Revert "[ZoneBuilder]: Remove old dump command" (#1036)
This commit is contained in:
parent
88ffb70dc4
commit
038680bd09
@ -27,6 +27,7 @@
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#include "Modules/Gamepad.hpp"
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#include "Modules/IPCPipe.hpp"
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#include "Modules/Lean.hpp"
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#include "Modules/MapDump.hpp"
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#include "Modules/MapRotation.hpp"
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#include "Modules/Materials.hpp"
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#include "Modules/ModList.hpp"
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@ -135,6 +136,7 @@ namespace Components
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Register(new Gamepad());
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Register(new Lean());
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Register(new Localization());
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Register(new MapDump());
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Register(new MapRotation());
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Register(new Maps());
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Register(new Materials());
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464
src/Components/Modules/MapDump.cpp
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464
src/Components/Modules/MapDump.cpp
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@ -0,0 +1,464 @@
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#include <STDInclude.hpp>
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#include "MapDump.hpp"
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namespace Components
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{
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class MapDumper
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{
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public:
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MapDumper(Game::GfxWorld* world) : world_(world)
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{
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}
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void dump()
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{
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if (!this->world_) return;
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Logger::Print("Exporting '{}'...\n", this->world_->baseName);
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this->parseVertices();
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this->parseFaces();
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this->parseStaticModels();
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this->write();
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}
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private:
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struct Vertex
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{
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Game::vec3_t coordinate;
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Game::vec2_t texture;
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Game::vec3_t normal;
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};
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struct Face
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{
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int a{};
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int b{};
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int c{};
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};
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struct FaceList
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{
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std::vector<Face> indices{};
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};
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class File
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{
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public:
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File() {}
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File(const std::string& file)
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{
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Utils::IO::WriteFile(file, {});
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this->stream_ = std::ofstream(file, std::ofstream::out);
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}
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void append(const std::string& str)
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{
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this->stream_.write(str.data(), str.size());
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}
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private:
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std::ofstream stream_{};
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};
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Game::GfxWorld* world_{};
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std::vector<Vertex> vertices_{};
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std::unordered_map<Game::Material*, FaceList> faces_{};
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std::vector<Game::Material*> facesOrder_{};
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File object_{};
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File material_{};
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void transformAxes(Game::vec3_t& vec) const
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{
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std::swap(vec[0], vec[1]);
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std::swap(vec[1], vec[2]);
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}
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void parseVertices()
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{
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Logger::Print("Parsing vertices...\n");
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for (unsigned int i = 0; i < this->world_->draw.vertexCount; ++i)
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{
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const auto* vertex = &this->world_->draw.vd.vertices[i];
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Vertex v{};
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v.coordinate[0] = vertex->xyz[0];
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v.coordinate[1] = vertex->xyz[1];
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v.coordinate[2] = vertex->xyz[2];
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this->transformAxes(v.coordinate);
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v.texture[0] = vertex->texCoord[0];
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v.texture[1] = -vertex->texCoord[1];
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Game::Vec3UnpackUnitVec(vertex->normal, &v.normal);
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this->transformAxes(v.normal);
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this->vertices_.push_back(v);
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}
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}
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void parseFaces()
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{
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Logger::Print("Parsing faces...\n");
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for (unsigned int i = 0; i < this->world_->dpvs.staticSurfaceCount; ++i)
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{
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const auto* surface = &this->world_->dpvs.surfaces[i];
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const unsigned int vertOffset = surface->tris.firstVertex + 1;
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const unsigned int indexOffset = surface->tris.baseIndex;
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// Fuck cube maps for now
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if(this->findImage(surface->material, "colorMap")->mapType == 5) continue;
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auto& f = this->getFaceList(surface->material);
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for (unsigned short j = 0; j < surface->tris.triCount; ++j)
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{
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Face face{};
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face.a = this->world_->draw.indices[indexOffset + j * 3 + 0] + vertOffset;
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face.b = this->world_->draw.indices[indexOffset + j * 3 + 1] + vertOffset;
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face.c = this->world_->draw.indices[indexOffset + j * 3 + 2] + vertOffset;
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f.indices.push_back(face);
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}
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}
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}
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FaceList& getFaceList(Game::Material* material)
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{
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auto& faceList = this->faces_[material];
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if (this->facesOrder_.size() < this->faces_.size())
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{
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this->facesOrder_.push_back(material);
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}
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return faceList;
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}
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void performWorldTransformation(const Game::GfxPackedPlacement& placement, Vertex& v) const
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{
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Game::MatrixVecMultiply(placement.axis, v.normal, v.normal);
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Game::Vec3Normalize(v.normal);
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Game::MatrixVecMultiply(placement.axis, v.coordinate, v.coordinate);
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v.coordinate[0] = v.coordinate[0] * placement.scale + placement.origin[0];
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v.coordinate[1] = v.coordinate[1] * placement.scale + placement.origin[1];
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v.coordinate[2] = v.coordinate[2] * placement.scale + placement.origin[2];
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}
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std::vector<Vertex> parseSurfaceVertices(const Game::XSurface* surface, const Game::GfxPackedPlacement& placement)
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{
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std::vector<Vertex> vertices;
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for (unsigned short j = 0; j < surface->vertCount; j++)
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{
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const auto *vertex = &surface->verts0[j];
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Vertex v{};
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v.coordinate[0] = vertex->xyz[0];
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v.coordinate[1] = vertex->xyz[1];
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v.coordinate[2] = vertex->xyz[2];
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// Why...
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Game::Vec2UnpackTexCoords(vertex->texCoord, &v.texture);
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std::swap(v.texture[0], v.texture[1]);
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v.texture[1] *= -1;
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Game::Vec3UnpackUnitVec(vertex->normal, &v.normal);
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this->performWorldTransformation(placement, v);
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this->transformAxes(v.coordinate);
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this->transformAxes(v.normal);
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vertices.push_back(v);
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}
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return vertices;
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}
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std::vector<Face> parseSurfaceFaces(const Game::XSurface* surface) const
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{
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std::vector<Face> faces;
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for (unsigned short j = 0; j < surface->triCount; ++j)
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{
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Face face{};
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face.a = surface->triIndices[j * 3 + 0];
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face.b = surface->triIndices[j * 3 + 1];
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face.c = surface->triIndices[j * 3 + 2];
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faces.push_back(face);
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}
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return faces;
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}
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void removeVertex(const int index, std::vector<Face>& faces, std::vector<Vertex>& vertices) const
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{
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vertices.erase(vertices.begin() + index);
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for (auto &face : faces)
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{
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if (face.a > index) --face.a;
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if (face.b > index) --face.b;
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if (face.c > index) --face.c;
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}
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}
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void filterSurfaceVertices(std::vector<Face>& faces, std::vector<Vertex>& vertices) const
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{
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for (auto i = 0; i < int(vertices.size()); ++i)
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{
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auto referenced = false;
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for (const auto &face : faces)
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{
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if (face.a == i || face.b == i || face.c == i)
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{
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referenced = true;
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break;
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}
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}
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if (!referenced)
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{
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this->removeVertex(i--, faces, vertices);
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}
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}
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}
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void parseStaticModel(Game::GfxStaticModelDrawInst* model)
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{
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for (unsigned char i = 0; i < model->model->numsurfs; ++i)
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{
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this->getFaceList(model->model->materialHandles[i]);
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}
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const auto* lod = &model->model->lodInfo[model->model->numLods - 1];
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const auto baseIndex = this->vertices_.size() + 1;
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const auto surfIndex = lod->surfIndex;
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assert(lod->modelSurfs->numsurfs <= model->model->numsurfs);
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for (unsigned short i = 0; i < lod->modelSurfs->numsurfs; ++i)
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{
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// TODO: Something is still wrong about the models. Probably baseTriIndex and baseVertIndex might help
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const auto* surface = &lod->modelSurfs->surfs[i];
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auto faces = this->parseSurfaceFaces(surface);
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auto vertices = this->parseSurfaceVertices(surface, model->placement);
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this->filterSurfaceVertices(faces, vertices);
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auto& f = this->getFaceList(model->model->materialHandles[i + surfIndex]);
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for (const auto& vertex : vertices)
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{
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this->vertices_.push_back(vertex);
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}
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for (auto face : faces)
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{
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face.a += baseIndex;
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face.b += baseIndex;
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face.c += baseIndex;
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f.indices.push_back(std::move(face));
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}
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}
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}
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void parseStaticModels()
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{
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Logger::Print("Parsing static models...\n");
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for (unsigned i = 0u; i < this->world_->dpvs.smodelCount; ++i)
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{
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this->parseStaticModel(this->world_->dpvs.smodelDrawInsts + i);
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}
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}
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void write()
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{
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this->object_ = File(Utils::String::VA("raw/mapdump/%s/%s.obj", this->world_->baseName, this->world_->baseName));
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this->material_ = File(Utils::String::VA("raw/mapdump/%s/%s.mtl", this->world_->baseName, this->world_->baseName));
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this->object_.append("# Generated by IW4x\n");
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this->object_.append("# Credit to SE2Dev for his D3DBSP Tool\n");
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this->object_.append(Utils::String::VA("o %s\n", this->world_->baseName));
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this->object_.append(Utils::String::VA("mtllib %s.mtl\n\n", this->world_->baseName));
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this->material_.append("# IW4x MTL File\n");
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this->material_.append("# Credit to SE2Dev for his D3DBSP Tool\n");
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this->writeVertices();
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this->writeFaces();
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Logger::Print("Writing files...\n");
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this->object_ = {};
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this->material_ = {};
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}
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void writeVertices()
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{
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Logger::Print("Writing vertices...\n");
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this->object_.append("# Vertices\n");
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for (const auto& vertex : this->vertices_)
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{
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this->object_.append(Utils::String::VA("v %.6f %.6f %.6f\n", vertex.coordinate[0], vertex.coordinate[1], vertex.coordinate[2]));
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}
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Logger::Print("Writing texture coordinates...\n");
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this->object_.append("\n# Texture coordinates\n");
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for (const auto& vertex : this->vertices_)
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{
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this->object_.append(Utils::String::VA("vt %.6f %.6f\n", vertex.texture[0], vertex.texture[1]));
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}
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Logger::Print("Writing normals...\n");
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this->object_.append("\n# Normals\n");
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for (const auto& vertex : this->vertices_)
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{
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this->object_.append(Utils::String::VA("vn %.6f %.6f %.6f\n", vertex.normal[0], vertex.normal[1], vertex.normal[2]));
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}
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this->object_.append("\n");
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}
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Game::GfxImage* findImage(Game::Material* material, const std::string& type) const
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{
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Game::GfxImage* image = nullptr;
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const auto hash = Game::R_HashString(type.data());
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for (char l = 0; l < material->textureCount; ++l)
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{
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if (material->textureTable[l].nameHash == hash)
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{
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image = material->textureTable[l].u.image; // Hopefully our map
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break;
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}
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}
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return image;
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}
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Game::GfxImage* extractImage(Game::Material* material, const std::string& type) const
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{
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auto* image = this->findImage(material, type);
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if (!image)
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{
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return image;
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}
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std::string _name = Utils::String::VA("raw/mapdump/%s/textures/%s.png", this->world_->baseName, image->name);
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D3DXSaveTextureToFileA(_name.data(), D3DXIFF_PNG, image->texture.map, nullptr);
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return image;
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}
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void writeMaterial(Game::Material* material)
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{
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std::string name = material->info.name;
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const auto pos = name.find_last_of('/');
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if (pos != std::string::npos)
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{
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name = name.substr(pos + 1);
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}
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this->object_.append(Utils::String::VA("usemtl %s\n", name.data()));
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this->object_.append("s off\n");
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auto* colorMap = this->extractImage(material, "colorMap");
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auto* normalMap = this->extractImage(material, "normalMap");
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auto* specularMap = this->extractImage(material, "specularMap");
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this->material_.append(Utils::String::VA("\nnewmtl %s\n", name.data()));
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this->material_.append("Ka 1.0000 1.0000 1.0000\n");
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this->material_.append("Kd 1.0000 1.0000 1.0000\n");
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this->material_.append("illum 1\n");
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this->material_.append(Utils::String::VA("map_Ka textures/%s.png\n", colorMap->name));
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this->material_.append(Utils::String::VA("map_Kd textures/%s.png\n", colorMap->name));
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if (specularMap)
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{
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this->material_.append(Utils::String::VA("map_Ks textures/%s.png\n", specularMap->name));
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}
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if (normalMap)
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{
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this->material_.append(Utils::String::VA("bump textures/%s.png\n", normalMap->name));
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}
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}
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void writeFaces()
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{
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Logger::Print("Writing faces...\n");
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Utils::IO::CreateDir(Utils::String::VA("raw/mapdump/%s/textures", this->world_->baseName));
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this->material_.append(Utils::String::VA("# Material count: %d\n", this->faces_.size()));
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this->object_.append("# Faces\n");
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for (const auto& material : this->facesOrder_)
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{
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this->writeMaterial(material);
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const auto& faces = this->getFaceList(material);
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for (const auto& index : faces.indices)
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{
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const int a = index.a;
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const int b = index.b;
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const int c = index.c;
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this->object_.append(Utils::String::VA("f %d/%d/%d %d/%d/%d %d/%d/%d\n", a, a, a, b, b, b, c, c, c));
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}
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this->object_.append("\n");
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}
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}
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};
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MapDump::MapDump()
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{
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Command::Add("dumpmap", []()
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{
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if (Dedicated::IsEnabled() || ZoneBuilder::IsEnabled())
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{
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Logger::Print("DirectX needs to be enabled, please start a client to use this command!\n");
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return;
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}
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Game::GfxWorld* world = nullptr;
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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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if (world)
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{
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MapDumper dumper(world);
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dumper.dump();
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Logger::Print("Map '{}' exported!\n", world->baseName);
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}
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else
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{
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Logger::Print("No map loaded, unable to dump anything!\n");
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}
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});
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}
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}
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10
src/Components/Modules/MapDump.hpp
Normal file
10
src/Components/Modules/MapDump.hpp
Normal file
@ -0,0 +1,10 @@
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#pragma once
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namespace Components
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{
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class MapDump : public Component
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{
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public:
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MapDump();
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};
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}
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Reference in New Issue
Block a user