577 lines
17 KiB
C++
577 lines
17 KiB
C++
#include "STDInclude.hpp"
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namespace Components
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{
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std::string ZoneBuilder::TraceZone;
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std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::TraceAssets;
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ZoneBuilder::Zone::Zone(std::string name) : DataMap("zone_source/" + name + ".csv"), ZoneName(name), IndexStart(0), Branding { 0 },
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// Reserve 100MB by default.
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// That's totally fine, as the dedi doesn't load images and therefore doesn't need much memory.
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// That way we can be sure it won't need to reallocate memory.
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// Side note: if you need a fastfile larger than 100MB, you're doing it wrong-
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// Well, decompressed maps can get way larger than 100MB, so let's increase that.
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Buffer(0xC800000)
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{}
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ZoneBuilder::Zone::~Zone()
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{
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// Unload our fastfiles
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Game::XZoneInfo info;
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info.name = nullptr;
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info.allocFlags = 0;
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info.freeFlags = 0x01000000;
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Game::DB_LoadXAssets(&info, 1, true);
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AssetHandler::ClearTemporaryAssets();
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Localization::ClearTemp();
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ZoneBuilder::Zone::LoadedAssets.clear();
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ZoneBuilder::Zone::ScriptStrings.clear();
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ZoneBuilder::Zone::ScriptStringMap.clear();
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}
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Utils::Stream* ZoneBuilder::Zone::GetBuffer()
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{
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return &Buffer;
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}
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Utils::Memory::Allocator* ZoneBuilder::Zone::GetAllocator()
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{
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return &MemAllocator;
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}
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void ZoneBuilder::Zone::Zone::Build()
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{
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ZoneBuilder::Zone::LoadFastFiles();
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Logger::Print("Linking assets...\n");
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if (!ZoneBuilder::Zone::LoadAssets()) return;
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ZoneBuilder::Zone::AddBranding();
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Logger::Print("Saving...\n");
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ZoneBuilder::Zone::SaveData();
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Logger::Print("Compressing...\n");
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ZoneBuilder::Zone::WriteZone();
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}
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void ZoneBuilder::Zone::LoadFastFiles()
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{
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Logger::Print("Loading required FastFiles...\n");
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for (int i = 0; i < DataMap.GetRows(); ++i)
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{
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if (DataMap.GetElementAt(i, 0) == "require")
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{
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std::string fastfile = DataMap.GetElementAt(i, 1);
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if (!Game::DB_IsZoneLoaded(fastfile.data()))
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{
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Game::XZoneInfo info;
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info.name = fastfile.data();
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info.allocFlags = 0x01000000;
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info.freeFlags = 0;
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Game::DB_LoadXAssets(&info, 1, true);
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}
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else
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{
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Logger::Print("Zone '%s' already loaded\n", fastfile.data());
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}
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}
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}
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}
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bool ZoneBuilder::Zone::LoadAssets()
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{
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for (int i = 0; i < DataMap.GetRows(); ++i)
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{
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if (DataMap.GetElementAt(i, 0) != "require")
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{
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if (DataMap.GetColumns(i) > 2)
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{
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if (DataMap.GetElementAt(i, 0) == "localize")
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{
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std::string stringOverride = DataMap.GetElementAt(i, 2);
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Utils::String::Replace(stringOverride, "\\n", "\n");
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Localization::SetTemp(DataMap.GetElementAt(i, 1), stringOverride);
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}
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else
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{
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ZoneBuilder::Zone::RenameAsset(Game::DB_GetXAssetNameType(DataMap.GetElementAt(i, 0).data()), DataMap.GetElementAt(i, 1), DataMap.GetElementAt(i, 2));
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}
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}
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if (!ZoneBuilder::Zone::LoadAsset(DataMap.GetElementAt(i, 0), DataMap.GetElementAt(i, 1)))
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{
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return false;
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}
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}
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}
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return true;
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}
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bool ZoneBuilder::Zone::LoadAsset(Game::XAssetType type, std::string name)
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{
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return ZoneBuilder::Zone::LoadAsset(Game::DB_GetXAssetTypeName(type), name);
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}
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bool ZoneBuilder::Zone::LoadAsset(std::string typeName, std::string name)
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{
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Game::XAssetType type = Game::DB_GetXAssetNameType(typeName.data());
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if (ZoneBuilder::Zone::FindAsset(type, name) != -1) return true;
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if (type == Game::XAssetType::ASSET_TYPE_INVALID || type >= Game::XAssetType::ASSET_TYPE_COUNT)
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{
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Logger::Error("Error: Invalid asset type '%s'\n", typeName.data());
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return false;
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}
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Game::XAssetHeader assetHeader = AssetHandler::FindAssetForZone(type, name, this);
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if (!assetHeader.data)
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{
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Logger::Error("Error: Missing asset '%s' of type '%s'\n", name.data(), Game::DB_GetXAssetTypeName(type));
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return false;
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}
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Game::XAsset asset;
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asset.type = type;
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asset.header = assetHeader;
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// Handle script strings and referenced assets
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AssetHandler::ZoneMark(asset, this);
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ZoneBuilder::Zone::LoadedAssets.push_back(asset);
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return true;
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}
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int ZoneBuilder::Zone::FindAsset(Game::XAssetType type, std::string name)
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{
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for (unsigned int i = 0; i < ZoneBuilder::Zone::LoadedAssets.size(); ++i)
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{
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Game::XAsset* asset = &ZoneBuilder::Zone::LoadedAssets[i];
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if (asset->type != type) continue;
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const char* assetName = DB_GetXAssetName(asset);
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if (name == assetName)
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{
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return i;
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}
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}
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return -1;
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}
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Game::XAsset* ZoneBuilder::Zone::GetAsset(int index)
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{
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if ((uint32_t)index < ZoneBuilder::Zone::LoadedAssets.size())
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{
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return &ZoneBuilder::Zone::LoadedAssets[index];
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}
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return nullptr;
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}
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uint32_t ZoneBuilder::Zone::GetAssetOffset(int index)
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{
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Utils::Stream::Offset offset;
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offset.block = Game::XFILE_BLOCK_VIRTUAL;
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offset.offset = (ZoneBuilder::Zone::IndexStart + (index * sizeof(Game::XAsset)) + 4);
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return offset.GetPackedOffset();
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}
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Game::XAssetHeader ZoneBuilder::Zone::RequireAsset(Game::XAssetType type, const char* name)
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{
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Game::XAssetHeader header;
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Utils::Stream::ClearPointer(&header.data);
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int assetIndex = ZoneBuilder::Zone::FindAsset(type, name);
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if (assetIndex != -1)
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{
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header.data = reinterpret_cast<void*>(ZoneBuilder::Zone::GetAssetOffset(assetIndex));
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}
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else
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{
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Logger::Error("Missing required asset '%s' (%s). Export failed!", name, Game::DB_GetXAssetTypeName(type));
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}
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return header;
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}
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void ZoneBuilder::Zone::WriteZone()
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{
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FILETIME fileTime;
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GetSystemTimeAsFileTime(&fileTime);
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Game::XFileHeader header = { XFILE_MAGIC_UNSIGNED, XFILE_VERSION_IW4X, Game::XFileLanguage::XLANG_NONE, fileTime.dwHighDateTime, fileTime.dwLowDateTime };
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std::string outBuffer;
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outBuffer.append(reinterpret_cast<char*>(&header), sizeof(header));
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std::string zoneBuffer = ZoneBuilder::Zone::Buffer.ToBuffer();
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zoneBuffer = Utils::Compression::ZLib::Compress(zoneBuffer);
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outBuffer.append(zoneBuffer);
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std::string outFile = "zone/" + ZoneBuilder::Zone::ZoneName + ".ff";
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Utils::IO::WriteFile(outFile, outBuffer);
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Logger::Print("done.\n");
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Logger::Print("Zone '%s' written with %d assets\n", outFile.data(), ZoneBuilder::Zone::LoadedAssets.size());
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}
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void ZoneBuilder::Zone::SaveData()
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{
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// Add header
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Game::ZoneHeader zoneHeader = { 0 };
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zoneHeader.assetList.assetCount = ZoneBuilder::Zone::LoadedAssets.size();
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Utils::Stream::ClearPointer(&zoneHeader.assetList.assets);
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// Increment ScriptStrings count (for empty script string) if available
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if (!ZoneBuilder::Zone::ScriptStrings.empty())
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{
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zoneHeader.assetList.stringList.count = ZoneBuilder::Zone::ScriptStrings.size() + 1;
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Utils::Stream::ClearPointer(&zoneHeader.assetList.stringList.strings);
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}
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// Write header
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ZoneBuilder::Zone::Buffer.Save(&zoneHeader, sizeof(Game::ZoneHeader));
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ZoneBuilder::Zone::Buffer.PushBlock(Game::XFILE_BLOCK_VIRTUAL); // Push main stream onto the stream stack
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// Write ScriptStrings, if available
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if (!ZoneBuilder::Zone::ScriptStrings.empty())
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{
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ZoneBuilder::Zone::Buffer.SaveNull(4); // Empty script string?
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// This actually represents a NULL string, but as scriptString.
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// So scriptString loading for NULL scriptStrings from fastfile results in a NULL scriptString.
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// That's the reason why the count is incremented by 1, if scriptStrings are available.
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// Write ScriptString pointer table
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for (size_t i = 0; i < ZoneBuilder::Zone::ScriptStrings.size(); ++i)
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{
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ZoneBuilder::Zone::Buffer.SaveMax(4);
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}
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ZoneBuilder::Zone::Buffer.Align(Utils::Stream::ALIGN_4);
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// Write ScriptStrings
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for (auto ScriptString : ZoneBuilder::Zone::ScriptStrings)
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{
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ZoneBuilder::Zone::Buffer.SaveString(ScriptString.data());
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}
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}
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// Align buffer (4 bytes) to get correct offsets for pointers
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ZoneBuilder::Zone::Buffer.Align(Utils::Stream::ALIGN_4);
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ZoneBuilder::Zone::IndexStart = ZoneBuilder::Zone::Buffer.GetBlockSize(Game::XFILE_BLOCK_VIRTUAL); // Mark AssetTable offset
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// AssetTable
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for (auto asset : ZoneBuilder::Zone::LoadedAssets)
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{
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Game::XAsset entry = { asset.type, 0 };
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Utils::Stream::ClearPointer(&entry.header.data);
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ZoneBuilder::Zone::Buffer.Save(&entry);
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}
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// Assets
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for (auto asset : ZoneBuilder::Zone::LoadedAssets)
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{
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ZoneBuilder::Zone::Buffer.PushBlock(Game::XFILE_BLOCK_TEMP);
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ZoneBuilder::Zone::Buffer.Align(Utils::Stream::ALIGN_4);
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#ifdef DEBUG
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Components::Logger::Print("Saving (%s): %s\n", Game::DB_GetXAssetTypeName(asset.type), Game::DB_GetXAssetName(&asset));
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#endif
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ZoneBuilder::Zone::Store(asset.header);
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AssetHandler::ZoneSave(asset, this);
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ZoneBuilder::Zone::Buffer.PopBlock();
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}
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// Adapt header
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ZoneBuilder::Zone::Buffer.EnterCriticalSection();
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Game::XFile* header = reinterpret_cast<Game::XFile*>(ZoneBuilder::Zone::Buffer.Data());
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header->size = ZoneBuilder::Zone::Buffer.Length() - sizeof(Game::XFile); // Write correct data size
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header->externalSize = 0; // ?
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// Write stream sizes
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for (int i = 0; i < Game::MAX_XFILE_COUNT; ++i)
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{
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header->blockSize[i] = ZoneBuilder::Zone::Buffer.GetBlockSize(static_cast<Game::XFILE_BLOCK_TYPES>(i));
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}
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ZoneBuilder::Zone::Buffer.LeaveCriticalSection();
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ZoneBuilder::Zone::Buffer.PopBlock();
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}
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// Add branding asset
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void ZoneBuilder::Zone::AddBranding()
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{
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char* data = "FastFile built using IW4x ZoneTool!";
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ZoneBuilder::Zone::Branding = { ZoneBuilder::Zone::ZoneName.data(), (int)strlen(data), 0, data };
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if (ZoneBuilder::Zone::FindAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, ZoneBuilder::Zone::Branding.name) != -1)
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{
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Logger::Error("Unable to add branding. Asset '%s' already exists!", ZoneBuilder::Zone::Branding.name);
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}
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Game::XAssetHeader header = { &Branding };
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Game::XAsset brandingAsset = { Game::XAssetType::ASSET_TYPE_RAWFILE, header };
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ZoneBuilder::Zone::LoadedAssets.push_back(brandingAsset);
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}
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// Check if the given pointer has already been mapped
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bool ZoneBuilder::Zone::HasPointer(const void* pointer)
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{
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return (ZoneBuilder::Zone::PointerMap.find(pointer) != ZoneBuilder::Zone::PointerMap.end());
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}
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// Get stored offset for given file pointer
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uint32_t ZoneBuilder::Zone::SafeGetPointer(const void* pointer)
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{
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if (ZoneBuilder::Zone::HasPointer(pointer))
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{
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return ZoneBuilder::Zone::PointerMap[pointer];
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}
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return NULL;
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}
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void ZoneBuilder::Zone::StorePointer(const void* pointer)
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{
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ZoneBuilder::Zone::PointerMap[pointer] = ZoneBuilder::Zone::Buffer.GetPackedOffset();
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}
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int ZoneBuilder::Zone::AddScriptString(std::string str)
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{
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return ZoneBuilder::Zone::AddScriptString(Game::SL_GetString(str.data(), 0));
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}
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// Mark a scriptString for writing and map it.
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int ZoneBuilder::Zone::AddScriptString(unsigned short gameIndex)
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{
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// Handle NULL scriptStrings
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// Might optimize that later
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if (!gameIndex)
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{
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if (ZoneBuilder::Zone::ScriptStrings.empty())
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{
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ZoneBuilder::Zone::ScriptStrings.push_back("");
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}
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return 0;
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}
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std::string str = Game::SL_ConvertToString(gameIndex);
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int prev = ZoneBuilder::Zone::FindScriptString(str);
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if (prev > 0)
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{
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ZoneBuilder::Zone::ScriptStringMap[gameIndex] = prev;
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return prev;
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}
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ZoneBuilder::Zone::ScriptStrings.push_back(str);
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ZoneBuilder::Zone::ScriptStringMap[gameIndex] = ZoneBuilder::Zone::ScriptStrings.size();
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return ZoneBuilder::Zone::ScriptStrings.size();
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}
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// Find a local scriptString
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int ZoneBuilder::Zone::FindScriptString(std::string str)
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{
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for (unsigned int i = 0; i < ZoneBuilder::Zone::ScriptStrings.size(); ++i)
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{
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if (ZoneBuilder::Zone::ScriptStrings[i] == str)
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{
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return (i + 1);
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}
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}
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return -1;
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}
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// Remap a scriptString to it's corresponding value in the local scriptString table.
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void ZoneBuilder::Zone::MapScriptString(unsigned short* gameIndex)
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{
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*gameIndex = 0xFFFF & ZoneBuilder::Zone::ScriptStringMap[*gameIndex];
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}
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// Store a new name for a given asset
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void ZoneBuilder::Zone::RenameAsset(Game::XAssetType type, std::string asset, std::string newName)
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{
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if (type < Game::XAssetType::ASSET_TYPE_COUNT)
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{
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ZoneBuilder::Zone::RenameMap[type][asset] = newName;
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}
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}
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// Return the new name for a given asset
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std::string ZoneBuilder::Zone::GetAssetName(Game::XAssetType type, std::string asset)
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{
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if (type < Game::XAssetType::ASSET_TYPE_COUNT)
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{
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if (ZoneBuilder::Zone::RenameMap[type].find(asset) != ZoneBuilder::Zone::RenameMap[type].end())
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{
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return ZoneBuilder::Zone::RenameMap[type][asset];
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}
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}
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return asset;
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}
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void ZoneBuilder::Zone::Store(Game::XAssetHeader header)
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{
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if (!ZoneBuilder::Zone::HasPointer(header.data)) // We should never have to restore a pointer, so this expression should always resolve into false
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{
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ZoneBuilder::Zone::StorePointer(header.data);
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}
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}
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bool ZoneBuilder::IsEnabled()
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{
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return (Flags::HasFlag("zonebuilder") && !Dedicated::IsEnabled());
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}
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void ZoneBuilder::BeginAssetTrace(std::string zone)
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{
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ZoneBuilder::TraceZone = zone;
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}
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std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::EndAssetTrace()
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{
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ZoneBuilder::TraceZone.clear();
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std::vector<std::pair<Game::XAssetType, std::string>> AssetTrace;
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Utils::Merge(&AssetTrace, ZoneBuilder::TraceAssets);
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ZoneBuilder::TraceAssets.clear();
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return AssetTrace;
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}
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ZoneBuilder::ZoneBuilder()
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{
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Assert_Size(Game::XFileHeader, 21);
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Assert_Size(Game::XFile, 40);
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static_assert(Game::MAX_XFILE_COUNT == 8, "XFile block enum is invalid!");
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ZoneBuilder::EndAssetTrace();
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if (ZoneBuilder::IsEnabled())
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{
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// Prevent loading textures (preserves loaddef)
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Utils::Hook::Set<BYTE>(0x51F4E0, 0xC3);
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//r_loadForrenderer = 0
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Utils::Hook::Set<BYTE>(0x519DDF, 0);
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//r_delayloadimage retn
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Utils::Hook::Set<BYTE>(0x51F450, 0xC3);
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// r_registerDvars hack
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Utils::Hook::Set<BYTE>(0x51B1CD, 0xC3);
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// Prevent destroying textures
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Utils::Hook::Set<BYTE>(0x51F03D, 0xEB);
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// Don't create default assets
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Utils::Hook::Set<BYTE>(0x407BAA, 0xEB);
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// Don't display errors when assets are missing (we might manually build those)
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Utils::Hook::Nop(0x5BB3F2, 5);
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Utils::Hook::Nop(0x5BB422, 5);
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Utils::Hook::Nop(0x5BB43A, 5);
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// Increase asset pools
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Game::ReallocateAssetPool(Game::XAssetType::ASSET_TYPE_MAP_ENTS, 10);
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// hunk size (was 300 MiB)
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Utils::Hook::Set<DWORD>(0x64A029, 0x38400000); // 900 MiB
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Utils::Hook::Set<DWORD>(0x64A057, 0x38400000);
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AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader /*asset*/, std::string name, bool* /*restrict*/)
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{
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if (!ZoneBuilder::TraceZone.empty() && ZoneBuilder::TraceZone == FastFiles::Current())
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{
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ZoneBuilder::TraceAssets.push_back({ type, name });
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}
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});
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Command::Add("verifyzone", [] (Command::Params params)
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{
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if (params.Length() < 2) return;
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static std::string zone = params[1];
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ZoneBuilder::BeginAssetTrace(zone);
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Game::XZoneInfo info;
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info.name = zone.data();
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info.allocFlags = 0x01000000;
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info.freeFlags = 0;
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Logger::Print("Loading zone '%s'...\n", zone.data());
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Game::DB_LoadXAssets(&info, 1, true);
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AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, zone.data()); // Lock until zone is loaded
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auto assets = ZoneBuilder::EndAssetTrace();
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Logger::Print("Unloading zone '%s'...\n", zone.data());
|
|
info.freeFlags = 0x01000000;
|
|
info.allocFlags = 0;
|
|
info.name = nullptr;
|
|
|
|
Game::DB_LoadXAssets(&info, 1, true);
|
|
AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_RAWFILE, "default"); // Lock until zone is unloaded
|
|
|
|
Logger::Print("Zone '%s' loaded with %d assets:\n", zone.data(), assets.size());
|
|
|
|
int count = 0;
|
|
for (auto i = assets.begin(); i != assets.end(); ++i, ++count)
|
|
{
|
|
Logger::Print(" %d: %s: %s\n", count, Game::DB_GetXAssetTypeName(i->first), i->second.data());
|
|
}
|
|
|
|
Logger::Print("\n");
|
|
});
|
|
|
|
Command::Add("buildzone", [] (Command::Params params)
|
|
{
|
|
if (params.Length() < 2) return;
|
|
|
|
std::string zoneName = params[1];
|
|
Logger::Print("Building zone '%s'...\n", zoneName.data());
|
|
|
|
Zone(zoneName).Build();
|
|
});
|
|
|
|
Command::Add("listassets", [] (Command::Params params)
|
|
{
|
|
if (params.Length() < 2) return;
|
|
Game::XAssetType type = Game::DB_GetXAssetNameType(params[1]);
|
|
|
|
if (type != Game::XAssetType::ASSET_TYPE_INVALID)
|
|
{
|
|
Game::DB_EnumXAssets(type, [] (Game::XAssetHeader header, void* data)
|
|
{
|
|
Game::XAsset asset = { *reinterpret_cast<Game::XAssetType*>(data), header };
|
|
Logger::Print("%s\n", Game::DB_GetXAssetName(&asset));
|
|
}, &type, false);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
}
|