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 exit /B 1
:build :build
call generate.bat
set PLATFORM=Win32 set PLATFORM=Win32
set CONFIGURATION=ReleaseStatic set CONFIGURATION=ReleaseStatic
msbuild /nologo /m /v:m %* build\iw4x.sln msbuild /nologo /m /v:m %* build\iw4x.sln

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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