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https://github.com/Laupetin/OpenAssetTools.git
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Add Commands for T5
This commit is contained in:
@ -0,0 +1,379 @@
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#include "GameAssetPoolT5.h"
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#include <cassert>
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#include <type_traits>
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#include "Pool/AssetPoolStatic.h"
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#include "Pool/AssetPoolDynamic.h"
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using namespace T5;
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const char* GameAssetPoolT5::ASSET_TYPE_NAMES[]
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{
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"xmodelpieces",
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"physpreset",
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"physconstraints",
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"destructibledef",
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"xanim",
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"xmodel",
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"material",
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"techniqueset",
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"image",
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"soundbank",
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"soundpatch",
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"clipmap",
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"clipmap",
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"comworld",
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"gameworldsp",
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"gameworldmp",
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"mapents",
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"gfxworld",
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"gfxlightdef",
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"uimap",
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"font",
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"menulist",
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"menu",
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"localize",
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"weapon",
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"weapondef",
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"weaponvariant",
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"snddriverglobals",
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"fx",
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"fximpacttable",
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"aitype",
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"mptype",
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"mpbody",
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"mphead",
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"character",
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"xmodelalias",
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"rawfile",
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"stringtable",
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"packindex",
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"xglobals",
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"ddl",
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"glasses",
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"emblemset"
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};
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GameAssetPoolT5::GameAssetPoolT5(Zone* zone, const int priority)
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: ZoneAssetPools(zone),
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m_priority(priority)
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{
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assert(std::extent<decltype(ASSET_TYPE_NAMES)>::value == ASSET_TYPE_COUNT);
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m_phys_preset = nullptr;
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m_phys_constraints = nullptr;
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m_destructible_def = nullptr;
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m_xanim_parts = nullptr;
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m_xmodel = nullptr;
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m_material = nullptr;
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m_technique_set = nullptr;
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m_image = nullptr;
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m_sound_bank = nullptr;
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m_sound_patch = nullptr;
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m_clip_map = nullptr;
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m_com_world = nullptr;
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m_game_world_sp = nullptr;
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m_game_world_mp = nullptr;
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m_map_ents = nullptr;
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m_gfx_world = nullptr;
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m_gfx_light_def = nullptr;
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m_font = nullptr;
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m_menu_list = nullptr;
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m_menu_def = nullptr;
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m_localize = nullptr;
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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_raw_file = nullptr;
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m_string_table = nullptr;
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m_pack_index = nullptr;
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m_xglobals = nullptr;
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m_ddl = nullptr;
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m_glasses = nullptr;
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m_emblem_set = nullptr;
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}
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GameAssetPoolT5::~GameAssetPoolT5()
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{
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#define DELETE_POOL(poolName) \
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delete (poolName); (poolName) = nullptr;
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DELETE_POOL(m_phys_preset);
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DELETE_POOL(m_phys_constraints);
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DELETE_POOL(m_destructible_def);
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DELETE_POOL(m_xanim_parts);
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DELETE_POOL(m_xmodel);
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DELETE_POOL(m_material);
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DELETE_POOL(m_technique_set);
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DELETE_POOL(m_image);
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DELETE_POOL(m_sound_bank);
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DELETE_POOL(m_sound_patch);
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DELETE_POOL(m_clip_map);
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DELETE_POOL(m_com_world);
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DELETE_POOL(m_game_world_sp);
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DELETE_POOL(m_game_world_mp);
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DELETE_POOL(m_map_ents);
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DELETE_POOL(m_gfx_world);
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DELETE_POOL(m_gfx_light_def);
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DELETE_POOL(m_font);
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DELETE_POOL(m_menu_list);
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DELETE_POOL(m_menu_def);
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DELETE_POOL(m_localize);
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DELETE_POOL(m_weapon);
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DELETE_POOL(m_snd_driver_globals);
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DELETE_POOL(m_fx);
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DELETE_POOL(m_fx_impact_table);
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DELETE_POOL(m_raw_file);
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DELETE_POOL(m_string_table);
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DELETE_POOL(m_pack_index);
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DELETE_POOL(m_xglobals);
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DELETE_POOL(m_ddl);
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DELETE_POOL(m_glasses);
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DELETE_POOL(m_emblem_set);
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#undef DELETE_POOL
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}
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void GameAssetPoolT5::InitPoolStatic(const asset_type_t type, const size_t capacity)
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{
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#define CASE_INIT_POOL_STATIC(assetType, poolName, poolType) \
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case assetType: \
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{ \
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if((poolName) == nullptr && capacity > 0) \
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{ \
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(poolName) = new AssetPoolStatic<poolType>(capacity, m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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{
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
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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_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_PACK_INDEX, m_pack_index, PackIndex);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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break;
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}
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#undef CASE_INIT_POOL_STATIC
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}
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void GameAssetPoolT5::InitPoolDynamic(const asset_type_t type)
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{
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#define CASE_INIT_POOL_DYNAMIC(assetType, poolName, poolType) \
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case assetType: \
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{ \
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if((poolName) == nullptr) \
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{ \
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(poolName) = new AssetPoolDynamic<poolType>(m_priority, (assetType)); \
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} \
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break; \
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}
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switch (type)
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{
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSPRESET, m_phys_preset, PhysPreset);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, PhysConstraints);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, DestructibleDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XANIMPARTS, m_xanim_parts, XAnimParts);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XMODEL, m_xmodel, XModel);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MATERIAL, m_material, Material);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, MaterialTechniqueSet);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMAGE, m_image, GfxImage);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND, m_sound_bank, SndBank);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SOUND_PATCH, m_sound_patch, SndPatch);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_COMWORLD, m_com_world, ComWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, GameWorldSp);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, GameWorldMp);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MAP_ENTS, m_map_ents, MapEnts);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GFXWORLD, m_gfx_world, GfxWorld);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, GfxLightDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FONT, m_font, Font_s);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENULIST, m_menu_list, MenuList);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponVariantDef);
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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_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_PACK_INDEX, m_pack_index, PackIndex);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_XGLOBALS, m_xglobals, XGlobals);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_DDL, m_ddl, ddlRoot_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_GLASSES, m_glasses, Glasses);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_EMBLEMSET, m_emblem_set, EmblemSet);
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default:
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assert(type >= 0 && type < ASSET_TYPE_COUNT);
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break;
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}
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#undef CASE_INIT_POOL_STATIC
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}
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XAssetInfoGeneric* GameAssetPoolT5::AddAssetToPool(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings,
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Zone* zone)
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{
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XAsset xAsset{};
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xAsset.type = static_cast<XAssetType>(type);
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xAsset.header.data = asset;
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#define CASE_ADD_TO_POOL(assetType, poolName, headerName) \
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case assetType: \
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{ \
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assert((poolName) != nullptr); \
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return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, zone, std::move(dependencies), std::move(usedScriptStrings)); \
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}
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switch (xAsset.type)
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{
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSPRESET, m_phys_preset, physPreset);
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CASE_ADD_TO_POOL(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints, physConstraints);
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CASE_ADD_TO_POOL(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def, destructibleDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_XANIMPARTS, m_xanim_parts, parts);
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CASE_ADD_TO_POOL(ASSET_TYPE_XMODEL, m_xmodel, model);
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CASE_ADD_TO_POOL(ASSET_TYPE_MATERIAL, m_material, material);
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CASE_ADD_TO_POOL(ASSET_TYPE_TECHNIQUE_SET, m_technique_set, techniqueSet);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMAGE, m_image, image);
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND, m_sound_bank, sound);
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CASE_ADD_TO_POOL(ASSET_TYPE_SOUND_PATCH, m_sound_patch, soundPatch);
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP, m_clip_map, clipMap);
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CASE_ADD_TO_POOL(ASSET_TYPE_CLIPMAP_PVS, m_clip_map, clipMap);
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CASE_ADD_TO_POOL(ASSET_TYPE_COMWORLD, m_com_world, comWorld);
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CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp, gameWorldSp);
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CASE_ADD_TO_POOL(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp, gameWorldMp);
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CASE_ADD_TO_POOL(ASSET_TYPE_MAP_ENTS, m_map_ents, mapEnts);
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CASE_ADD_TO_POOL(ASSET_TYPE_GFXWORLD, m_gfx_world, gfxWorld);
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CASE_ADD_TO_POOL(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def, lightDef);
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CASE_ADD_TO_POOL(ASSET_TYPE_FONT, m_font, font);
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CASE_ADD_TO_POOL(ASSET_TYPE_MENULIST, m_menu_list, menuList);
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CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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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_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_PACK_INDEX, m_pack_index, packIndex);
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||||
CASE_ADD_TO_POOL(ASSET_TYPE_XGLOBALS, m_xglobals, xGlobals);
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||||
CASE_ADD_TO_POOL(ASSET_TYPE_DDL, m_ddl, ddlRoot);
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||||
CASE_ADD_TO_POOL(ASSET_TYPE_GLASSES, m_glasses, glasses);
|
||||
CASE_ADD_TO_POOL(ASSET_TYPE_EMBLEMSET, m_emblem_set, emblemSet);
|
||||
|
||||
default:
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||||
assert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
|
||||
#undef CASE_ADD_TO_POOL
|
||||
}
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||||
|
||||
XAssetInfoGeneric* GameAssetPoolT5::GetAsset(const asset_type_t type, std::string name) const
|
||||
{
|
||||
#define CASE_GET_ASSET(assetType, poolName) \
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||||
case assetType: \
|
||||
{ \
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||||
if((poolName) != nullptr) \
|
||||
return (poolName)->GetAsset(std::move(name)); \
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||||
break; \
|
||||
}
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||||
|
||||
switch (type)
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||||
{
|
||||
CASE_GET_ASSET(ASSET_TYPE_PHYSPRESET, m_phys_preset);
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||||
CASE_GET_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, m_phys_constraints);
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CASE_GET_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, m_destructible_def);
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||||
CASE_GET_ASSET(ASSET_TYPE_XANIMPARTS, m_xanim_parts);
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||||
CASE_GET_ASSET(ASSET_TYPE_XMODEL, m_xmodel);
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||||
CASE_GET_ASSET(ASSET_TYPE_MATERIAL, m_material);
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||||
CASE_GET_ASSET(ASSET_TYPE_TECHNIQUE_SET, m_technique_set);
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||||
CASE_GET_ASSET(ASSET_TYPE_IMAGE, m_image);
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||||
CASE_GET_ASSET(ASSET_TYPE_SOUND, m_sound_bank);
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||||
CASE_GET_ASSET(ASSET_TYPE_SOUND_PATCH, m_sound_patch);
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||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP, m_clip_map);
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||||
CASE_GET_ASSET(ASSET_TYPE_CLIPMAP_PVS, m_clip_map);
|
||||
CASE_GET_ASSET(ASSET_TYPE_COMWORLD, m_com_world);
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||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_SP, m_game_world_sp);
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||||
CASE_GET_ASSET(ASSET_TYPE_GAMEWORLD_MP, m_game_world_mp);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MAP_ENTS, m_map_ents);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GFXWORLD, m_gfx_world);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LIGHT_DEF, m_gfx_light_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FONT, m_font);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENULIST, m_menu_list);
|
||||
CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
|
||||
CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
|
||||
CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
|
||||
CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
|
||||
CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
|
||||
CASE_GET_ASSET(ASSET_TYPE_STRINGTABLE, m_string_table);
|
||||
CASE_GET_ASSET(ASSET_TYPE_PACK_INDEX, m_pack_index);
|
||||
CASE_GET_ASSET(ASSET_TYPE_XGLOBALS, m_xglobals);
|
||||
CASE_GET_ASSET(ASSET_TYPE_DDL, m_ddl);
|
||||
CASE_GET_ASSET(ASSET_TYPE_GLASSES, m_glasses);
|
||||
CASE_GET_ASSET(ASSET_TYPE_EMBLEMSET, m_emblem_set);
|
||||
|
||||
default:
|
||||
assert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
|
||||
#undef CASE_GET_ASSET
|
||||
}
|
||||
|
||||
const char* GameAssetPoolT5::AssetTypeNameByType(asset_type_t assetType)
|
||||
{
|
||||
if (assetType >= 0 && assetType < static_cast<int>(std::extent<decltype(ASSET_TYPE_NAMES)>::value))
|
||||
return ASSET_TYPE_NAMES[assetType];
|
||||
|
||||
return ASSET_TYPE_INVALID;
|
||||
}
|
||||
|
||||
const char* GameAssetPoolT5::GetAssetTypeName(const asset_type_t assetType) const
|
||||
{
|
||||
return AssetTypeNameByType(assetType);
|
||||
}
|
||||
|
@ -0,0 +1,60 @@
|
||||
#pragma once
|
||||
|
||||
#include "Pool/ZoneAssetPools.h"
|
||||
#include "Pool/AssetPool.h"
|
||||
#include "Game/T5/T5.h"
|
||||
|
||||
class GameAssetPoolT5 final : public ZoneAssetPools
|
||||
{
|
||||
int m_priority;
|
||||
|
||||
static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
|
||||
static const char* ASSET_TYPE_NAMES[];
|
||||
|
||||
protected:
|
||||
XAssetInfoGeneric* AddAssetToPool(asset_type_t type, std::string name, void* asset, std::vector<XAssetInfoGeneric*> dependencies, std::vector<scr_string_t> usedScriptStrings, Zone* zone) override;
|
||||
|
||||
public:
|
||||
AssetPool<T5::PhysPreset>* m_phys_preset;
|
||||
AssetPool<T5::PhysConstraints>* m_phys_constraints;
|
||||
AssetPool<T5::DestructibleDef>* m_destructible_def;
|
||||
AssetPool<T5::XAnimParts>* m_xanim_parts;
|
||||
AssetPool<T5::XModel>* m_xmodel;
|
||||
AssetPool<T5::Material>* m_material;
|
||||
AssetPool<T5::MaterialTechniqueSet>* m_technique_set;
|
||||
AssetPool<T5::GfxImage>* m_image;
|
||||
AssetPool<T5::SndBank>* m_sound_bank;
|
||||
AssetPool<T5::SndPatch>* m_sound_patch;
|
||||
AssetPool<T5::clipMap_t>* m_clip_map;
|
||||
AssetPool<T5::ComWorld>* m_com_world;
|
||||
AssetPool<T5::GameWorldSp>* m_game_world_sp;
|
||||
AssetPool<T5::GameWorldMp>* m_game_world_mp;
|
||||
AssetPool<T5::MapEnts>* m_map_ents;
|
||||
AssetPool<T5::GfxWorld>* m_gfx_world;
|
||||
AssetPool<T5::GfxLightDef>* m_gfx_light_def;
|
||||
AssetPool<T5::Font_s>* m_font;
|
||||
AssetPool<T5::MenuList>* m_menu_list;
|
||||
AssetPool<T5::menuDef_t>* m_menu_def;
|
||||
AssetPool<T5::LocalizeEntry>* m_localize;
|
||||
AssetPool<T5::WeaponVariantDef>* m_weapon;
|
||||
AssetPool<T5::SndDriverGlobals>* m_snd_driver_globals;
|
||||
AssetPool<T5::FxEffectDef>* m_fx;
|
||||
AssetPool<T5::FxImpactTable>* m_fx_impact_table;
|
||||
AssetPool<T5::RawFile>* m_raw_file;
|
||||
AssetPool<T5::StringTable>* m_string_table;
|
||||
AssetPool<T5::PackIndex>* m_pack_index;
|
||||
AssetPool<T5::XGlobals>* m_xglobals;
|
||||
AssetPool<T5::ddlRoot_t>* m_ddl;
|
||||
AssetPool<T5::Glasses>* m_glasses;
|
||||
AssetPool<T5::EmblemSet>* m_emblem_set;
|
||||
|
||||
GameAssetPoolT5(Zone* zone, int priority);
|
||||
~GameAssetPoolT5() override;
|
||||
|
||||
void InitPoolStatic(asset_type_t type, size_t capacity) override;
|
||||
void InitPoolDynamic(asset_type_t type) override;
|
||||
|
||||
XAssetInfoGeneric* GetAsset(asset_type_t type, std::string name) const override;
|
||||
static const char* AssetTypeNameByType(asset_type_t assetType);
|
||||
const char* GetAssetTypeName(asset_type_t assetType) const override;
|
||||
};
|
||||
|
Reference in New Issue
Block a user