#include "ZoneDumperT6.h" #include "Game/T6/GameT6.h" #include "Game/T6/GameAssetPoolT6.h" #include "AssetDumpers/AssetDumperRawFile.h" #include "AssetDumpers/AssetDumperSlug.h" #include "AssetDumpers/AssetDumperQdb.h" #include "AssetDumpers/AssetDumperScriptParseTree.h" #include "AssetDumpers/AssetDumperStringTable.h" #include "AssetDumpers/AssetDumperLocalizeEntry.h" #include "AssetDumpers/AssetDumperGfxImage.h" #include "AssetDumpers/AssetDumperFontIcon.h" #include "AssetDumpers/AssetDumperPhysConstraints.h" #include "AssetDumpers/AssetDumperPhysPreset.h" #include "AssetDumpers/AssetDumperSndBank.h" #include "AssetDumpers/AssetDumperTracer.h" #include "AssetDumpers/AssetDumperVehicle.h" #include "AssetDumpers/AssetDumperWeapon.h" #include "AssetDumpers/AssetDumperWeaponAttachment.h" #include "AssetDumpers/AssetDumperWeaponAttachmentUnique.h" #include "AssetDumpers/AssetDumperZBarrier.h" using namespace T6; bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const { return context.m_zone->m_game == &g_GameT6; } bool ZoneDumper::DumpZone(AssetDumpingContext& context) const { #define DUMP_ASSET_POOL(dumperType, poolName) \ if(assetPools->poolName) \ { \ dumperType dumper; \ dumper.DumpPool(context, assetPools->poolName); \ } const auto* assetPools = dynamic_cast(context.m_zone->m_pools.get()); DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset); DUMP_ASSET_POOL(AssetDumperPhysConstraints, m_phys_constraints); // DUMP_ASSET_POOL(AssetDumperDestructibleDef, m_destructible_def); // DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts); // DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel); // DUMP_ASSET_POOL(AssetDumperMaterial, m_material); // DUMP_ASSET_POOL(AssetDumperTechniqueSet, m_technique_set); DUMP_ASSET_POOL(AssetDumperGfxImage, m_image); DUMP_ASSET_POOL(AssetDumperSndBank, m_sound_bank); // DUMP_ASSET_POOL(AssetDumperSndPatch, m_sound_patch); // DUMP_ASSET_POOL(AssetDumperClipMap, m_clip_map); // DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world); // DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp); // DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp); // DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents); // DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world); // DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def); // DUMP_ASSET_POOL(AssetDumperFont, m_font); DUMP_ASSET_POOL(AssetDumperFontIcon, m_font_icon); // DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list); // DUMP_ASSET_POOL(AssetDumperMenuDef, m_menu_def); DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize); DUMP_ASSET_POOL(AssetDumperWeapon, m_weapon); DUMP_ASSET_POOL(AssetDumperWeaponAttachment, m_attachment); DUMP_ASSET_POOL(AssetDumperWeaponAttachmentUnique, m_attachment_unique); // DUMP_ASSET_POOL(AssetDumperWeaponCamo, m_camo); // DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals); // DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx); // DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table); DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file); DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table); // DUMP_ASSET_POOL(AssetDumperLeaderboardDef, m_leaderboard); // DUMP_ASSET_POOL(AssetDumperXGlobals, m_xglobals); // DUMP_ASSET_POOL(AssetDumperDDLRoot, m_ddl); // DUMP_ASSET_POOL(AssetDumperGlasses, m_glasses); // DUMP_ASSET_POOL(AssetDumperEmblemSet, m_emblem_set); DUMP_ASSET_POOL(AssetDumperScriptParseTree, m_script); // DUMP_ASSET_POOL(AssetDumperKeyValuePairs, m_key_value_pairs); DUMP_ASSET_POOL(AssetDumperVehicle, m_vehicle); // DUMP_ASSET_POOL(AssetDumperMemoryBlock, m_memory_block); // DUMP_ASSET_POOL(AssetDumperAddonMapEnts, m_addon_map_ents); DUMP_ASSET_POOL(AssetDumperTracer, m_tracer); // DUMP_ASSET_POOL(AssetDumperSkinnedVertsDef, m_skinned_verts); DUMP_ASSET_POOL(AssetDumperQdb, m_qdb); DUMP_ASSET_POOL(AssetDumperSlug, m_slug); // DUMP_ASSET_POOL(AssetDumperFootstepTableDef, m_footstep_table); // DUMP_ASSET_POOL(AssetDumperFootstepFXTableDef, m_footstep_fx_table); DUMP_ASSET_POOL(AssetDumperZBarrier, m_zbarrier); return true; #undef DUMP_ASSET_POOL }