Extract asset modifications
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76b9d5a475
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@ -115,6 +115,22 @@ namespace Components
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}
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}
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void AssetHandler::ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, std::string name)
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{
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if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && name == "wc/codo_ui_viewer_black_decal3")
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{
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asset.material->sortKey = 0xE;
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}
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#ifdef DEBUG
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// This is bad! We still want to see red-fxs in release mode
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if (type == Game::XAssetType::ASSET_TYPE_XMODEL && name == "void")
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{
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asset.model->numLods = 0;
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}
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#endif
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}
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bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader *asset)
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{
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const char* name = Game::DB_GetXAssetNameHandlers[type](asset);
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@ -132,19 +148,6 @@ namespace Components
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}
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}
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if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && name == "wc/codo_ui_viewer_black_decal3"s)
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{
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asset->material->sortKey = 0xE;
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}
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#ifdef DEBUG
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// This is bad! We still want to see red-fxs in release mode
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if (type == Game::XAssetType::ASSET_TYPE_XMODEL && name == "void"s)
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{
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asset->model->numLods = 0;
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}
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#endif
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if (Flags::HasFlag("entries"))
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{
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OutputDebugStringA(Utils::String::VA("%s: %d: %s\n", FastFiles::Current().data(), type, name));
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@ -153,6 +156,11 @@ namespace Components
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bool restrict = false;
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AssetHandler::RestrictSignal(type, *asset, name, &restrict);
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if (!restrict)
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{
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AssetHandler::ModifyAsset(type, *asset, name);
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}
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// If no slot restricts the loading, we can load the asset
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return (!restrict);
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}
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@ -67,6 +67,8 @@ namespace Components
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static void StoreEmptyAsset(Game::XAssetType type, const char* name);
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static void StoreEmptyAssetStub();
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static void ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, std::string name);
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};
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}
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