#ifndef ASSETMAP_H
#define ASSETMAP_H

#include "animparts.h"
#include "model.h"
#include "material.h"
#include "materialpixelshader.h"
#include "materialtechset.h"
#include "gfximage.h"
#include "soundalias.h"
#include "soundcurve.h"
#include "loadedsound.h"
#include "clipmap.h"
#include "comworld.h"
#include "gameworld.h"
#include "mapent.h"
#include "gfxworld.h"
#include "gfxlightdef.h"
#include "gfximage.h"
#include "font.h"
#include "menulist.h"
#include "menudef.h"
#include "localizeentry.h"
#include "weapondef.h"
#include "sounddriver.h"
#include "effectdef.h"
#include "effecttable.h"
#include "rawfile.h"
#include "stringtable.h"

struct AssetMap {
    QVector<Animation> animations;
    QVector<Model> models;
    QVector<Material> materials;
    QVector<MaterialPixelShader> pixelShaders;
    QVector<MaterialTechSet> techSets;
    QVector<GfxWorld> gfxWorlds;
    QVector<GfxLightDef> gfxLightDefs;
    QVector<GfxImage> images;
    QVector<SoundAliasList> sounds;
    QVector<SoundCurve> soundCurves;
    QVector<LoadedSound> loadedSounds;
    QVector<ClipMap> clipMaps;
    QVector<ComWorld> comWorlds;
    QVector<GameWorldSp> gameWorldSPs;
    QVector<GameWorldMp> gameWorldMPs;
    QVector<MapEnts> mapEntities;
    QVector<GameFont> fonts;
    QVector<MenuList> menuLists;
    QVector<MenuDef> menuDefinitions;
    QVector<LocalizeEntry> localizeEntries;
    QVector<WeaponDef> weaponDefinitions;
    QVector<SoundDriver> soundDrivers;
    QVector<EffectDef> effectDefinitions;
    QVector<ImpactTable> impactTables;
    QVector<RawFile> rawFiles;
    QVector<StringTable> stringTables;
};

#endif // ASSETMAP_H
