mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-16 17:57:57 -05:00
ZoneCodeGenerator: Change ContentLoader to use vars for fastfile pointer transfer and change ZoneInputStream API to be able to specify load location to better reflect the way the games do it.
This commit is contained in:
@ -57,122 +57,129 @@ using namespace T6;
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ContentLoaderT6::ContentLoaderT6()
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{
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varXAsset = nullptr;
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varScriptStringList = nullptr;
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// Script String 0 is always empty string
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m_script_strings.emplace_back("");
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}
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void ContentLoaderT6::LoadScriptStringList(ScriptStringList* scriptStringList)
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void ContentLoaderT6::LoadScriptStringList(const bool atStreamStart)
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{
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m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
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if(scriptStringList->strings != nullptr)
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if (atStreamStart)
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m_stream->Load<ScriptStringList>(varScriptStringList);
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if(varScriptStringList->strings != nullptr)
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{
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assert(scriptStringList->strings == PTR_FOLLOWING);
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assert(varScriptStringList->strings == PTR_FOLLOWING);
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scriptStringList->strings = m_stream->Alloc<const char*>();
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LoadXStringArray(scriptStringList->strings, scriptStringList->count, true);
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varScriptStringList->strings = m_stream->Alloc<const char*>(alignof(const char));
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varXString = varScriptStringList->strings;
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LoadXStringArray(true, varScriptStringList->count);
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for(int i = 0; i < scriptStringList->count; i++)
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for(int i = 0; i < varScriptStringList->count; i++)
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{
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m_script_strings.emplace_back(scriptStringList->strings[i]);
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m_script_strings.emplace_back(varScriptStringList->strings[i]);
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}
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}
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m_stream->PopBlock();
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}
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void ContentLoaderT6::LoadXAsset(XAsset* pXAsset, const bool atStreamStart)
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void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
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{
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#define LOAD_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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{ \
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Loader_##typeName loader(this, m_zone, m_stream); \
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loader.LoadPtr_##typeName(&pXAsset->header.headerEntry); \
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loader.Load(&varXAsset->header.headerEntry); \
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break; \
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}
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assert(pXAsset != nullptr);
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assert(varXAsset != nullptr);
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if(atStreamStart)
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m_stream->Load<XAsset>();
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m_stream->Load<XAsset>(varXAsset);
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switch(pXAsset->type)
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switch(varXAsset->type)
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{
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
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LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
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LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
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LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
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LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
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LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
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LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
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LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap);
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap);
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LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
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LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
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LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
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LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
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LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
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LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
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LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
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LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
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LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
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LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
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LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
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LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
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LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
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// LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
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// LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
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// LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
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// LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
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// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
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// LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
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// LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
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// LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
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// LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
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// LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
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// LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap);
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// LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap);
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// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
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// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
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// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
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// LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
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// LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
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// LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
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// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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// LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
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// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
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// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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// LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
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// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
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// LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
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// LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
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// LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
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// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
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// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
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// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
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LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
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LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
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LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
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LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
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// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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// LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
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// LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
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// LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
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// LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
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LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree);
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LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
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LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
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LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
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LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
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LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
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LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
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LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
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LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
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LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
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LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
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// LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
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// LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
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// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
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// LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
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// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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// LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
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// LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
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// LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
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// LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
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// LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
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// LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
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default:
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{
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throw UnsupportedAssetTypeException(pXAsset->type);
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throw UnsupportedAssetTypeException(varXAsset->type);
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}
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}
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#undef LOAD_ASSET
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}
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void ContentLoaderT6::LoadXAssetArray(XAsset* pArray, const size_t count, const bool atStreamStart)
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void ContentLoaderT6::LoadXAssetArray(const bool atStreamStart, const size_t count)
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{
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assert(pArray != nullptr);
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assert(varXAsset != nullptr);
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if(atStreamStart)
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m_stream->Load<XAsset>(count);
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m_stream->Load<XAsset>(varXAsset, count);
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size_t assetCounts[ASSET_TYPE_COUNT]{0};
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for(size_t index = 0; index < count; index++)
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{
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assert(pArray[index].type >= 0 && pArray[index].type < ASSET_TYPE_COUNT);
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assert(varXAsset[index].type >= 0 && varXAsset[index].type < ASSET_TYPE_COUNT);
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if(pArray[index].type >= 0 && pArray[index].type < ASSET_TYPE_COUNT)
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if(varXAsset[index].type >= 0 && varXAsset[index].type < ASSET_TYPE_COUNT)
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{
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assetCounts[pArray[index].type]++;
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assetCounts[varXAsset[index].type]++;
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}
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}
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@ -187,7 +194,8 @@ void ContentLoaderT6::LoadXAssetArray(XAsset* pArray, const size_t count, const
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for(size_t index = 0; index < count; index++)
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{
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LoadXAsset(&pArray[index], false);
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LoadXAsset(false);
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varXAsset++;
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}
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}
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@ -198,25 +206,28 @@ void ContentLoaderT6::Load(Zone* zone, IZoneInputStream* stream)
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m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
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auto* assetList = m_stream->Alloc<XAssetList>();
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m_stream->Load<XAssetList>();
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auto* assetList = m_stream->Alloc<XAssetList>(alignof(XAssetList));
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m_stream->Load<XAssetList>(assetList);
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LoadScriptStringList(&assetList->stringList);
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varScriptStringList = &assetList->stringList;
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LoadScriptStringList(false);
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if(assetList->depends != nullptr)
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{
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assert(assetList->depends == PTR_FOLLOWING);
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assetList->depends = m_stream->Alloc<const char*>();
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LoadXStringArray(assetList->depends, assetList->dependCount, true);
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assetList->depends = m_stream->Alloc<const char*>(alignof(const char));
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varXString = assetList->depends;
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LoadXStringArray(true, assetList->dependCount);
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}
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if(assetList->assets != nullptr)
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{
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assert(assetList->assets == PTR_FOLLOWING);
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assetList->assets = m_stream->Alloc<XAsset>();
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LoadXAssetArray(assetList->assets, assetList->assetCount, true);
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assetList->assets = m_stream->Alloc<XAsset>(alignof(XAsset));
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varXAsset = assetList->assets;
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LoadXAssetArray(true, assetList->assetCount);
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}
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m_stream->PopBlock();
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