ZoneCode: Fix and enable all already working assets

This commit is contained in:
Jan
2019-12-05 04:05:44 +01:00
parent 10334266b3
commit c386231576
3 changed files with 83 additions and 23 deletions

View File

@ -105,55 +105,55 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
switch(varXAsset->type)
{
// LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
// LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
// LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
// LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
// LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
// LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
// LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
// LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
// LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
// LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap);
// LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap);
// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
// LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
// LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
// LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
// 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_WEAPON, WeaponVariantDef, weapon);
// LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
// LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
// LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
LOAD_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);
LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
// LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
// LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
// LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree);
LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
// LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
// LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
// LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
// LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
// LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
default:
{