Quick fixup to allow IW4OF to handle CODO structs (ultimately some of those fixes should be moved to Zones.cpp)
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@ -1267,8 +1267,36 @@ namespace Components
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if (!ZoneBuilder::DumpingZone.empty())
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{
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Utils::Memory::Allocator assetReallocator{}; // Needed to translate some assets from CODO for instance
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// IW4OF only supports gameworldMP for now, fortunately the types are very similar
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if (type == Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP && asset.gameWorldSp)
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{
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type = Game::XAssetType::ASSET_TYPE_GAMEWORLD_MP;
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auto* newWorldMp = assetReallocator.allocate<Game::GameWorldMp>();
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newWorldMp->name = asset.gameWorldSp->name;
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newWorldMp->g_glassData = asset.gameWorldSp->g_glassData;
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asset.gameWorldMp = newWorldMp;
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}
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if (ExporterAPI.is_type_supported(type) && name[0] != ',')
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{
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if (type == Game::XAssetType::ASSET_TYPE_IMAGE)
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{
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if (asset.image->category == Game::ImageCategory::IMG_CATEGORY_UNKNOWN)
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{
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asset.image->category = Game::ImageCategory::IMG_CATEGORY_LOAD_FROM_FILE;
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}
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}
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if (type == Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET && asset.techniqueSet)
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{
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// fix for garbage PTRs hanging out in iw4 memory
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asset.techniqueSet->remappedTechniqueSet = nullptr;
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}
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ExporterAPI.write(type, asset.data);
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Components::Logger::Print(".");
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}
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@ -2766,6 +2766,23 @@ namespace Game
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int max_stream_channels;
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};
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struct SndStartAliasInfo
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{
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snd_alias_t* alias0;
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snd_alias_t* alias1;
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float lerp;
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SndEntHandle sndEnt;
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float org[3];
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float volume;
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float pitch;
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int timeshift;
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float fraction;
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int startDelay;
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bool master;
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float timescaleLerp;
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snd_alias_system_t system;
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};
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struct Poly
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{
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float(*pts)[3];
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@ -10994,7 +11011,7 @@ namespace Game
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volatile int firstFreeSparkFountain;
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volatile int firstFreeSparkFountainCluster;
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volatile int deferredElemCount;
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volatile int activeElemCount;
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int activeElemCount;
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volatile int activeTrailElemCount;
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volatile int activeTrailCount;
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volatile int activeBoltCount;
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