diff --git a/src/Components/Modules/AssetHandler.cpp b/src/Components/Modules/AssetHandler.cpp index a83c5b52..afc94802 100644 --- a/src/Components/Modules/AssetHandler.cpp +++ b/src/Components/Modules/AssetHandler.cpp @@ -13,9 +13,6 @@ namespace Components std::map AssetHandler::TemporaryAssets[Game::XAssetType::ASSET_TYPE_COUNT]; - static std::map techsMain; - static std::map techsSub; - void AssetHandler::RegisterInterface(IAsset* iAsset) { if (!iAsset) return; @@ -135,48 +132,6 @@ namespace Components } } -#if DEBUG - if (type == 9) - { - static Game::MaterialTechniqueSet* technique = nullptr; - - auto printTechset = [] (Game::MaterialTechniqueSet* technique, std::map* _map) - { - for (int i = 0; i < 48; i++) - { - if (technique->techniques[i]) - { - for (int j = 0; j < technique->techniques[i]->numPasses; j++) - { - Game::MaterialPass* pass = &technique->techniques[i]->passes[j]; - - for (int k = 0; k < (pass->argCount1 + pass->argCount2 + pass->argCount3); k++) - { - std::string name = fmt::sprintf("%s:%d.%d.%d_%d", technique->techniques[i]->name, i, j, k, pass->argumentDef[k].type); - - if (_map->find(name) != _map->end()) - { - OutputDebugStringA(name.data()); - } - - (*_map)[name] = pass->argumentDef[k].paramID; - } - } - } - } - }; - - if (FastFiles::Current() == "mp_rust_long") - { - printTechset(asset->materialTechset, &techsMain); - } - else - { - printTechset(asset->materialTechset, &techsSub); - } - } -#endif - if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && name == "wc/codo_ui_viewer_black_decal3"s) { asset->material->sortKey = 0xE; @@ -373,17 +328,6 @@ namespace Components Game::Sys_Error(25, reinterpret_cast(0x724428), Game::DB_GetXAssetTypeName(asset.first), asset.second.data()); } - for (auto main : techsMain) - { - if (techsSub.find(main.first) != techsSub.end() && main.second != techsSub[main.first]) - { - FILE* fp; - fopen_s(&fp, "stuff.txt", "a"); - fprintf(fp, "%s: %d %d\n", main.first.data(), main.second & 0xFFFF, techsSub[main.first] & 0xFFFF); - fclose(fp); - } - } - AssetHandler::EmptyAssets.clear(); } });