refactor: get rid of global game variables

This commit is contained in:
Jan
2024-10-19 21:03:36 +02:00
parent ce16d8e6c8
commit b00c65c8c0
28 changed files with 177 additions and 156 deletions

View File

@ -199,7 +199,7 @@ namespace IW5
void MaterialConstantZoneState::ExtractNamesFromZoneInternal()
{
for (const auto* zone : g_GameIW5.GetZones())
for (const auto* zone : IGame::GetGameById(GameId::IW5)->GetZones())
{
const auto* iw5AssetPools = dynamic_cast<const GameAssetPoolIW5*>(zone->m_pools.get());
if (!iw5AssetPools)

View File

@ -201,7 +201,7 @@ namespace
public:
void Initialize()
{
for (const auto& zone : g_GameT6.GetZones())
for (const auto& zone : IGame::GetGameById(GameId::T6)->GetZones())
{
auto& sndBankPool = *dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get())->m_sound_bank;
for (auto* entry : sndBankPool)

View File

@ -473,7 +473,7 @@ namespace T6
void MaterialConstantZoneState::ExtractNamesFromZoneInternal()
{
for (const auto* zone : g_GameT6.GetZones())
for (const auto* zone : IGame::GetGameById(GameId::T6)->GetZones())
{
const auto* t6AssetPools = dynamic_cast<const GameAssetPoolT6*>(zone->m_pools.get());
if (!t6AssetPools)