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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-12 07:48:16 -05:00
Add IW4 ImpactFx loading code
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@ -131,7 +131,7 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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// m_weapon = nullptr;
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// m_snd_driver_globals = nullptr;
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m_fx = nullptr;
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// m_fx_impact_table = nullptr;
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m_fx_impact_table = nullptr;
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m_raw_file = nullptr;
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m_string_table = nullptr;
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// m_leaderboard = nullptr;
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@ -184,7 +184,7 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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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_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_LEADERBOARD, m_leaderboard, LeaderboardDef);
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@ -244,7 +244,7 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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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_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_LEADERBOARD, m_leaderboard, LeaderboardDef);
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@ -313,7 +313,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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// CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
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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_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_LEADERBOARD, m_leaderboard, leaderboardDef);
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@ -373,7 +373,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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// CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
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CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
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// CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
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CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
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// CASE_GET_ASSET(ASSET_TYPE_LEADERBOARD, m_leaderboard);
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@ -43,7 +43,7 @@ public:
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// std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
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// std::unique_ptr<AssetPool<IW4::SndDriverGlobals>> m_snd_driver_globals;
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std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
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// std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
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std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
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std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
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std::unique_ptr<AssetPool<IW4::StringTable>> m_string_table;
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// std::unique_ptr<AssetPool<IW4::LeaderboardDef>> m_leaderboard;
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@ -102,7 +102,7 @@ namespace IW4
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// struct WeaponCompleteDef;
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// struct SndDriverGlobals;
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struct FxEffectDef;
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// struct FxImpactTable;
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struct FxImpactTable;
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struct RawFile;
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struct StringTable;
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@ -143,7 +143,7 @@ namespace IW4
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// WeaponCompleteDef* weapon;
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// SndDriverGlobals* sndDriverGlobals;
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FxEffectDef* fx;
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// FxImpactTable* impactFx;
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FxImpactTable* impactFx;
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RawFile* rawfile;
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StringTable* stringTable;
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// LeaderboardDef* leaderboardDef;
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@ -1627,6 +1627,18 @@ namespace IW4
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int lmapLookupStart;
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};
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struct FxImpactEntry
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{
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FxEffectDef* nonflesh[31];
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FxEffectDef* flesh[4];
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};
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struct FxImpactTable
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{
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const char* name;
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FxImpactEntry* table;
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};
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#ifndef __zonecodegenerator
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}
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#endif
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