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refactor: get rid of global game variables
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@ -40,7 +40,7 @@ GameId ZoneCreator::GetGameId() const
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameIW3);
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::IW3));
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CreateZoneAssetPools(zone.get());
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for (const auto& assetEntry : context.m_definition->m_assets)
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@ -39,7 +39,7 @@ GameId ZoneCreator::GetGameId() const
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameIW4);
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::IW4));
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CreateZoneAssetPools(zone.get());
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for (const auto& assetEntry : context.m_definition->m_assets)
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@ -39,7 +39,7 @@ GameId ZoneCreator::GetGameId() const
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameIW5);
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::IW5));
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CreateZoneAssetPools(zone.get());
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for (const auto& assetEntry : context.m_definition->m_assets)
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@ -40,7 +40,7 @@ GameId ZoneCreator::GetGameId() const
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameT5);
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::T5));
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CreateZoneAssetPools(zone.get());
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for (const auto& assetEntry : context.m_definition->m_assets)
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@ -91,7 +91,7 @@ GameId ZoneCreator::GetGameId() const
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, &g_GameT6);
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::T6));
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CreateZoneAssetPools(zone.get());
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for (const auto& assetEntry : context.m_definition->m_assets)
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