ZoneLoading: Fix and enable xmodel, destructibledef, gameworldsp/mp, attachment_unique, weaponcamo, fx, vehicledef

This commit is contained in:
Jan
2019-12-07 03:49:32 +01:00
parent 739c2ff61d
commit e7725f6a9c
3 changed files with 25 additions and 20 deletions

View File

@ -107,9 +107,9 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
{
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_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
// LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
// LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
// LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
@ -118,8 +118,8 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
// 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_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
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);
@ -130,10 +130,10 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
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_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
// LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
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_FX, FxEffectDef, fx);
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);
@ -144,7 +144,7 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
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_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);