XPlor/libs/zonefile/PC/zonefile_cod4_pc.cpp

47 lines
1.5 KiB
C++

#include "zonefile_cod4_pc.h"
ZoneFile_COD4_PC::ZoneFile_COD4_PC()
: ZoneFile()
{
pSetType(0, ASSET_TYPE_XMODELPIECES);
pSetType(1, ASSET_TYPE_PHYSPRESET);
pSetType(2, ASSET_TYPE_XANIMPARTS);
pSetType(3, ASSET_TYPE_XMODEL);
pSetType(4, ASSET_TYPE_MATERIAL);
pSetType(5, ASSET_TYPE_TECHNIQUE_SET);
pSetType(6, ASSET_TYPE_IMAGE);
pSetType(7, ASSET_TYPE_PIXELSHADER);
pSetType(8, ASSET_TYPE_SOUND_CURVE);
pSetType(9, ASSET_TYPE_LOADED_SOUND);
pSetType(0xA, ASSET_TYPE_COL_MAP_MP);
pSetType(0xB, ASSET_TYPE_COL_MAP_SP);
pSetType(0xC, ASSET_TYPE_COM_MAP);
pSetType(0xD, ASSET_TYPE_GAME_MAP_SP);
pSetType(0xE, ASSET_TYPE_GAME_MAP_MP);
pSetType(0xF, ASSET_TYPE_MAP_ENTS);
pSetType(0x10, ASSET_TYPE_GFX_MAP);
pSetType(0x11, ASSET_TYPE_LIGHT_DEF);
pSetType(0x12, ASSET_TYPE_UI_MAP);
pSetType(0x13, ASSET_TYPE_FONT);
pSetType(0x14, ASSET_TYPE_MENULIST);
pSetType(0x15, ASSET_TYPE_MENU);
pSetType(0x16, ASSET_TYPE_LOCALIZE_ENTRY);
pSetType(0x17, ASSET_TYPE_WEAPON);
pSetType(0x18, ASSET_TYPE_SNDDRIVER_GLOBALS);
pSetType(0x19, ASSET_TYPE_IMPACT_FX);
pSetType(0x1A, ASSET_TYPE_AITYPE);
pSetType(0x1B, ASSET_TYPE_MPTYPE);
pSetType(0x1C, ASSET_TYPE_CHARACTER);
pSetType(0x1D, ASSET_TYPE_XMODELALIAS);
pSetType(0x1F, ASSET_TYPE_RAWFILE);
pSetType(0x20, ASSET_TYPE_STRINGTABLE);
}
ZoneFile_COD4_PC::~ZoneFile_COD4_PC() {
}
bool ZoneFile_COD4_PC::Load(const QByteArray aFileData) {
return ZoneFile::Load(aFileData);
}