[ITracer] Add tracer writing support
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59ef8edbe2
@ -576,8 +576,9 @@ namespace Components
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AssetHandler::RegisterInterface(new Assets::ISndCurve());
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AssetHandler::RegisterInterface(new Assets::ISndCurve());
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AssetHandler::RegisterInterface(new Assets::IMaterial());
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AssetHandler::RegisterInterface(new Assets::IMaterial());
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AssetHandler::RegisterInterface(new Assets::IMenuList());
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AssetHandler::RegisterInterface(new Assets::IMenuList());
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AssetHandler::RegisterInterface(new Assets::IclipMap_t());
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AssetHandler::RegisterInterface(new Assets::ImenuDef_t());
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AssetHandler::RegisterInterface(new Assets::ImenuDef_t());
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AssetHandler::RegisterInterface(new Assets::IclipMap_t());
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AssetHandler::RegisterInterface(new Assets::ITracerDef());
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AssetHandler::RegisterInterface(new Assets::IPhysPreset());
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AssetHandler::RegisterInterface(new Assets::IPhysPreset());
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AssetHandler::RegisterInterface(new Assets::IXAnimParts());
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AssetHandler::RegisterInterface(new Assets::IXAnimParts());
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AssetHandler::RegisterInterface(new Assets::IFxEffectDef());
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AssetHandler::RegisterInterface(new Assets::IFxEffectDef());
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@ -91,8 +91,9 @@ namespace Components
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#include "AssetInterfaces/IMaterial.hpp"
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#include "AssetInterfaces/IMaterial.hpp"
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#include "AssetInterfaces/ISndCurve.hpp"
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#include "AssetInterfaces/ISndCurve.hpp"
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#include "AssetInterfaces/IMenuList.hpp"
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#include "AssetInterfaces/IMenuList.hpp"
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#include "AssetInterfaces/ImenuDef_t.hpp"
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#include "AssetInterfaces/IclipMap_t.hpp"
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#include "AssetInterfaces/IclipMap_t.hpp"
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#include "AssetInterfaces/ImenuDef_t.hpp"
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#include "AssetInterfaces/ITracerDef.hpp"
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#include "AssetInterfaces/IPhysPreset.hpp"
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#include "AssetInterfaces/IPhysPreset.hpp"
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#include "AssetInterfaces/IXAnimParts.hpp"
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#include "AssetInterfaces/IXAnimParts.hpp"
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#include "AssetInterfaces/IFxEffectDef.hpp"
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#include "AssetInterfaces/IFxEffectDef.hpp"
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44
src/Components/Modules/AssetInterfaces/ITracerDef.cpp
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44
src/Components/Modules/AssetInterfaces/ITracerDef.cpp
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@ -0,0 +1,44 @@
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#include "STDInclude.hpp"
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namespace Assets
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{
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void ITracerDef::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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return; // don't load from filesystem right now
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}
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void ITracerDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::TracerDef* asset = header.tracerDef;
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if (asset->material)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->material);
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}
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}
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void ITracerDef::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::TracerDef, 0x70);
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Utils::Stream* buffer = builder->getBuffer();
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Game::TracerDef* asset = header.tracerDef;
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Game::TracerDef* dest = buffer->dest<Game::TracerDef>();
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buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->saveString(builder->getAssetName(this->getType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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if (asset->material)
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{
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dest->material = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->material).material;
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}
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buffer->popBlock();
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}
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}
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14
src/Components/Modules/AssetInterfaces/ITracerDef.hpp
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14
src/Components/Modules/AssetInterfaces/ITracerDef.hpp
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@ -0,0 +1,14 @@
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#pragma once
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namespace Assets
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{
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class ITracerDef : 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_TRACER; };
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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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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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@ -1,7 +1,5 @@
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#include "STDInclude.hpp"
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#include "STDInclude.hpp"
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#define IW4X_MODEL_VERSION 5
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namespace Assets
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namespace Assets
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{
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{
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void IWeapon::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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void IWeapon::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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@ -12,12 +10,8 @@ namespace Assets
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// let the function see temporary assets when calling DB_FindXAssetHeader during the loading function
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// let the function see temporary assets when calling DB_FindXAssetHeader during the loading function
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// otherwise it fails to link things properly
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// otherwise it fails to link things properly
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Components::AssetHandler::ExposeTemporaryAssets(true);
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Components::AssetHandler::ExposeTemporaryAssets(true);
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IWeapon::CurrentBuilder = builder;
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header->data = Game::BG_LoadWeaponDef_LoadObj(name.data());
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header->data = Game::BG_LoadWeaponDef_LoadObj(name.data());
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Components::AssetHandler::ExposeTemporaryAssets(false);
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Components::AssetHandler::ExposeTemporaryAssets(false);
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IWeapon::CurrentBuilder = nullptr;
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}
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}
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}
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}
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@ -116,8 +110,7 @@ namespace Assets
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if (asset->weapDef->tracerType)
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if (asset->weapDef->tracerType)
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{
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{
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//builder->loadAsset(Game::XAssetType::ASSET_TYPE_TRACER, asset->weapDef->tracerType);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_TRACER, asset->weapDef->tracerType);
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asset->weapDef->tracerType = NULL;
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}
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}
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// don't write effects for now
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// don't write effects for now
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@ -271,6 +264,7 @@ namespace Assets
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Game::snd_alias_list_t ** allSoundsDest = &dest->pickupSound;
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Game::snd_alias_list_t ** allSoundsDest = &dest->pickupSound;
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for (int i = 0; i < 47; i++) {
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for (int i = 0; i < 47; i++) {
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if (!allSounds[i]) continue;
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if (!allSounds[i]) continue;
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveMax(sizeof(Game::snd_alias_list_t*));
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buffer->saveMax(sizeof(Game::snd_alias_list_t*));
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buffer->saveString(allSounds[i]->aliasName);
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buffer->saveString(allSounds[i]->aliasName);
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Utils::Stream::ClearPointer(&allSoundsDest[i]);
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Utils::Stream::ClearPointer(&allSoundsDest[i]);
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@ -314,6 +308,7 @@ namespace Assets
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if (def->worldModel)
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if (def->worldModel)
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{
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{
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buffer->align(Utils::Stream::ALIGN_4);
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Game::XModel** pointerTable = buffer->dest<Game::XModel*>();
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Game::XModel** pointerTable = buffer->dest<Game::XModel*>();
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buffer->saveMax(16 * sizeof(Game::XModel*));
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buffer->saveMax(16 * sizeof(Game::XModel*));
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for (int i = 0; i < 16; i++)
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for (int i = 0; i < 16; i++)
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@ -1110,7 +1110,7 @@ namespace Components
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Command::Add("verifyzone", [](Command::Params* params)
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Command::Add("verifyzone", [](Command::Params* params)
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{
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{
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if (params->length() < 2) return;
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if (params->length() < 2) return;
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/*
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Utils::Hook(0x4AE9C2, [] {
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Utils::Hook(0x4AE9C2, [] {
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Game::WeaponCompleteDef** varPtr = (Game::WeaponCompleteDef**)0x112A9F4;
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Game::WeaponCompleteDef** varPtr = (Game::WeaponCompleteDef**)0x112A9F4;
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Game::WeaponCompleteDef* var = *varPtr;
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Game::WeaponCompleteDef* var = *varPtr;
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@ -1125,7 +1125,7 @@ namespace Components
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OutputDebugStringA("");
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OutputDebugStringA("");
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Utils::Hook::Call<void()>(0x4D1D60)(); // DB_PopStreamPos
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Utils::Hook::Call<void()>(0x4D1D60)(); // DB_PopStreamPos
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}, HOOK_JUMP).install()->quick();
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}, HOOK_JUMP).install()->quick();
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*/
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std::string zone = params->get(1);
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std::string zone = params->get(1);
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