Add loading of iw4 assets clipmap and mapents

This commit is contained in:
Jan
2020-09-15 10:44:45 +02:00
parent 14666ed944
commit fb93d7cb2f
6 changed files with 409 additions and 29 deletions

View File

@ -5,7 +5,7 @@
#include <cassert>
//#include "Game/IW4/XAssets/addonmapents/addonmapents_load_db.h"
//#include "Game/IW4/XAssets/clipmap_t/clipmap_t_load_db.h"
#include "Game/IW4/XAssets/clipmap_t/clipmap_t_load_db.h"
//#include "Game/IW4/XAssets/comworld/comworld_load_db.h"
//#include "Game/IW4/XAssets/font_s/font_s_load_db.h"
#include "Game/IW4/XAssets/fxeffectdef/fxeffectdef_load_db.h"
@ -19,7 +19,7 @@
#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/mapents/mapents_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"
#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
@ -116,12 +116,12 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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_CLIPMAP_SP, clipMap_t, clipMap);
LOAD_ASSET(ASSET_TYPE_CLIPMAP_MP, 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_MAP_ENTS, MapEnts, mapEnts);
LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
// LOAD_ASSET(ASSET_TYPE_FXWORLD, FxWorld, fxWorld);
// LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);