mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-19 11:17:57 -05:00
move contentloader classes to their respective game namespaces
This commit is contained in:
@ -42,7 +42,7 @@
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using namespace IW4;
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ContentLoaderIW4::ContentLoaderIW4()
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ContentLoader::ContentLoader()
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{
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varXAsset = nullptr;
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varScriptStringList = nullptr;
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@ -51,7 +51,7 @@ ContentLoaderIW4::ContentLoaderIW4()
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m_script_strings.emplace_back("");
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}
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void ContentLoaderIW4::LoadScriptStringList(const bool atStreamStart)
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void ContentLoader::LoadScriptStringList(const bool atStreamStart)
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{
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m_stream->PushBlock(XFILE_BLOCK_VIRTUAL);
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@ -82,7 +82,7 @@ void ContentLoaderIW4::LoadScriptStringList(const bool atStreamStart)
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m_stream->PopBlock();
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}
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void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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void ContentLoader::LoadXAsset(const bool atStreamStart)
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{
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#define LOAD_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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@ -102,43 +102,43 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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switch (varXAsset->type)
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{
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
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LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap);
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LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
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LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
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LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader);
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LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
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LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
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LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
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LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
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LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap);
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap);
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LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
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LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
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LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld);
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LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
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LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
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LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
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LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon);
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SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
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LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
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LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
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LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
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LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef);
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LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
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LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap)
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LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
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LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
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LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader)
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LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader)
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LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl)
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
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LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound)
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LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve)
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LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd)
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_SP, clipMap_t, clipMap)
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, clipMap_t, clipMap)
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LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
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LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
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LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld)
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LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
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LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
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LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
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LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
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LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponCompleteDef, weapon)
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SKIP_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
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LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
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LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
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LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef)
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LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet)
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LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
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LOAD_ASSET(ASSET_TYPE_VEHICLE, VehicleDef, vehDef)
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LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
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default:
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{
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@ -149,7 +149,7 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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#undef LOAD_ASSET
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}
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void ContentLoaderIW4::LoadXAssetArray(const bool atStreamStart, const size_t count)
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void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
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{
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assert(varXAsset != nullptr);
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@ -168,7 +168,7 @@ void ContentLoaderIW4::LoadXAssetArray(const bool atStreamStart, const size_t co
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}
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}
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void ContentLoaderIW4::Load(Zone* zone, IZoneInputStream* stream)
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void ContentLoader::Load(Zone* zone, IZoneInputStream* stream)
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{
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m_zone = zone;
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m_stream = stream;
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@ -193,11 +193,11 @@ void ContentLoaderIW4::Load(Zone* zone, IZoneInputStream* stream)
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m_stream->PopBlock();
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}
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std::string& ContentLoaderIW4::GetZoneScriptString(const scr_string_t scrString)
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std::string& ContentLoader::GetZoneScriptString(const scr_string_t scrString)
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{
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assert(scrString >= 0 && scrString < m_script_strings.size());
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if (scrString < 0 || scrString >= m_script_strings.size())
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if (scrString >= m_script_strings.size())
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{
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return m_script_strings[0];
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}
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@ -1,23 +1,26 @@
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#pragma once
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#include "Loading/ContentLoader.h"
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#include "Loading/ContentLoaderBase.h"
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#include "Loading/IContentLoadingEntryPoint.h"
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#include "Game/IW4/IW4.h"
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#include "Loading/IZoneScriptStringProvider.h"
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class ContentLoaderIW4 final : public ContentLoader, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
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namespace IW4
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{
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std::vector<std::string> m_script_strings;
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IW4::XAsset* varXAsset;
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IW4::ScriptStringList* varScriptStringList;
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class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
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{
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std::vector<std::string> m_script_strings;
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XAsset* varXAsset;
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ScriptStringList* varScriptStringList;
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void LoadScriptStringList(bool atStreamStart);
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void LoadScriptStringList(bool atStreamStart);
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void LoadXAsset(bool atStreamStart);
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void LoadXAssetArray(bool atStreamStart, size_t count);
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void LoadXAsset(bool atStreamStart);
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void LoadXAssetArray(bool atStreamStart, size_t count);
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public:
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ContentLoaderIW4();
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public:
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ContentLoader();
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void Load(Zone* zone, IZoneInputStream* stream) override;
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std::string& GetZoneScriptString(scr_string_t scrString) override;
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};
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void Load(Zone* zone, IZoneInputStream* stream) override;
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std::string& GetZoneScriptString(scr_string_t scrString) override;
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};
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}
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