[General] Correct assettype enum
This commit is contained in:
parent
c4690bf49f
commit
03345e8d21
@ -132,7 +132,7 @@ namespace Components
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}
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// Fix shader const stuff
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if (type == Game::XAssetType::ASSET_TYPE_TECHSET && Zones::Version() >= 359)
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if (type == Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET && Zones::Version() >= 359)
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{
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for (int i = 0; i < 48; ++i)
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{
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@ -3,7 +3,7 @@ namespace Assets
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class IComWorld : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_COM_MAP; };
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_COMWORLD; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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};
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@ -3,7 +3,7 @@ namespace Assets
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class IGameWorldMp : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAME_MAP_MP; };
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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};
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@ -3,7 +3,7 @@ namespace Assets
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class IGameWorldSp : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAME_MAP_SP; };
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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@ -3,7 +3,7 @@ namespace Assets
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class IGfxLightDef : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LIGHTDEF; };
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LIGHT_DEF; };
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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@ -7,7 +7,7 @@ namespace Assets
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void IGfxWorld::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
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{
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if (name != "maps/iw4_credits.d3dbsp") return;
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Game::GfxWorld* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_GFX_MAP, "maps/iw4_credits.d3dbsp").gfxWorld;
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Game::GfxWorld* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_GFXWORLD, "maps/iw4_credits.d3dbsp").gfxWorld;
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if (!map) return;
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header->gfxWorld = map;
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@ -3,7 +3,7 @@ namespace Assets
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class IGfxWorld : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GFX_MAP; };
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GFXWORLD; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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@ -3,7 +3,7 @@ namespace Assets
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class ILocalizeEntry : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LOCALIZE; };
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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};
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@ -47,7 +47,7 @@ namespace Assets
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material->cameraRegion = reader.readByte();
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std::string techset = reader.readString();
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material->techniqueSet = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHSET, techset.data(), builder).techniqueSet;
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material->techniqueSet = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, techset.data(), builder).techniqueSet;
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if (!material->techniqueSet)
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{
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@ -303,7 +303,7 @@ namespace Assets
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if (asset->techniqueSet)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_TECHSET, asset->techniqueSet);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, asset->techniqueSet);
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}
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if (asset->textureTable)
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@ -347,7 +347,7 @@ namespace Assets
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if (asset->techniqueSet)
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{
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dest->techniqueSet = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TECHSET, asset->techniqueSet).techniqueSet;
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dest->techniqueSet = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, asset->techniqueSet).techniqueSet;
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}
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if (asset->textureTable)
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@ -3,7 +3,7 @@ namespace Assets
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class IMaterialTechniqueSet : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_TECHSET; };
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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@ -3,7 +3,7 @@ namespace Assets
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class ISndCurve : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SNDCURVE; };
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_SOUND_CURVE; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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};
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@ -3,7 +3,7 @@ namespace Assets
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class IXAnimParts : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XANIM; };
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_XANIMPARTS; };
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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@ -566,7 +566,7 @@ namespace Assets
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void IclipMap_t::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
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{
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Game::clipMap_t* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_COL_MAP_MP, name.data()).clipMap;
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Game::clipMap_t* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_CLIPMAP_PVS, name.data()).clipMap;
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if (map) return;
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Components::Logger::Error("Missing clipMap_t %s... you can't make them yet you idiot.", name.data());
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@ -3,7 +3,7 @@ namespace Assets
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class IclipMap_t : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_COL_MAP_MP; };
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_CLIPMAP_PVS; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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@ -17,7 +17,7 @@ namespace Assets
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if (alias->volumeFalloffCurve)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_SNDCURVE, alias->volumeFalloffCurve);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND_CURVE, alias->volumeFalloffCurve);
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}
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}
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}
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@ -137,7 +137,7 @@ namespace Assets
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if (alias->volumeFalloffCurve)
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{
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destAlias->volumeFalloffCurve = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_SNDCURVE, alias->volumeFalloffCurve).sndCurve;
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destAlias->volumeFalloffCurve = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_SOUND_CURVE, alias->volumeFalloffCurve).sndCurve;
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}
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if (alias->speakerMap)
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@ -63,7 +63,7 @@ namespace Components
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if (!entry || !entry->value)
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{
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Localization::LocalizeMutex.unlock();
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entry = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_LOCALIZE, key).localize;
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entry = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY, key).localize;
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Localization::LocalizeMutex.lock();
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}
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@ -161,7 +161,7 @@ namespace Components
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Localization::Localization()
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{
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_LOCALIZE, [] (Game::XAssetType, std::string filename)
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY, [] (Game::XAssetType, std::string filename)
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{
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Game::XAssetHeader header = { 0 };
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std::lock_guard<std::mutex> _(Localization::LocalizeMutex);
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@ -85,8 +85,8 @@ namespace Components
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};
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// Internal doesn't lock the thread, as locking is impossible, due to executing this in the thread that holds the current lock
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Game::DB_EnumXAssets_Internal(Game::XAssetType::ASSET_TYPE_COL_MAP_MP, callback, ents, true);
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Game::DB_EnumXAssets_Internal(Game::XAssetType::ASSET_TYPE_COL_MAP_SP, callback, ents, true);
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Game::DB_EnumXAssets_Internal(Game::XAssetType::ASSET_TYPE_CLIPMAP_PVS, callback, ents, true);
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Game::DB_EnumXAssets_Internal(Game::XAssetType::ASSET_TYPE_CLIPMAP, callback, ents, true);
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}
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void Maps::LoadAssetRestrict(Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool* restrict)
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@ -94,7 +94,7 @@ namespace Components
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if (std::find(Maps::CurrentDependencies.begin(), Maps::CurrentDependencies.end(), FastFiles::Current()) != Maps::CurrentDependencies.end()
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&& (FastFiles::Current() != "mp_shipment_long" || Maps::CurrentMainZone != "mp_shipment")) // Shipment is a special case
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{
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if (type == Game::XAssetType::ASSET_TYPE_GAME_MAP_MP || type == Game::XAssetType::ASSET_TYPE_COL_MAP_MP || type == Game::XAssetType::ASSET_TYPE_GFX_MAP || type == Game::XAssetType::ASSET_TYPE_MAP_ENTS || type == Game::XAssetType::ASSET_TYPE_COM_MAP || type == Game::XAssetType::ASSET_TYPE_FX_MAP)
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if (type == Game::XAssetType::ASSET_TYPE_CLIPMAP_PVS || type == Game::XAssetType::ASSET_TYPE_CLIPMAP || type == Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP || type == Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP || type == Game::XAssetType::ASSET_TYPE_GFXWORLD || type == Game::XAssetType::ASSET_TYPE_MAP_ENTS || type == Game::XAssetType::ASSET_TYPE_COMWORLD || type == Game::XAssetType::ASSET_TYPE_FX_MAP)
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{
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*restrict = true;
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return;
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@ -147,7 +147,7 @@ namespace Components
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}
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// This is broken
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if ((type == Game::XAssetType::ASSET_TYPE_MENU || type == Game::XAssetType::ASSET_TYPE_MENUFILE) && Zones::Version() >= 359)
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if ((type == Game::XAssetType::ASSET_TYPE_MENU || type == Game::XAssetType::ASSET_TYPE_MENULIST) && Zones::Version() >= 359)
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{
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*restrict = true;
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return;
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@ -158,11 +158,11 @@ namespace Components
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{
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if (!Utils::String::StartsWith(Maps::CurrentMainZone, "mp_") || Maps::IsSPMap)
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{
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return Game::DB_XAssetPool[Game::XAssetType::ASSET_TYPE_GAME_MAP_SP].gameWorldSp[0].data;
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return Game::DB_XAssetPool[Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP].gameWorldSp[0].data;
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}
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else
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{
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return Game::DB_XAssetPool[Game::XAssetType::ASSET_TYPE_GAME_MAP_MP].gameWorldMp[0].data;
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return Game::DB_XAssetPool[Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP].gameWorldMp[0].data;
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}
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}
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@ -560,12 +560,12 @@ namespace Components
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// Allow loading raw suns
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Utils::Hook(0x51B46A, Maps::LoadRawSun, HOOK_CALL).install()->quick();
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_GAME_MAP_SP, 1);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP, 1);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_IMAGE, 7168);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_LOADED_SOUND, 2700);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_FX, 1200);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_LOCALIZE, 14000);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XANIM, 8192);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_LOCALIZE_ENTRY, 14000);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XANIMPARTS, 8192);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XMODEL, 5125);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_PHYSPRESET, 128);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_PIXELSHADER, 10000);
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@ -574,7 +574,7 @@ namespace Components
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_VERTEXDECL, 196);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_WEAPON, 2400);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_STRINGTABLE, 800);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_IMPACTFX, 8);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_IMPACT_FX, 8);
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this->reallocateEntryPool();
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@ -595,7 +595,7 @@ namespace Components
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}
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Game::GfxWorld* world = nullptr;
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Game::DB_EnumXAssets(Game::XAssetType::ASSET_TYPE_GFX_MAP, [] (Game::XAssetHeader header, void* world)
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Game::DB_EnumXAssets(Game::XAssetType::ASSET_TYPE_GFXWORLD, [] (Game::XAssetHeader header, void* world)
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{
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*reinterpret_cast<Game::GfxWorld**>(world) = header.gfxWorld;
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}, &world, false);
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@ -620,7 +620,7 @@ namespace Components
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// Intercept asset finding
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENU, Menus::MenuLoad);
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENUFILE, Menus::MenuFileLoad);
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AssetHandler::OnFind(Game::XAssetType::ASSET_TYPE_MENULIST, Menus::MenuFileLoad);
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// Don't open connect menu
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//Utils::Hook::Nop(0x428E48, 5);
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@ -700,7 +700,7 @@ namespace Components
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_MAP_ENTS, 10);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_XMODELSURFS, 8192);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_IMAGE, 14336);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_TECHSET, 1536);
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, 1536);
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// hunk size (was 300 MiB)
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Utils::Hook::Set<DWORD>(0x64A029, 0x38400000); // 900 MiB
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@ -1505,12 +1505,12 @@ namespace Components
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__declspec(noinline) bool Zones::CheckGameMapSp(int type)
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{
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if (type == Game::XAssetType::ASSET_TYPE_GAME_MAP_SP)
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if (type == Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP)
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{
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return true;
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}
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if (Zones::Version() >= VERSION_ALPHA2 && type == Game::XAssetType::ASSET_TYPE_GAME_MAP_MP)
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if (Zones::Version() >= VERSION_ALPHA2 && type == Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP)
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{
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Maps::HandleAsSPMap();
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return true;
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@ -419,9 +419,9 @@ namespace Game
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if (!_stricmp(DB_GetXAssetTypeName(type), name))
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{
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// Col map workaround!
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if (type == Game::XAssetType::ASSET_TYPE_COL_MAP_SP)
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if (type == Game::XAssetType::ASSET_TYPE_CLIPMAP)
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{
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return Game::XAssetType::ASSET_TYPE_COL_MAP_MP;
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return Game::XAssetType::ASSET_TYPE_CLIPMAP_PVS;
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}
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return type;
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@ -15,36 +15,36 @@ namespace Game
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{
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ASSET_TYPE_PHYSPRESET = 0,
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ASSET_TYPE_PHYS_COLLMAP = 1,
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ASSET_TYPE_XANIM = 2,
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ASSET_TYPE_XANIMPARTS = 2,
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ASSET_TYPE_XMODELSURFS = 3,
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ASSET_TYPE_XMODEL = 4,
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ASSET_TYPE_MATERIAL = 5,
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ASSET_TYPE_PIXELSHADER = 6,
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ASSET_TYPE_VERTEXSHADER = 7,
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ASSET_TYPE_VERTEXDECL = 8,
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ASSET_TYPE_TECHSET = 9,
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ASSET_TYPE_TECHNIQUE_SET = 9,
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ASSET_TYPE_IMAGE = 10,
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ASSET_TYPE_SOUND = 11,
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ASSET_TYPE_SNDCURVE = 12,
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ASSET_TYPE_SOUND_CURVE = 12,
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ASSET_TYPE_LOADED_SOUND = 13,
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ASSET_TYPE_COL_MAP_SP = 14,
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ASSET_TYPE_COL_MAP_MP = 15,
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ASSET_TYPE_COM_MAP = 16,
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ASSET_TYPE_GAME_MAP_SP = 17,
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ASSET_TYPE_GAME_MAP_MP = 18,
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ASSET_TYPE_CLIPMAP = 14,
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ASSET_TYPE_CLIPMAP_PVS = 15,
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ASSET_TYPE_COMWORLD = 16,
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ASSET_TYPE_GAMEWORLD_SP = 17,
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ASSET_TYPE_GAMEWORLD_MP = 18,
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ASSET_TYPE_MAP_ENTS = 19,
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ASSET_TYPE_FX_MAP = 20,
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ASSET_TYPE_GFX_MAP = 21,
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ASSET_TYPE_LIGHTDEF = 22,
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ASSET_TYPE_GFXWORLD = 21,
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ASSET_TYPE_LIGHT_DEF = 22,
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ASSET_TYPE_UI_MAP = 23,
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ASSET_TYPE_FONT = 24,
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ASSET_TYPE_MENUFILE = 25,
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ASSET_TYPE_MENULIST = 25,
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ASSET_TYPE_MENU = 26,
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ASSET_TYPE_LOCALIZE = 27,
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ASSET_TYPE_LOCALIZE_ENTRY = 27,
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ASSET_TYPE_WEAPON = 28,
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ASSET_TYPE_SNDDRIVERGLOBALS = 29,
|
||||
ASSET_TYPE_SNDDRIVER_GLOBALS = 29,
|
||||
ASSET_TYPE_FX = 30,
|
||||
ASSET_TYPE_IMPACTFX = 31,
|
||||
ASSET_TYPE_IMPACT_FX = 31,
|
||||
ASSET_TYPE_AITYPE = 32,
|
||||
ASSET_TYPE_MPTYPE = 33,
|
||||
ASSET_TYPE_CHARACTER = 34,
|
||||
|
Loading…
Reference in New Issue
Block a user