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https://github.com/Laupetin/OpenAssetTools.git
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72 lines
3.1 KiB
C++
72 lines
3.1 KiB
C++
#include "ZoneDumperIW4.h"
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#include "Game/IW4/GameIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "AssetDumpers/AssetDumperRawFile.h"
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#include "AssetDumpers/AssetDumperStringTable.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperAddonMapEnts.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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using namespace IW4;
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bool ZoneDumper::CanHandleZone(Zone* zone) const
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{
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return zone->m_game == &g_GameIW4;
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}
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bool ZoneDumper::DumpZone(Zone* zone, const std::string& basePath) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName) \
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if(assetPools->poolName) \
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{ \
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dumperType dumper; \
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dumper.DumpPool(zone, assetPools->poolName.get(), basePath); \
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}
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const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(zone->m_pools.get());
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// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset)
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// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap)
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts)
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// DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel)
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// DUMP_ASSET_POOL(AssetDumperMaterial, m_material)
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// DUMP_ASSET_POOL(AssetDumperMaterialPixelShader, m_material_pixel_shader)
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// DUMP_ASSET_POOL(AssetDumperMaterialVertexShader, m_material_vertex_shader)
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// DUMP_ASSET_POOL(AssetDumperMaterialVertexDeclaration, m_material_vertex_decl)
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// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set)
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DUMP_ASSET_POOL(AssetDumperGfxImage, m_image)
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// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound)
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// DUMP_ASSET_POOL(AssetDumperSndCurve, m_sound_curve)
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DUMP_ASSET_POOL(AssetDumperLoadedSound, m_loaded_sound)
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// DUMP_ASSET_POOL(AssetDumperclipMap_t, m_clip_map)
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// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world)
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// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp)
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// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp)
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// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents)
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// DUMP_ASSET_POOL(AssetDumperFxWorld, m_fx_world)
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// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world)
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// DUMP_ASSET_POOL(AssetDumperGfxLightDef, m_gfx_light_def)
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// DUMP_ASSET_POOL(AssetDumperFont_s, m_font)
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// DUMP_ASSET_POOL(AssetDumperMenuList, m_menu_list)
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// DUMP_ASSET_POOL(AssetDumpermenuDef_t, m_menu_def)
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DUMP_ASSET_POOL(AssetDumperLocalizeEntry, m_localize)
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// DUMP_ASSET_POOL(AssetDumperWeaponCompleteDef, m_weapon)
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// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals)
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table)
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DUMP_ASSET_POOL(AssetDumperRawFile, m_raw_file)
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DUMP_ASSET_POOL(AssetDumperStringTable, m_string_table)
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// DUMP_ASSET_POOL(AssetDumperLeaderboardDef, m_leaderboard)
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// DUMP_ASSET_POOL(AssetDumperStructuredDataDefSet, m_structed_data_def_set)
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// DUMP_ASSET_POOL(AssetDumperTracerDef, m_tracer)
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// DUMP_ASSET_POOL(AssetDumperVehicleDef, m_vehicle)
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DUMP_ASSET_POOL(AssetDumperAddonMapEnts, m_addon_map_ents)
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return true;
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#undef DUMP_ASSET_POOL
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}
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