mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-27 15:17:58 -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;
|
||||
|
Reference in New Issue
Block a user