No structured data shenanigans while dumping
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4badcdd008
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@ -117,7 +117,7 @@ namespace Components
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}
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}
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bool StructuredData::UpdateVersionOffsets(Game::StructuredDataDefSet *set, Game::StructuredDataBuffer *buffer, Game::StructuredDataDef *whatever)
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bool StructuredData::UpdateVersionOffsets(Game::StructuredDataDefSet* set, Game::StructuredDataBuffer* buffer, Game::StructuredDataDef* whatever)
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{
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Game::StructuredDataDef* newDef = &set->defs[0];
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Game::StructuredDataDef* oldDef = &set->defs[0];
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@ -165,6 +165,10 @@ namespace Components
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// TODO: Since all of the following is zonebuilder-only code, move it to IW4OF or IStructuredDataDefSet.cpp
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, const std::string& filename, bool* /*restrict*/)
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{
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if (ZoneBuilder::IsDumpingZone()) {
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return;
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}
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// Only intercept playerdatadef loading
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if (type != Game::ASSET_TYPE_STRUCTURED_DATA_DEF || filename != "mp/playerdata.def") return;
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@ -129,6 +129,7 @@ namespace Components
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#endif
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static bool IsEnabled();
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static bool IsDumpingZone() { return DumpingZone.length() > 0; };
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static std::string TraceZone;
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static std::vector<std::pair<Game::XAssetType, std::string>> TraceAssets;
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@ -142,7 +143,7 @@ namespace Components
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static iw4of::api* GetExporter();
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private:
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static int StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image);
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static int StoreTexture(Game::GfxImageLoadDef** loadDef, Game::GfxImage* image);
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static void ReleaseTexture(Game::XAssetHeader header);
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static std::string FindMaterialByTechnique(const std::string& name);
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