[IWeapon] First working version of interface. Successfully writes and verifies usp_mp
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7167836964
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a2b90deefe
@ -6,6 +6,7 @@ namespace Assets
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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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{
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return;
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}
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void IWeapon::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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@ -45,35 +46,35 @@ namespace Assets
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// now load all sub-assets properly
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->killIcon);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpadIcon);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleCenter);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleSide);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->hudIcon);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->pickupIcon);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->ammoCounterIcon);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterial);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialLowRes);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMP);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMPLowRes);
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if (asset->killIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->killIcon);
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if (asset->dpadIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpadIcon);
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if (asset->weapDef->reticleCenter) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleCenter);
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if (asset->weapDef->reticleSide) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleSide);
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if (asset->weapDef->hudIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->hudIcon);
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if (asset->weapDef->pickupIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->pickupIcon);
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if (asset->weapDef->ammoCounterIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->ammoCounterIcon);
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if (asset->weapDef->overlayMaterial) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterial);
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if (asset->weapDef->overlayMaterialLowRes) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialLowRes);
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if (asset->weapDef->overlayMaterialEMP) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMP);
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if (asset->weapDef->overlayMaterialEMPLowRes) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMPLowRes);
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for (int i = 0; i < 16; i++)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->gunXModel[i]);
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if (asset->weapDef->gunXModel[i]) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->gunXModel[i]);
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}
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->handXModel);
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for (int i = 0; i < 16; i++)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldModel[i]);
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if (asset->weapDef->worldModel[i]) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldModel[i]);
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}
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldClipModel);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->rocketModel);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->knifeModel);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldKnifeModel);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->projectileModel);
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if (asset->weapDef->worldClipModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldClipModel);
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if (asset->weapDef->rocketModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->rocketModel);
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if (asset->weapDef->knifeModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->knifeModel);
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if (asset->weapDef->worldKnifeModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldKnifeModel);
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if (asset->weapDef->projectileModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->projectileModel);
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if (asset->weapDef->physCollmap)
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{
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@ -103,7 +104,10 @@ namespace Assets
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void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer)
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{
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AssertSize(Game::WeaponDef, 0x684);
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Game::WeaponDef* dest = buffer->dest<Game::WeaponDef>();
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buffer->save(def);
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if (def->szOverlayName)
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{
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@ -113,10 +117,16 @@ namespace Assets
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if (def->gunXModel)
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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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buffer->saveMax(16);
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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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{
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if (!def->gunXModel[i])
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{
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pointerTable[i] = NULL;
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continue;
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}
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pointerTable[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->gunXModel[i]).model;
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}
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Utils::Stream::ClearPointer(&dest->gunXModel);
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@ -131,7 +141,7 @@ namespace Assets
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{
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buffer->align(Utils::Stream::ALIGN_4);
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int* poinerTable = buffer->dest<int>();
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buffer->saveMax(37); // array of 37 string pointers
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buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
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for (int i = 0; i < 37; i++)
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{
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if (!def->szXAnimsRightHanded[i]) {
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@ -150,7 +160,7 @@ namespace Assets
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{
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buffer->align(Utils::Stream::ALIGN_4);
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int* poinerTable = buffer->dest<int>();
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buffer->saveMax(37); // array of 37 string pointers
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buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
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for (int i = 0; i < 37; i++)
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{
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if (!def->szXAnimsLeftHanded[i]) {
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@ -179,6 +189,8 @@ namespace Assets
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for (int i = 0; i < 16; i++) {
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builder->mapScriptString(&scriptStringTable[i]);
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}
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Utils::Stream::ClearPointer(&dest->notetrackSoundMapKeys);
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}
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if (def->notetrackSoundMapValues)
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@ -189,6 +201,8 @@ namespace Assets
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for (int i = 0; i < 16; i++) {
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builder->mapScriptString(&scriptStringTable[i]);
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}
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Utils::Stream::ClearPointer(&dest->notetrackSoundMapValues);
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}
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if (def->notetrackRumbleMapKeys)
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@ -199,6 +213,8 @@ namespace Assets
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for (int i = 0; i < 16; i++) {
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builder->mapScriptString(&scriptStringTable[i]);
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}
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Utils::Stream::ClearPointer(&dest->notetrackRumbleMapKeys);
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}
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if (def->notetrackRumbleMapValues)
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@ -209,23 +225,326 @@ namespace Assets
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for (int i = 0; i < 16; i++) {
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builder->mapScriptString(&scriptStringTable[i]);
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}
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Utils::Stream::ClearPointer(&dest->notetrackRumbleMapValues);
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}
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if (def->viewFlashEffect)
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// viewFlashEffect)
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// worldFlashEffect
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// This is compressed because I don't want to write the same piece of code 47 times
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// TODO: verify that this is saving the aliases correctly because the old code looks wrong and this looks right but the old code worked so go figure
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Game::snd_alias_list_t ** allSounds = &def->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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if (!allSounds[i]) continue;
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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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Utils::Stream::ClearPointer(&allSoundsDest[i]);
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}
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if (def->bounceSound)
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{
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// not implemented yet
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buffer->align(Utils::Stream::ALIGN_4);
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int* ptrs = buffer->dest<int>();
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buffer->saveMax(37 * sizeof(Game::snd_alias_list_t*));
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for (int i = 0; i < 37; i++)
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{
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if (!def->bounceSound[i])
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{
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ptrs[i] = 0;
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continue;
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}
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buffer->saveMax();
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buffer->saveString(def->bounceSound[i]->aliasName);
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}
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Utils::Stream::ClearPointer(&dest->bounceSound);
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}
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if (def->worldFlashEffect)
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// viewShellEjectEffect
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// worldShellEjectEffect
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// viewShellLastShotEjectEffect
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// worldShellLastShotEjectEffect
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if (def->reticleCenter)
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{
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// not implemented yet
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dest->reticleCenter = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->reticleCenter).material;
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}
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// etc. i'm bored so i'm going to work somewhere else for a bit
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if (def->reticleSide)
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{
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dest->reticleSide = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->reticleSide).material;
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}
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if (def->worldModel)
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{
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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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for (int i = 0; i < 16; i++)
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{
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if (!def->worldModel[i])
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{
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pointerTable[i] = NULL;
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continue;
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}
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pointerTable[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldModel[i]).model;
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}
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Utils::Stream::ClearPointer(&dest->worldModel);
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}
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if (def->worldClipModel)
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{
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dest->worldClipModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldClipModel).model;
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}
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if (def->rocketModel)
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{
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dest->rocketModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->rocketModel).model;
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}
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if (def->knifeModel)
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{
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dest->knifeModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->knifeModel).model;
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}
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if (def->worldKnifeModel)
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{
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dest->worldKnifeModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldKnifeModel).model;
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}
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if (def->hudIcon)
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{
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dest->hudIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->hudIcon).material;
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}
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if (def->pickupIcon)
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{
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dest->pickupIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->pickupIcon).material;
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}
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if (def->ammoCounterIcon)
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{
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dest->ammoCounterIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->ammoCounterIcon).material;
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}
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if (def->szAmmoName)
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{
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buffer->saveString(def->szAmmoName);
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Utils::Stream::ClearPointer(&dest->szAmmoName);
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}
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if (def->szClipName)
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{
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buffer->saveString(def->szClipName);
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Utils::Stream::ClearPointer(&dest->szClipName);
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}
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if (def->szSharedAmmoCapName)
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{
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buffer->saveString(def->szSharedAmmoCapName);
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Utils::Stream::ClearPointer(&dest->szSharedAmmoCapName);
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}
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if (def->overlayMaterial)
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{
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dest->overlayMaterial = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterial).material;
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}
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if (def->overlayMaterialLowRes)
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{
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dest->overlayMaterialLowRes = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialLowRes).material;
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}
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if (def->overlayMaterialEMP)
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{
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dest->overlayMaterialEMP = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialEMP).material;
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}
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if (def->overlayMaterialEMPLowRes)
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{
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dest->overlayMaterialEMPLowRes = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialEMPLowRes).material;
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}
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if (def->physCollmap)
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{
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dest->physCollmap = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, def->overlayMaterialEMPLowRes).physCollmap;
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}
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if (def->projectileModel)
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{
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dest->projectileModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->projectileModel).model;
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}
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// projExplosionEffect
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// projDudEffect
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if (def->projExplosionSound)
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{
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buffer->saveMax(4);
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buffer->saveString(def->projExplosionSound->aliasName);
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Utils::Stream::ClearPointer(&dest->projExplosionSound);
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}
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if (def->projDudSound)
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{
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buffer->saveMax(4);
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buffer->saveString(def->projDudSound->aliasName);
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Utils::Stream::ClearPointer(&dest->projDudSound);
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}
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if (def->parallelBounce)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(def->parallelBounce, 31);
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Utils::Stream::ClearPointer(&dest->parallelBounce);
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}
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if (def->perpendicularBounce)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(def->perpendicularBounce, 31);
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Utils::Stream::ClearPointer(&dest->perpendicularBounce);
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}
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// projTrailEffect
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// projBeaconEffect
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// projIgnitionEffect
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if (def->projIgnitionSound)
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{
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buffer->saveMax(4);
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buffer->saveString(def->projIgnitionSound->aliasName);
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Utils::Stream::ClearPointer(&dest->projIgnitionSound);
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}
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if (def->accuracyGraphName[0])
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{
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buffer->saveString(def->accuracyGraphName[0]);
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Utils::Stream::ClearPointer(&dest->accuracyGraphName[0]);
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}
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if (def->originalAccuracyGraphKnots[0])
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(def->originalAccuracyGraphKnots[0], def->originalAccuracyGraphKnotCount[0]);
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Utils::Stream::ClearPointer(&dest->originalAccuracyGraphKnots[0]);
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}
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if (def->accuracyGraphName[1])
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{
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buffer->saveString(def->accuracyGraphName[1]);
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Utils::Stream::ClearPointer(&dest->accuracyGraphName[1]);
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}
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if (def->originalAccuracyGraphKnots[1])
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(def->originalAccuracyGraphKnots[1], def->originalAccuracyGraphKnotCount[1]);
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Utils::Stream::ClearPointer(&dest->originalAccuracyGraphKnots[1]);
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}
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if (def->szUseHintString)
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{
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buffer->saveString(def->szUseHintString);
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Utils::Stream::ClearPointer(&dest->szUseHintString);
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}
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if (def->dropHintString)
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{
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buffer->saveString(def->dropHintString);
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Utils::Stream::ClearPointer(&dest->dropHintString);
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}
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if (def->szScript)
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{
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buffer->saveString(def->szScript);
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Utils::Stream::ClearPointer(&dest->szScript);
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}
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if (def->locationDamageMultipliers)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(def->locationDamageMultipliers, 20);
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Utils::Stream::ClearPointer(&dest->locationDamageMultipliers);
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}
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if (def->fireRumble)
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{
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buffer->saveString(def->fireRumble);
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Utils::Stream::ClearPointer(&dest->fireRumble);
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}
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if (def->meleeImpactRumble)
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{
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buffer->saveString(def->meleeImpactRumble);
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Utils::Stream::ClearPointer(&dest->meleeImpactRumble);
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}
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if (def->tracerType)
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{
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dest->tracerType = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TRACER, def->tracerType).tracerDef;
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}
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if (def->turretOverheatSound)
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{
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buffer->saveMax(4);
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buffer->saveString(def->turretOverheatSound->aliasName);
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Utils::Stream::ClearPointer(&dest->turretOverheatSound);
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}
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// turretOverheatEffect
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if (def->turretBarrelSpinRumble)
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{
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buffer->saveString(def->turretBarrelSpinRumble);
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Utils::Stream::ClearPointer(&dest->turretBarrelSpinRumble);
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}
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if (def->turretBarrelSpinMaxSnd)
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{
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buffer->saveMax(4);
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buffer->saveString(def->turretBarrelSpinMaxSnd->aliasName);
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Utils::Stream::ClearPointer(&dest->turretBarrelSpinMaxSnd);
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}
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (!def->turretBarrelSpinUpSnd[i]) continue;
|
||||
|
||||
buffer->saveMax(4);
|
||||
buffer->saveString(def->turretBarrelSpinUpSnd[i]->aliasName);
|
||||
Utils::Stream::ClearPointer(&dest->turretBarrelSpinUpSnd[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (!def->turretBarrelSpinDownSnd[i]) continue;
|
||||
|
||||
buffer->saveMax(4);
|
||||
buffer->saveString(def->turretBarrelSpinDownSnd[i]->aliasName);
|
||||
Utils::Stream::ClearPointer(&dest->turretBarrelSpinDownSnd[i]);
|
||||
}
|
||||
|
||||
if (def->missileConeSoundAlias)
|
||||
{
|
||||
buffer->saveMax(4);
|
||||
buffer->saveString(def->missileConeSoundAlias->aliasName);
|
||||
Utils::Stream::ClearPointer(&dest->missileConeSoundAlias);
|
||||
}
|
||||
|
||||
if (def->missileConeSoundAliasAtBase)
|
||||
{
|
||||
buffer->saveMax(4);
|
||||
buffer->saveString(def->missileConeSoundAliasAtBase->aliasName);
|
||||
Utils::Stream::ClearPointer(&dest->missileConeSoundAliasAtBase);
|
||||
}
|
||||
}
|
||||
|
||||
void IWeapon::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
|
||||
{
|
||||
AssertSize(Game::WeaponCompleteDef, 0x74);
|
||||
|
||||
Utils::Stream* buffer = builder->getBuffer();
|
||||
Game::WeaponCompleteDef* asset = header.weapon;
|
||||
Game::WeaponCompleteDef* dest = buffer->dest<Game::WeaponCompleteDef>();
|
||||
@ -253,18 +572,23 @@ namespace Assets
|
||||
Utils::Stream::ClearPointer(&dest->szDisplayName);
|
||||
}
|
||||
|
||||
if (asset->hideTags)
|
||||
{
|
||||
if (asset->hideTags)
|
||||
{
|
||||
buffer->align(Utils::Stream::ALIGN_2);
|
||||
buffer->save(asset->hideTags, 32);
|
||||
Utils::Stream::ClearPointer(&dest->hideTags);
|
||||
}
|
||||
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
|
||||
buffer->saveArray(asset->hideTags, 32);
|
||||
for (int i = 0; i < 32; i++) {
|
||||
builder->mapScriptString(&scriptStringTable[i]);
|
||||
}
|
||||
|
||||
Utils::Stream::ClearPointer(&dest->hideTags);
|
||||
}
|
||||
|
||||
if (asset->szXAnims)
|
||||
{
|
||||
buffer->align(Utils::Stream::ALIGN_4);
|
||||
int* poinerTable = buffer->dest<int>();
|
||||
buffer->saveMax(37); // array of 37 string pointers
|
||||
buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
|
||||
for (int i = 0; i < 37; i++)
|
||||
{
|
||||
if (!asset->szXAnims[i]) {
|
||||
@ -287,12 +611,12 @@ namespace Assets
|
||||
|
||||
if (asset->killIcon)
|
||||
{
|
||||
asset->killIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->killIcon).material;
|
||||
dest->killIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->killIcon).material;
|
||||
}
|
||||
|
||||
if (asset->dpadIcon)
|
||||
{
|
||||
asset->dpadIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->dpadIcon).material;
|
||||
dest->dpadIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->dpadIcon).material;
|
||||
}
|
||||
|
||||
if (asset->accuracyGraphKnots[0])
|
||||
|
Loading…
Reference in New Issue
Block a user