This commit is contained in:
momo5502 2016-06-10 14:50:03 +02:00
parent 5fca3fb20f
commit 64593aa079
17 changed files with 20 additions and 19 deletions

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@ -16,6 +16,7 @@ endlocal
exit /B 1
:build
call generate.bat
set PLATFORM=Win32
set CONFIGURATION=ReleaseStatic
msbuild /nologo /m /v:m %* build\iw4x.sln

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@ -93,7 +93,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::GfxImage* asset = header.image;
Game::GfxImage* dest = buffer->Dest<Game::GfxImage>();
buffer->Save(asset, sizeof(Game::GfxImage));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -9,7 +9,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::LocalizedEntry* asset = header.localize;
Game::LocalizedEntry* dest = buffer->Dest<Game::LocalizedEntry>();
buffer->Save(asset, sizeof(Game::LocalizedEntry));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -33,7 +33,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::MapEnts* asset = header.mapEnts;
Game::MapEnts* dest = buffer->Dest<Game::MapEnts>();
buffer->Save(asset, sizeof(Game::MapEnts));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -200,7 +200,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::Material* asset = header.material;
Game::Material* dest = buffer->Dest<Game::Material>();
buffer->Save(asset, sizeof(Game::Material));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -9,7 +9,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::MaterialPixelShader* asset = header.pixelShader;
Game::MaterialPixelShader* dest = buffer->Dest<Game::MaterialPixelShader>();
buffer->Save(asset, sizeof(Game::MaterialPixelShader));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -41,7 +41,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::MaterialTechniqueSet* asset = header.materialTechset;
Game::MaterialTechniqueSet* dest = buffer->Dest<Game::MaterialTechniqueSet>();
buffer->Save(asset, sizeof(Game::MaterialTechniqueSet));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -9,7 +9,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::MaterialVertexDeclaration* asset = header.vertexDecl;
Game::MaterialVertexDeclaration* dest = buffer->Dest<Game::MaterialVertexDeclaration>();
buffer->Save(asset, sizeof(Game::MaterialVertexDeclaration));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -9,7 +9,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::MaterialVertexShader* asset = header.vertexShader;
Game::MaterialVertexShader* dest = buffer->Dest<Game::MaterialVertexShader>();
buffer->Save(asset, sizeof(Game::MaterialVertexShader));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -9,7 +9,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::BrushWrapper* destBrush = buffer->Dest<Game::BrushWrapper>();
buffer->Save(brush, sizeof(Game::BrushWrapper));
buffer->Save(brush);
// Save_cbrushWrapper_t
{

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@ -9,7 +9,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::PhysPreset* asset = header.physPreset;
Game::PhysPreset* dest = buffer->Dest<Game::PhysPreset>();
buffer->Save(asset, sizeof(Game::PhysPreset));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -31,7 +31,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::RawFile* asset = header.rawfile;
Game::RawFile* dest = buffer->Dest<Game::RawFile>();
buffer->Save(asset, sizeof(Game::RawFile));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -83,7 +83,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::StructuredDataDefSet* asset = header.structuredData;
Game::StructuredDataDefSet* dest = buffer->Dest<Game::StructuredDataDefSet>();
buffer->Save(asset, sizeof(Game::StructuredDataDefSet));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -117,7 +117,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::XAnimDeltaPart* destDelta = buffer->Dest<Game::XAnimDeltaPart>();
buffer->Save(delta, sizeof(Game::XAnimDeltaPart));
buffer->Save(delta);
if (delta->trans)
{
@ -284,7 +284,7 @@ namespace Assets
if (asset->dataByte)
{
buffer->SaveArray(asset->dataByte, asset->dataByteCount);
Utils::Stream::ClearPointer(&dest->delta);
Utils::Stream::ClearPointer(&dest->dataByte);
}
if (asset->dataShort)

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@ -198,7 +198,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::XModel* asset = header.model;
Game::XModel* dest = buffer->Dest<Game::XModel>();
buffer->Save(asset, sizeof(Game::XModel));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -9,7 +9,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::XSurfaceCollisionTree* destEntry = buffer->Dest<Game::XSurfaceCollisionTree>();
buffer->Save(entry, sizeof(Game::XSurfaceCollisionTree));
buffer->Save(entry);
if (entry->node)
{
@ -95,7 +95,7 @@ namespace Assets
Utils::Stream* buffer = builder->GetBuffer();
Game::XModelSurfs* asset = header.surfaces;
Game::XModelSurfs* dest = buffer->Dest<Game::XModelSurfs>();
buffer->Save(asset, sizeof(Game::XModelSurfs));
buffer->Save(asset);
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);

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@ -278,7 +278,7 @@ namespace Components
// AssetTable
for (auto asset : ZoneBuilder::Zone::LoadedAssets)
{
Game::XAsset entry = { entry.type, 0 };
Game::XAsset entry = { asset.type, 0 };
Utils::Stream::ClearPointer(&entry.header.data);
ZoneBuilder::Zone::Buffer.Save(&entry);
@ -309,7 +309,7 @@ namespace Components
// Write stream sizes
for (int i = 0; i < Game::MAX_XFILE_COUNT; ++i)
{
header->blockSize[i] = ZoneBuilder::Zone::Buffer.GetBlockSize((Game::XFILE_BLOCK_TYPES)i);
header->blockSize[i] = ZoneBuilder::Zone::Buffer.GetBlockSize(static_cast<Game::XFILE_BLOCK_TYPES>(i));
}
ZoneBuilder::Zone::Buffer.LeaveCriticalSection();