Load weapon sounds with zonebuilder
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@ -15,9 +15,9 @@ namespace Assets
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void IWeapon::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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void IWeapon::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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{
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Game::WeaponCompleteDef* asset = header.weapon;
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Game::WeaponCompleteDef* asset = header.weapon;
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// convert all script strings
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// convert all script strings
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if (asset->hideTags)
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if (asset->hideTags)
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@ -119,7 +119,75 @@ namespace Assets
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if (asset->weapDef->projBeaconEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projBeaconEffect);
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if (asset->weapDef->projBeaconEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projBeaconEffect);
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if (asset->weapDef->projIgnitionEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projIgnitionEffect);
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if (asset->weapDef->projIgnitionEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projIgnitionEffect);
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if (asset->weapDef->turretOverheatEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->turretOverheatEffect);
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if (asset->weapDef->turretOverheatEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->turretOverheatEffect);
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}
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#define LoadWeapSound(sound) if (asset->weapDef->##sound##) builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND, asset->weapDef->##sound##)
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LoadWeapSound(pickupSound);
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LoadWeapSound(pickupSoundPlayer);
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LoadWeapSound(ammoPickupSound);
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LoadWeapSound(ammoPickupSoundPlayer);
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LoadWeapSound(projectileSound);
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LoadWeapSound(pullbackSound);
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LoadWeapSound(pullbackSoundPlayer);
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LoadWeapSound(fireSound);
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LoadWeapSound(fireSoundPlayer);
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LoadWeapSound(fireSoundPlayerAkimbo);
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LoadWeapSound(fireLoopSound);
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LoadWeapSound(fireLoopSoundPlayer);
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LoadWeapSound(fireStopSound);
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LoadWeapSound(fireStopSoundPlayer);
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LoadWeapSound(fireLastSound);
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LoadWeapSound(fireLastSoundPlayer);
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LoadWeapSound(emptyFireSound);
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LoadWeapSound(emptyFireSoundPlayer);
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LoadWeapSound(meleeSwipeSound);
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LoadWeapSound(meleeSwipeSoundPlayer);
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LoadWeapSound(meleeHitSound);
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LoadWeapSound(meleeMissSound);
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LoadWeapSound(rechamberSound);
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LoadWeapSound(rechamberSoundPlayer);
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LoadWeapSound(reloadSound);
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LoadWeapSound(reloadSoundPlayer);
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LoadWeapSound(reloadEmptySound);
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LoadWeapSound(reloadEmptySoundPlayer);
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LoadWeapSound(reloadStartSound);
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LoadWeapSound(reloadStartSoundPlayer);
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LoadWeapSound(reloadEndSound);
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LoadWeapSound(reloadEndSoundPlayer);
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LoadWeapSound(detonateSound);
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LoadWeapSound(detonateSoundPlayer);
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LoadWeapSound(nightVisionWearSound);
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LoadWeapSound(nightVisionWearSoundPlayer);
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LoadWeapSound(nightVisionRemoveSound);
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LoadWeapSound(nightVisionRemoveSoundPlayer);
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LoadWeapSound(altSwitchSound);
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LoadWeapSound(altSwitchSoundPlayer);
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LoadWeapSound(raiseSound);
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LoadWeapSound(raiseSoundPlayer);
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LoadWeapSound(firstRaiseSound);
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LoadWeapSound(firstRaiseSoundPlayer);
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LoadWeapSound(putawaySound);
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LoadWeapSound(putawaySoundPlayer);
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LoadWeapSound(scanSound);
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// No idea how to handle this!
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//if (asset->weapDef->bounceSound && *asset->weapDef->bounceSound) builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND, *asset->weapDef->bounceSound);
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LoadWeapSound(projExplosionSound);
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LoadWeapSound(projDudSound);
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LoadWeapSound(projIgnitionSound);
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LoadWeapSound(turretOverheatSound);
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LoadWeapSound(turretBarrelSpinMaxSnd);
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for (size_t i = 0; i < 4; i++)
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{
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LoadWeapSound(turretBarrelSpinUpSnd[i]);
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LoadWeapSound(turretBarrelSpinDownSnd[i]);
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}
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LoadWeapSound(missileConeSoundAlias);
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LoadWeapSound(missileConeSoundAliasAtBase);
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}
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void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer)
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void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer)
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{
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{
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