113 lines
2.7 KiB
C
113 lines
2.7 KiB
C
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#ifndef ASSET_H
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#define ASSET_H
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#include "animparts.h"
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#include "model.h"
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#include "material.h"
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#include "materialpixelshader.h"
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#include "materialtechset.h"
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#include "gfximage.h"
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#include "soundalias.h"
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#include "soundcurve.h"
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#include "loadedsound.h"
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#include "clipmap.h"
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#include "comworld.h"
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#include "gameworld.h"
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#include "mapent.h"
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#include "gfxworld.h"
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#include "gfxlightdef.h"
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#include "gfximage.h"
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#include "font.h"
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#include "menulist.h"
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#include "menudef.h"
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#include "localizeentry.h"
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#include "weapondef.h"
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#include "sounddriver.h"
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#include "effectdef.h"
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#include "effecttable.h"
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#include "rawfile.h"
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#include "stringtable.h"
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enum XAssetType : qint32
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{
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ASSET_TYPE_XMODELPIECES = 0x0,
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ASSET_TYPE_PHYSPRESET = 0x1,
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ASSET_TYPE_XANIMPARTS = 0x2,
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ASSET_TYPE_XMODEL = 0x3,
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ASSET_TYPE_MATERIAL = 0x4,
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ASSET_TYPE_PIXELSHADER = 0x5,
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ASSET_TYPE_TECHNIQUE_SET = 0x6,
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ASSET_TYPE_IMAGE = 0x7,
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ASSET_TYPE_SOUND = 0x8,
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ASSET_TYPE_SOUND_CURVE = 0x9,
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ASSET_TYPE_LOADED_SOUND = 0xA,
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ASSET_TYPE_CLIPMAP = 0xB,
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ASSET_TYPE_CLIPMAP_PVS = 0xC,
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ASSET_TYPE_COMWORLD = 0xD,
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ASSET_TYPE_GAMEWORLD_SP = 0xE,
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ASSET_TYPE_GAMEWORLD_MP = 0xF,
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ASSET_TYPE_MAP_ENTS = 0x10,
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ASSET_TYPE_GFXWORLD = 0x11,
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ASSET_TYPE_LIGHT_DEF = 0x12,
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ASSET_TYPE_UI_MAP = 0x13,
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ASSET_TYPE_FONT = 0x14,
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ASSET_TYPE_MENULIST = 0x15,
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ASSET_TYPE_MENU = 0x16,
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ASSET_TYPE_LOCALIZE_ENTRY = 0x17,
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ASSET_TYPE_WEAPON = 0x18,
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ASSET_TYPE_SNDDRIVER_GLOBALS = 0x19,
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ASSET_TYPE_FX = 0x1A,
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ASSET_TYPE_IMPACT_FX = 0x1B,
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ASSET_TYPE_AITYPE = 0x1C,
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ASSET_TYPE_MPTYPE = 0x1D,
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ASSET_TYPE_CHARACTER = 0x1E,
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ASSET_TYPE_XMODELALIAS = 0x1F,
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ASSET_TYPE_RAWFILE = 0x20,
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ASSET_TYPE_STRINGTABLE = 0x21,
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ASSET_TYPE_COUNT = 0x22,
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ASSET_TYPE_STRING = 0x22,
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ASSET_TYPE_ASSETLIST = 0x23,
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};
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union XAssetHeader
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{
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XModelPieces *xmodelPieces;
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PhysPreset *physPreset;
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XAnimParts *parts;
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Model *model;
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Material *material;
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MaterialPixelShader *pixelShader;
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MaterialVertexShader *vertexShader;
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MaterialTechSet *techniqueSet;
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GfxImage *image;
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SoundAliasList *sound;
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SoundCurve *sndCurve;
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LoadedSound *loadSnd;
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ClipMap *clipMap;
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ComWorld *comWorld;
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GameWorldSp *gameWorldSp;
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GameWorldMp *gameWorldMp;
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MapEnts *mapEnts;
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GfxWorld *gfxWorld;
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GfxLightDef *lightDef;
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GameFont *font;
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MenuList *menuList;
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MenuDef *menu;
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LocalizeEntry *localize;
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WeaponDef *weapon;
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SoundDriver *sndDriverGlobals;
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const EffectDef *fx;
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ImpactTable *impactFx;
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RawFile *rawfile;
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StringTable *stringTable;
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void *data;
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};
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struct XAsset
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{
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XAssetType type;
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XAssetHeader header;
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};
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#endif // ASSET_H
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