ZM map loading

This commit is contained in:
momo5502 2016-11-01 13:23:45 +01:00
parent ba052b201e
commit 1f4e59949f
2 changed files with 2 additions and 2 deletions

View File

@ -117,7 +117,7 @@ namespace Components
void AssetHandler::ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, std::string name)
{
if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && name == "wc/codo_ui_viewer_black_decal3")
if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && (name == "wc/codo_ui_viewer_black_decal3" || name == "wc/codo_ui_viewer_black_decal2" || name == "wc/hint_arrows02"))
{
asset.material->sortKey = 0xE;
}

View File

@ -165,7 +165,7 @@ namespace Components
void Maps::GetBSPName(char* buffer, size_t size, const char* format, const char* mapname)
{
if (!Utils::String::StartsWith(mapname, "mp_") && mapname != "zm_asylum_sh"s && mapname != "zm_prototype_sh"s && mapname != "zm_zombie_training"s)
if (!Utils::String::StartsWith(mapname, "mp_") && !Utils::String::StartsWith(mapname, "zm_"))
{
format = "maps/%s.d3dbsp";
}