|
||||
} \
|
||||
break; \
|
||||
}
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONTICON, m_font_icon, FontIcon);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment, WeaponAttachment);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, WeaponAttachmentUnique);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON_CAMO, m_camo, WeaponCamo);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table, StringTable);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard, LeaderboardDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTPARSETREE, m_script, ScriptParseTree);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, KeyValuePairs);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLEDEF, m_vehicle, VehicleDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block, MemoryBlock);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, AddonMapEnts);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer, TracerDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, SkinnedVertsDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_QDB, m_qdb, Qdb);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SLUG, m_slug, Slug);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, FootstepTableDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, FootstepFXTableDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ZBARRIER, m_zbarrier, ZBarrierDef);
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONTICON, m_font_icon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON_CAMO, m_camo)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SCRIPTPARSETREE, m_script)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_VEHICLEDEF, m_vehicle)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MEMORYBLOCK, m_memory_block)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_QDB, m_qdb)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SLUG, m_slug)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table)
|
||||
CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_ZBARRIER, m_zbarrier)
|
||||
|
||||
default:
|
||||
assert(type >= 0 && type < ASSET_TYPE_COUNT);
|
||||
break;
|
||||
}
|
||||
|
||||
#undef CASE_INIT_POOL_STATIC
|
||||
#undef CASE_INIT_POOL_DYNAMIC
|
||||
}
|
||||
|
||||
XAssetInfoGeneric* GameAssetPoolT6::AddAssetToPool(
|
||||
asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone)
|
||||
XAssetInfoGeneric* GameAssetPoolT6::AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo)
|
||||
{
|
||||
XAsset xAsset{};
|
||||
|
||||
xAsset.type = static_cast<XAssetType>(type);
|
||||
xAsset.header.data = asset;
|
||||
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
|
||||
#define CASE_ADD_TO_POOL(assetType, poolName) \
|
||||
case assetType: \
|
||||
{ \
|
||||
assert((poolName) != nullptr); \
|
||||
return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
|
||||
return (poolName)->AddAsset(std::unique_ptr<XAssetInfo<decltype(poolName)::element_type::type>>( \
|
||||
static_cast<XAssetInfo<decltype(poolName)::element_type::type>*>(xAssetInfo.release()))); \
|
||||
}
|
||||
|
||||
switch (xAsset.type)
|
||||
switch (static_cast<XAssetType>(xAssetInfo->m_type))
|
||||
{
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, physConstraints);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, destructibleDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank, sound);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch, soundPatch);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONTICON, m_font_icon, fontIcon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment, attachment);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique, attachmentUnique);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON_CAMO, m_camo, weaponCamo);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table, stringTable);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard, leaderboardDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals, xGlobals);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl, ddlRoot);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses, glasses);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set, emblemSet);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTPARSETREE, m_script, scriptParseTree);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs, keyValuePairs);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLEDEF, m_vehicle, vehicleDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MEMORYBLOCK, m_memory_block, memoryBlock);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents, addonMapEnts);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer, tracerDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts, skinnedVertsDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_QDB, m_qdb, qdb);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SLUG, m_slug, slug);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table, footstepTableDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table, footstepFXTableDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ZBARRIER, m_zbarrier, zbarrierDef);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FONTICON, m_font_icon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON_CAMO, m_camo)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SCRIPTPARSETREE, m_script)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_VEHICLEDEF, m_vehicle)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_MEMORYBLOCK, m_memory_block)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_QDB, m_qdb)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_SLUG, m_slug)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table)
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_ZBARRIER, m_zbarrier)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -311,55 +306,55 @@ XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::strin
|
||||
|
||||
switch (type)
|
||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONTICON, m_font_icon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON_CAMO, m_camo);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses);
|
||||
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SCRIPTPARSETREE, m_script);
|
||||
CASE_GET_ASSET(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs);
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLEDEF, m_vehicle);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MEMORYBLOCK, m_memory_block);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts);
|
||||
CASE_GET_ASSET(ASSET_TYPE_QDB, m_qdb);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SLUG, m_slug);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_ZBARRIER, m_zbarrier);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset)
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints)
|
||||
CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map)
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONTICON, m_font_icon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT, m_attachment)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, m_attachment_unique)
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON_CAMO, m_camo)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx)
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file)
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard)
|
||||
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals)
|
||||
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl)
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses)
|
||||
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SCRIPTPARSETREE, m_script)
|
||||
CASE_GET_ASSET(ASSET_TYPE_KEYVALUEPAIRS, m_key_value_pairs)
|
||||
CASE_GET_ASSET(ASSET_TYPE_VEHICLEDEF, m_vehicle)
|
||||
CASE_GET_ASSET(ASSET_TYPE_MEMORYBLOCK, m_memory_block)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, m_addon_map_ents)
|
||||
CASE_GET_ASSET(ASSET_TYPE_TRACER, m_tracer)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SKINNEDVERTS, m_skinned_verts)
|
||||
CASE_GET_ASSET(ASSET_TYPE_QDB, m_qdb)
|
||||
CASE_GET_ASSET(ASSET_TYPE_SLUG, m_slug)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, m_footstep_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, m_footstep_fx_table)
|
||||
CASE_GET_ASSET(ASSET_TYPE_ZBARRIER, m_zbarrier)
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
@ -371,9 +366,9 @@ XAssetInfoGeneric* GameAssetPoolT6::GetAsset(const asset_type_t type, std::strin
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolT6::AssetTypeNameByType(asset_type_t assetType)
|
||||
const char* GameAssetPoolT6::AssetTypeNameByType(const asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent_v<decltype(ASSET_TYPE_NAMES)>))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
|
@ -14,12 +14,7 @@ class GameAssetPoolT6 final : public ZoneAssetPools
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
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;
|
||||
XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
|
||||
|
||||
public:
|
||||
std::unique_ptr<AssetPool<T6::PhysPreset>> m_phys_preset;
|
||||
|
Reference in New Issue
Block a user