[Zone🅱️uilder]: Fix typos

This commit is contained in:
FutureRave 2022-11-28 17:30:17 +00:00
parent 49d5e84372
commit 70ff8d3aa3
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GPG Key ID: 22F9079C86CFAB31

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@ -20,7 +20,7 @@ namespace Assets
void ImenuDef_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void ImenuDef_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{ {
Game::menuDef_t *asset = header.menu; auto* asset = header.menu;
if (asset->window.background) if (asset->window.background)
{ {
@ -59,14 +59,14 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::ExpressionSupportingData *dest = buffer->dest<Game::ExpressionSupportingData>(); auto* dest = buffer->dest<Game::ExpressionSupportingData>();
buffer->save(asset); buffer->save(asset);
if (asset->uifunctions.functions) if (asset->uifunctions.functions)
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::Statement_s **destStatement = buffer->dest<Game::Statement_s*>(); auto** destStatement = buffer->dest<Game::Statement_s*>();
buffer->saveArray(asset->uifunctions.functions, asset->uifunctions.totalFunctions); buffer->saveArray(asset->uifunctions.functions, asset->uifunctions.totalFunctions);
for (int i = 0; i < asset->uifunctions.totalFunctions; ++i) for (int i = 0; i < asset->uifunctions.totalFunctions; ++i)
@ -87,17 +87,17 @@ namespace Assets
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::StaticDvar **destStaticDvars = buffer->dest<Game::StaticDvar*>(); auto** destStaticDvars = buffer->dest<Game::StaticDvar*>();
buffer->saveArray(asset->staticDvarList.staticDvars, asset->staticDvarList.numStaticDvars); buffer->saveArray(asset->staticDvarList.staticDvars, asset->staticDvarList.numStaticDvars);
for (int i = 0; i < asset->staticDvarList.numStaticDvars; ++i) for (auto i = 0; i < asset->staticDvarList.numStaticDvars; ++i)
{ {
if (asset->staticDvarList.staticDvars[i]) if (asset->staticDvarList.staticDvars[i])
{ {
Utils::Stream::ClearPointer(&destStaticDvars[i]); Utils::Stream::ClearPointer(&destStaticDvars[i]);
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::StaticDvar *destStaticDvar = buffer->dest<Game::StaticDvar>(); auto* destStaticDvar = buffer->dest<Game::StaticDvar>();
buffer->save(asset->staticDvarList.staticDvars[i]); buffer->save(asset->staticDvarList.staticDvars[i]);
if (asset->staticDvarList.staticDvars[i]->dvarName) if (asset->staticDvarList.staticDvars[i]->dvarName)
@ -115,7 +115,7 @@ namespace Assets
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
const char **destuiStrings = buffer->dest<const char*>(); const auto** destUIStrings = buffer->dest<const char*>();
buffer->saveArray(asset->uiStrings.strings, asset->uiStrings.totalStrings); buffer->saveArray(asset->uiStrings.strings, asset->uiStrings.totalStrings);
for (int i = 0; i < asset->uiStrings.totalStrings; ++i) for (int i = 0; i < asset->uiStrings.totalStrings; ++i)
@ -123,7 +123,7 @@ namespace Assets
if (asset->uiStrings.strings[i]) if (asset->uiStrings.strings[i])
{ {
buffer->saveString(asset->uiStrings.strings[i]); buffer->saveString(asset->uiStrings.strings[i]);
Utils::Stream::ClearPointer(&destuiStrings[i]); Utils::Stream::ClearPointer(&destUIStrings[i]);
} }
} }
} }
@ -143,7 +143,7 @@ namespace Assets
#endif #endif
// Write header data // Write header data
Game::Statement_s *dest = buffer->dest<Game::Statement_s>(); auto* dest = buffer->dest<Game::Statement_s>();
buffer->save(asset); buffer->save(asset);
// Write statement entries // Write statement entries
@ -155,7 +155,7 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
// Write entries // Write entries
Game::expressionEntry *destEntries = buffer->dest<Game::expressionEntry>(); auto* destEntries = buffer->dest<Game::expressionEntry>();
buffer->save(asset->entries, sizeof(Game::expressionEntry), asset->numEntries); buffer->save(asset->entries, sizeof(Game::expressionEntry), asset->numEntries);
// Loop through entries // Loop through entries
@ -222,7 +222,7 @@ namespace Assets
#endif #endif
// Write header data // Write header data
Game::MenuEventHandlerSet *destset = buffer->dest<Game::MenuEventHandlerSet>(); auto* destset = buffer->dest<Game::MenuEventHandlerSet>();
buffer->save(asset); buffer->save(asset);
// Event handlers // Event handlers
@ -234,7 +234,7 @@ namespace Assets
buffer->save(asset->eventHandlers, sizeof(Game::MenuEventHandler*), asset->eventHandlerCount); buffer->save(asset->eventHandlers, sizeof(Game::MenuEventHandler*), asset->eventHandlerCount);
// Loop through eventHandlers // Loop through eventHandlers
for (int i = 0; i < asset->eventHandlerCount; ++i) for (auto i = 0; i < asset->eventHandlerCount; ++i)
{ {
if (asset->eventHandlers[i]) if (asset->eventHandlers[i])
{ {
@ -244,7 +244,7 @@ namespace Assets
#endif #endif
// Write menu event handler // Write menu event handler
Game::MenuEventHandler *dest = buffer->dest<Game::MenuEventHandler>(); auto* dest = buffer->dest<Game::MenuEventHandler>();
buffer->save(asset->eventHandlers[i]); buffer->save(asset->eventHandlers[i]);
// Write additional data based on type // Write additional data based on type
@ -264,7 +264,7 @@ namespace Assets
if (asset->eventHandlers[i]->eventData.conditionalScript) if (asset->eventHandlers[i]->eventData.conditionalScript)
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::ConditionalScript *destConditionalScript = buffer->dest<Game::ConditionalScript>(); auto* destConditionalScript = buffer->dest<Game::ConditionalScript>();
buffer->save(asset->eventHandlers[i]->eventData.conditionalScript); buffer->save(asset->eventHandlers[i]->eventData.conditionalScript);
// eventExpression // eventExpression
@ -307,7 +307,7 @@ namespace Assets
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
// header data // header data
Game::SetLocalVarData *destLocalVarData = buffer->dest<Game::SetLocalVarData>(); auto* destLocalVarData = buffer->dest<Game::SetLocalVarData>();
buffer->save(asset->eventHandlers[i]->eventData.setLocalVarData); buffer->save(asset->eventHandlers[i]->eventData.setLocalVarData);
// localVarName // localVarName
@ -354,7 +354,7 @@ namespace Assets
while (asset) while (asset)
{ {
// Write header // Write header
Game::ItemKeyHandler* dest = buffer->dest<Game::ItemKeyHandler>(); auto* dest = buffer->dest<Game::ItemKeyHandler>();
buffer->save(asset); buffer->save(asset);
// MenuEventHandlerSet // MenuEventHandlerSet
@ -367,7 +367,7 @@ namespace Assets
if (asset->next) if (asset->next)
{ {
// align every indice, besides the first one? // align every index, besides the first one?
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
} }
@ -379,20 +379,20 @@ namespace Assets
#endif #endif
} }
#define EVENTHANDLERSET(__indice) \ #define EVENTHANDLERSET(__index) \
if (asset->__indice) \ if (asset->__index) \
{ \ { \
buffer->align(Utils::Stream::ALIGN_4); \ buffer->align(Utils::Stream::ALIGN_4); \
this->save_MenuEventHandlerSet(asset->__indice, builder); \ this->save_MenuEventHandlerSet(asset->__index, builder); \
Utils::Stream::ClearPointer(&dest->__indice); \ Utils::Stream::ClearPointer(&dest->__index); \
} }
#define STATEMENT(__indice) \ #define STATEMENT(__index) \
if (asset->__indice) \ if (asset->__index) \
{ \ { \
buffer->align(Utils::Stream::ALIGN_4); \ buffer->align(Utils::Stream::ALIGN_4); \
this->save_Statement_s(asset->__indice, builder); \ this->save_Statement_s(asset->__index, builder); \
Utils::Stream::ClearPointer(&dest->__indice); \ Utils::Stream::ClearPointer(&dest->__index); \
} }
void ImenuDef_t::save_itemDefData_t(Game::itemDefData_t* asset, int type, Game::itemDef_s* dest, Components::ZoneBuilder::Zone* builder) void ImenuDef_t::save_itemDefData_t(Game::itemDefData_t* asset, int type, Game::itemDef_s* dest, Components::ZoneBuilder::Zone* builder)
@ -412,7 +412,7 @@ namespace Assets
if (type == 6) if (type == 6)
{ {
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::listBoxDef_s* destlb = buffer->dest<Game::listBoxDef_s>(); auto* destlb = buffer->dest<Game::listBoxDef_s>();
buffer->save(asset->listBox); buffer->save(asset->listBox);
if (asset->listBox->onDoubleClick) if (asset->listBox->onDoubleClick)
@ -427,17 +427,7 @@ namespace Assets
} }
} }
// HexRays spaghetti // HexRays spaghetti
else if (type != 4 else if (type != 4 && type != 9 && type != 16 && type != 18 && type != 11 && type != 14 && type != 10 && type != 17 && type != 22 && type != 23 && type != 0)
&& type != 9
&& type != 16
&& type != 18
&& type != 11
&& type != 14
&& type != 10
&& type != 17
&& type != 22
&& type != 23
&& type != 0)
{ {
switch (type) switch (type)
{ {
@ -457,7 +447,7 @@ namespace Assets
break; break;
case 12: case 12:
buffer->align(Utils::Stream::ALIGN_4); buffer->align(Utils::Stream::ALIGN_4);
Game::multiDef_s* destdef = buffer->dest<Game::multiDef_s>(); auto* destdef = buffer->dest<Game::multiDef_s>();
buffer->save(asset->multi); buffer->save(asset->multi);
for (int i = 0; i < 32; ++i) for (int i = 0; i < 32; ++i)
@ -500,7 +490,7 @@ namespace Assets
AssertSize(Game::itemDef_s, 380); AssertSize(Game::itemDef_s, 380);
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
Game::itemDef_s* dest = buffer->dest<Game::itemDef_s>(); auto* dest = buffer->dest<Game::itemDef_s>();
#ifdef WRITE_LOGS #ifdef WRITE_LOGS
if (asset->window.name) if (asset->window.name)
@ -587,7 +577,7 @@ namespace Assets
buffer->enterStruct("floatExpressions"); buffer->enterStruct("floatExpressions");
#endif #endif
Game::ItemFloatExpression* destExp = buffer->dest<Game::ItemFloatExpression>(); auto* destExp = buffer->dest<Game::ItemFloatExpression>();
buffer->saveArray(asset->floatExpressions, asset->floatExpressionCount); buffer->saveArray(asset->floatExpressions, asset->floatExpressionCount);
for (int i = 0; i < asset->floatExpressionCount; ++i) for (int i = 0; i < asset->floatExpressionCount; ++i)
@ -624,8 +614,8 @@ namespace Assets
#endif #endif
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
Game::menuDef_t* asset = header.menu; auto* asset = header.menu;
Game::menuDef_t* dest = buffer->dest<Game::menuDef_t>(); auto* dest = buffer->dest<Game::menuDef_t>();
buffer->save(asset); buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL); buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);