Add localize entry to iw4 and skip snddriverglobals since the asset is not loaded but is still in the asset list of fastfiles

This commit is contained in:
Jan
2020-09-08 13:10:54 +02:00
parent e7898a1f3c
commit c1d2ac6604
6 changed files with 33 additions and 16 deletions

View File

@ -18,7 +18,7 @@
//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
//#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
//#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
//#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
#include "Game/IW4/XAssets/material/material_load_db.h"
#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
@ -92,6 +92,9 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
loader.Load(&varXAsset->header.headerEntry); \
break; \
}
#define SKIP_ASSET(type_index, typeName, headerEntry) \
case type_index: \
break;
assert(varXAsset != nullptr);
@ -110,9 +113,9 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
// LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap);
// LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap);
// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
@ -125,9 +128,9 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
// LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);