mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-10 23:08:05 -05:00
chore: use IObjWriter directly instead of indirection of ObjWriting
This commit is contained in:
@ -1,4 +1,4 @@
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#include "ZoneDumperIW3.h"
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#include "ObjWriterIW3.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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@ -10,17 +10,11 @@
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#include "AssetDumpers/AssetDumperWeapon.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "Game/IW3/GameAssetPoolIW3.h"
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#include "Game/IW3/GameIW3.h"
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#include "ObjWriting.h"
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using namespace IW3;
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bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
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{
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return context.m_zone->m_game == &g_GameIW3;
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}
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bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
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bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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11
src/ObjWriting/Game/IW3/ObjWriterIW3.h
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11
src/ObjWriting/Game/IW3/ObjWriterIW3.h
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@ -0,0 +1,11 @@
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#pragma once
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#include "IObjWriter.h"
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namespace IW3
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{
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class ObjWriter final : public IObjWriter
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{
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public:
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace IW3
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@ -1,12 +0,0 @@
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#pragma once
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#include "Dumping/IZoneDumper.h"
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namespace IW3
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{
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class ZoneDumper final : public IZoneDumper
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{
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public:
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bool CanHandleZone(AssetDumpingContext& context) const override;
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace IW3
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@ -1,4 +1,4 @@
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#include "ZoneDumperIW4.h"
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#include "ObjWriterIW4.h"
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#include "AssetDumpers/AssetDumperAddonMapEnts.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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@ -23,17 +23,11 @@
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#include "AssetDumpers/AssetDumperWeapon.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "Game/IW4/GameIW4.h"
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#include "ObjWriting.h"
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using namespace IW4;
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bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
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{
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return context.m_zone->m_game == &g_GameIW4;
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}
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bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
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bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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11
src/ObjWriting/Game/IW4/ObjWriterIW4.h
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11
src/ObjWriting/Game/IW4/ObjWriterIW4.h
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@ -0,0 +1,11 @@
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#pragma once
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#include "IObjWriter.h"
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namespace IW4
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{
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class ObjWriter final : public IObjWriter
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{
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public:
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace IW4
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@ -1,12 +0,0 @@
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#pragma once
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#include "Dumping/IZoneDumper.h"
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namespace IW4
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{
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class ZoneDumper final : public IZoneDumper
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{
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public:
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bool CanHandleZone(AssetDumpingContext& context) const override;
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace IW4
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@ -1,4 +1,4 @@
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#include "ZoneDumperIW5.h"
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#include "ObjWriterIW5.h"
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#include "AssetDumpers/AssetDumperAddonMapEnts.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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@ -15,17 +15,11 @@
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#include "AssetDumpers/AssetDumperWeaponAttachment.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "Game/IW5/GameIW5.h"
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#include "ObjWriting.h"
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using namespace IW5;
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bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
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{
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return context.m_zone->m_game == &g_GameIW5;
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}
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bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
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bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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11
src/ObjWriting/Game/IW5/ObjWriterIW5.h
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11
src/ObjWriting/Game/IW5/ObjWriterIW5.h
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@ -0,0 +1,11 @@
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#pragma once
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#include "IObjWriter.h"
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namespace IW5
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{
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class ObjWriter final : public IObjWriter
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{
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public:
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace IW5
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@ -1,12 +0,0 @@
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#pragma once
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#include "Dumping/IZoneDumper.h"
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namespace IW5
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{
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class ZoneDumper final : public IZoneDumper
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{
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public:
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bool CanHandleZone(AssetDumpingContext& context) const override;
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace IW5
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@ -1,4 +1,4 @@
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#include "ZoneDumperT5.h"
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#include "ObjWriterT5.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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@ -10,17 +10,11 @@
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#include "AssetDumpers/AssetDumperWeapon.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "Game/T5/GameAssetPoolT5.h"
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#include "Game/T5/GameT5.h"
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#include "ObjWriting.h"
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using namespace T5;
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bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
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{
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return context.m_zone->m_game == &g_GameT5;
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}
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bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
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bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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11
src/ObjWriting/Game/T5/ObjWriterT5.h
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11
src/ObjWriting/Game/T5/ObjWriterT5.h
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@ -0,0 +1,11 @@
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#pragma once
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#include "IObjWriter.h"
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namespace T5
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{
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class ObjWriter final : public IObjWriter
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{
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public:
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace T5
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@ -1,12 +0,0 @@
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#pragma once
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#include "Dumping/IZoneDumper.h"
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namespace T5
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{
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class ZoneDumper final : public IZoneDumper
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{
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public:
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bool CanHandleZone(AssetDumpingContext& context) const override;
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace T5
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@ -1,4 +1,4 @@
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#include "ZoneDumperT6.h"
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#include "ObjWriterT6.h"
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#include "AssetDumpers/AssetDumperFontIcon.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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@ -24,17 +24,11 @@
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "AssetDumpers/AssetDumperZBarrier.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "Game/T6/GameT6.h"
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#include "ObjWriting.h"
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using namespace T6;
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bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
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{
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return context.m_zone->m_game == &g_GameT6;
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}
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bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
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bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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11
src/ObjWriting/Game/T6/ObjWriterT6.h
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11
src/ObjWriting/Game/T6/ObjWriterT6.h
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@ -0,0 +1,11 @@
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#pragma once
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#include "IObjWriter.h"
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namespace T6
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{
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class ObjWriter final : public IObjWriter
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{
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public:
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace T6
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@ -1,12 +0,0 @@
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#pragma once
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#include "Dumping/IZoneDumper.h"
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namespace T6
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{
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class ZoneDumper final : public IZoneDumper
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{
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public:
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bool CanHandleZone(AssetDumpingContext& context) const override;
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bool DumpZone(AssetDumpingContext& context) const override;
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};
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} // namespace T6
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