CGameArea: Simplify allocation handling

Eliminates manual new/delete and also makes the lifecycle of allocations
enforced within the interface.
This commit is contained in:
Lioncash 2020-06-12 11:39:00 -04:00
parent 674ae65e56
commit 12ccb2fbd4
8 changed files with 85 additions and 83 deletions

View File

@ -18,9 +18,6 @@ CGameArea::CGameArea(CResourceEntry *pEntry /*= 0*/)
CGameArea::~CGameArea()
{
ClearTerrain();
for (uint32 iSCLY = 0; iSCLY < mScriptLayers.size(); iSCLY++)
delete mScriptLayers[iSCLY];
}
std::unique_ptr<CDependencyTree> CGameArea::BuildDependencyTree() const
@ -52,18 +49,19 @@ std::unique_ptr<CDependencyTree> CGameArea::BuildDependencyTree() const
for (uint32 iLayer = 0; iLayer < mScriptLayers.size(); iLayer++)
{
const std::vector<CAssetID>& rkExtras = (mExtraLayerDeps.size() > iLayer ? mExtraLayerDeps[iLayer] : DummyDeps);
pTree->AddScriptLayer(mScriptLayers[iLayer], rkExtras);
pTree->AddScriptLayer(mScriptLayers[iLayer].get(), rkExtras);
}
return pTree;
}
void CGameArea::AddWorldModel(CModel *pModel)
void CGameArea::AddWorldModel(std::unique_ptr<CModel>&& pModel)
{
mWorldModels.push_back(pModel);
mVertexCount += pModel->GetVertexCount();
mTriangleCount += pModel->GetTriangleCount();
mAABox.ExpandBounds(pModel->AABox());
mWorldModels.push_back(std::move(pModel));
}
void CGameArea::MergeTerrain()
@ -73,7 +71,7 @@ void CGameArea::MergeTerrain()
// Nothing really complicated here - iterate through every terrain submesh, add each to a static model
for (uint32 iMdl = 0; iMdl < mWorldModels.size(); iMdl++)
{
CModel *pMdl = mWorldModels[iMdl];
auto& pMdl = mWorldModels[iMdl];
uint32 SubmeshCount = pMdl->GetSurfaceCount();
for (uint32 iSurf = 0; iSurf < SubmeshCount; iSurf++)
@ -82,7 +80,7 @@ void CGameArea::MergeTerrain()
CMaterial *pMat = mpMaterialSet->MaterialByIndex(pSurf->MaterialID, false);
bool NewMat = true;
for (std::vector<CStaticModel*>::iterator it = mStaticWorldModels.begin(); it != mStaticWorldModels.end(); it++)
for (auto it = mStaticWorldModels.begin(); it != mStaticWorldModels.end(); it++)
{
if ((*it)->GetMaterial() == pMat)
{
@ -91,10 +89,10 @@ void CGameArea::MergeTerrain()
// (particularly with multi-layered transparent meshes)
// so we need to at least try to maintain it.
// This is maybe not the most efficient way to do this, but it works.
CStaticModel *pStatic = *it;
auto pStatic = std::move(*it);
pStatic->AddSurface(pSurf);
mStaticWorldModels.erase(it);
mStaticWorldModels.push_back(pStatic);
mStaticWorldModels.push_back(std::move(pStatic));
NewMat = false;
break;
}
@ -102,9 +100,9 @@ void CGameArea::MergeTerrain()
if (NewMat)
{
CStaticModel *pStatic = new CStaticModel(pMat);
auto pStatic = std::make_unique<CStaticModel>(pMat);
pStatic->AddSurface(pSurf);
mStaticWorldModels.push_back(pStatic);
mStaticWorldModels.push_back(std::move(pStatic));
}
}
}
@ -112,15 +110,11 @@ void CGameArea::MergeTerrain()
void CGameArea::ClearTerrain()
{
for (uint32 iModel = 0; iModel < mWorldModels.size(); iModel++)
delete mWorldModels[iModel];
mWorldModels.clear();
for (uint32 iStatic = 0; iStatic < mStaticWorldModels.size(); iStatic++)
delete mStaticWorldModels[iStatic];
mStaticWorldModels.clear();
if (mpMaterialSet) delete mpMaterialSet;
if (mpMaterialSet)
delete mpMaterialSet;
mVertexCount = 0;
mTriangleCount = 0;
@ -130,8 +124,6 @@ void CGameArea::ClearTerrain()
void CGameArea::ClearScriptLayers()
{
for (auto it = mScriptLayers.begin(); it != mScriptLayers.end(); it++)
delete *it;
mScriptLayers.clear();
}

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@ -12,7 +12,9 @@
#include <Common/Math/CQuaternion.h>
#include <Common/Math/CTransform4f.h>
#include <memory>
#include <unordered_map>
#include <vector>
class CScriptLayer;
class CScriptObject;
@ -45,10 +47,10 @@ class CGameArea : public CResource
// Geometry
CMaterialSet *mpMaterialSet;
std::vector<CModel*> mWorldModels; // TerrainModels is the original version of each model; this is currently mainly used in the POI map editor
std::vector<CStaticModel*> mStaticWorldModels; // StaticTerrainModels is the merged terrain for faster rendering in the world editor
std::vector<std::unique_ptr<CModel>> mWorldModels; // TerrainModels is the original version of each model; this is currently mainly used in the POI map editor
std::vector<std::unique_ptr<CStaticModel>> mStaticWorldModels; // StaticTerrainModels is the merged terrain for faster rendering in the world editor
// Script
std::vector<CScriptLayer*> mScriptLayers;
std::vector<std::unique_ptr<CScriptLayer>> mScriptLayers;
std::unordered_map<uint32, CScriptObject*> mObjectMap;
// Collision
std::unique_ptr<CCollisionMeshGroup> mpCollision;
@ -69,7 +71,7 @@ public:
~CGameArea();
std::unique_ptr<CDependencyTree> BuildDependencyTree() const override;
void AddWorldModel(CModel *pModel);
void AddWorldModel(std::unique_ptr<CModel>&& pModel);
void MergeTerrain();
void ClearTerrain();
void ClearScriptLayers();
@ -91,11 +93,11 @@ public:
CMaterialSet* Materials() const { return mpMaterialSet; }
uint32 NumWorldModels() const { return mWorldModels.size(); }
uint32 NumStaticModels() const { return mStaticWorldModels.size(); }
CModel* TerrainModel(uint32 iMdl) const { return mWorldModels[iMdl]; }
CStaticModel* StaticModel(uint32 iMdl) const { return mStaticWorldModels[iMdl]; }
CModel* TerrainModel(uint32 iMdl) const { return mWorldModels[iMdl].get(); }
CStaticModel* StaticModel(uint32 iMdl) const { return mStaticWorldModels[iMdl].get(); }
CCollisionMeshGroup* Collision() const { return mpCollision.get(); }
uint32 NumScriptLayers() const { return mScriptLayers.size(); }
CScriptLayer* ScriptLayer(uint32 Index) const { return mScriptLayers[Index]; }
CScriptLayer* ScriptLayer(uint32 Index) const { return mScriptLayers[Index].get(); }
uint32 NumLightLayers() const { return mLightLayers.size(); }
uint32 NumLights(uint32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
CLight* Light(uint32 LayerIndex, uint32 LightIndex) { return &mLightLayers[LayerIndex][LightIndex]; }

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@ -191,7 +191,7 @@ void CAreaCooker::WritePrimeSCLY(IOutputStream& rOut)
for (uint32 LayerIdx = 0; LayerIdx < NumLayers; LayerIdx++)
{
uint32 LayerStart = rOut.Tell();
ScriptCooker.WriteLayer(rOut, mpArea->mScriptLayers[LayerIdx]);
ScriptCooker.WriteLayer(rOut, mpArea->mScriptLayers[LayerIdx].get());
// Pad the layer to 32 bytes
uint32 LayerSize = rOut.Tell() - LayerStart;
@ -233,7 +233,7 @@ void CAreaCooker::WriteEchoesSCLY(IOutputStream& rOut)
rOut.WriteFourCC( FOURCC('SCLY') );
rOut.WriteByte(1);
rOut.WriteLong(LayerIdx);
ScriptCooker.WriteLayer(rOut, mpArea->mScriptLayers[LayerIdx]);
ScriptCooker.WriteLayer(rOut, mpArea->mScriptLayers[LayerIdx].get());
FinishSection(true);
}

View File

@ -75,20 +75,18 @@ void CAreaLoader::ReadGeometryPrime()
mpSectionMgr->ToNextSection();
// Geometry
std::vector<CModel*> FileModels;
std::vector<std::unique_ptr<CModel>> FileModels;
for (uint32 iMesh = 0; iMesh < mNumMeshes; iMesh++)
{
CModel *pModel = CModelLoader::LoadWorldModel(*mpMREA, *mpSectionMgr, *mpArea->mpMaterialSet, mVersion);
FileModels.push_back(pModel);
if (mVersion <= EGame::Prime)
mpArea->AddWorldModel(pModel);
// For Echoes+, load surface mesh IDs, then skip to the start of the next mesh
else
{
uint16 NumSurfaces = mpMREA->ReadShort();
mpArea->AddWorldModel(CModelLoader::LoadWorldModel(*mpMREA, *mpSectionMgr, *mpArea->mpMaterialSet, mVersion));
}
else // For Echoes+, load surface mesh IDs, then skip to the start of the next mesh
{
auto& pModel = FileModels.emplace_back(CModelLoader::LoadWorldModel(*mpMREA, *mpSectionMgr, *mpArea->mpMaterialSet, mVersion));
const uint16 NumSurfaces = mpMREA->ReadShort();
for (uint32 iSurf = 0; iSurf < NumSurfaces; iSurf++)
{
@ -104,11 +102,11 @@ void CAreaLoader::ReadGeometryPrime()
// Split meshes
if (mVersion >= EGame::EchoesDemo)
{
std::vector<CModel*> SplitModels;
std::vector<std::unique_ptr<CModel>> SplitModels;
CModelLoader::BuildWorldMeshes(FileModels, SplitModels, true);
for (uint32 iMdl = 0; iMdl < SplitModels.size(); iMdl++)
mpArea->AddWorldModel(SplitModels[iMdl]);
for (auto& model : SplitModels)
mpArea->AddWorldModel(std::move(model));
}
mpArea->MergeTerrain();
@ -144,7 +142,7 @@ void CAreaLoader::ReadSCLYPrime()
}
// SCGN
CScriptLayer *pGenLayer = nullptr;
std::unique_ptr<CScriptLayer> pGenLayer;
if (mVersion >= EGame::EchoesDemo)
{
@ -152,8 +150,9 @@ void CAreaLoader::ReadSCLYPrime()
CFourCC SCGN = mpMREA->ReadFourCC();
if (SCGN != FOURCC('SCGN'))
{
errorf("%s [0x%X]: Invalid SCGN magic: %s", *mpMREA->GetSourceString(), mpMREA->Tell() - 4, *SCGN.ToString());
}
else
{
mpMREA->Seek(0x1, SEEK_CUR);
@ -161,8 +160,7 @@ void CAreaLoader::ReadSCLYPrime()
}
}
SetUpObjects(pGenLayer);
delete pGenLayer;
SetUpObjects(pGenLayer.get());
}
void CAreaLoader::ReadLightsPrime()
@ -316,9 +314,8 @@ void CAreaLoader::ReadSCLYEchoes()
}
mpMREA->Seek(0x1, SEEK_CUR); // Skipping unknown
CScriptLayer *pGeneratedLayer = CScriptLoader::LoadLayer(*mpMREA, mpArea, mVersion);
SetUpObjects(pGeneratedLayer);
delete pGeneratedLayer;
const auto pGeneratedLayer = CScriptLoader::LoadLayer(*mpMREA, mpArea, mVersion);
SetUpObjects(pGeneratedLayer.get());
}
// ************ CORRUPTION ************
@ -381,14 +378,13 @@ void CAreaLoader::ReadGeometryCorruption()
mpSectionMgr->ToNextSection();
// Geometry
std::vector<CModel*> FileModels;
std::vector<std::unique_ptr<CModel>> FileModels;
uint32 CurWOBJSection = 1;
uint32 CurGPUSection = mGPUBlockNum;
for (uint32 iMesh = 0; iMesh < mNumMeshes; iMesh++)
{
CModel *pWorldModel = CModelLoader::LoadCorruptionWorldModel(*mpMREA, *mpSectionMgr, *mpArea->mpMaterialSet, CurWOBJSection, CurGPUSection, mVersion);
FileModels.push_back(pWorldModel);
auto& pWorldModel = FileModels.emplace_back(CModelLoader::LoadCorruptionWorldModel(*mpMREA, *mpSectionMgr, *mpArea->mpMaterialSet, CurWOBJSection, CurGPUSection, mVersion));
CurWOBJSection += 4;
CurGPUSection = mpSectionMgr->CurrentSection();
@ -404,11 +400,11 @@ void CAreaLoader::ReadGeometryCorruption()
}
}
std::vector<CModel*> SplitModels;
std::vector<std::unique_ptr<CModel>> SplitModels;
CModelLoader::BuildWorldMeshes(FileModels, SplitModels, true);
for (uint32 iMdl = 0; iMdl < SplitModels.size(); iMdl++)
mpArea->AddWorldModel(SplitModels[iMdl]);
for (auto& model : SplitModels)
mpArea->AddWorldModel(std::move(model));
mpArea->MergeTerrain();
}
@ -648,7 +644,7 @@ void CAreaLoader::SetUpObjects(CScriptLayer *pGenLayer)
// Create instance map
for (uint32 LayerIdx = 0; LayerIdx < mpArea->NumScriptLayers(); LayerIdx++)
{
CScriptLayer *pLayer = mpArea->mScriptLayers[LayerIdx];
auto& pLayer = mpArea->mScriptLayers[LayerIdx];
for (uint32 InstIdx = 0; InstIdx < pLayer->NumInstances(); InstIdx++)
{

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@ -494,7 +494,7 @@ std::unique_ptr<CModel> CModelLoader::LoadCMDL(IInputStream& rCMDL, CResourceEnt
return pModel;
}
CModel* CModelLoader::LoadWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockMgr, CMaterialSet& rMatSet, EGame Version)
std::unique_ptr<CModel> CModelLoader::LoadWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockMgr, CMaterialSet& rMatSet, EGame Version)
{
CModelLoader Loader;
Loader.mpSectionMgr = &rBlockMgr;
@ -508,7 +508,7 @@ CModel* CModelLoader::LoadWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockM
Loader.LoadAttribArrays(rMREA);
Loader.LoadSurfaceOffsets(rMREA);
CModel *pModel = new CModel();
auto pModel = std::make_unique<CModel>();
pModel->mMaterialSets.resize(1);
pModel->mMaterialSets[0] = &rMatSet;
pModel->mHasOwnMaterials = false;
@ -527,7 +527,7 @@ CModel* CModelLoader::LoadWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockM
return pModel;
}
CModel* CModelLoader::LoadCorruptionWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockMgr, CMaterialSet& rMatSet, uint32 HeaderSecNum, uint32 GPUSecNum, EGame Version)
std::unique_ptr<CModel> CModelLoader::LoadCorruptionWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockMgr, CMaterialSet& rMatSet, uint32 HeaderSecNum, uint32 GPUSecNum, EGame Version)
{
CModelLoader Loader;
Loader.mpSectionMgr = &rBlockMgr;
@ -535,7 +535,8 @@ CModel* CModelLoader::LoadCorruptionWorldModel(IInputStream& rMREA, CSectionMgrI
Loader.mFlags = EModelLoaderFlag::HalfPrecisionNormals;
Loader.mMaterials.resize(1);
Loader.mMaterials[0] = &rMatSet;
if (Version == EGame::DKCReturns) Loader.mFlags |= EModelLoaderFlag::LightmapUVs;
if (Version == EGame::DKCReturns)
Loader.mFlags |= EModelLoaderFlag::LightmapUVs;
// Corruption/DKCR MREAs split the mesh header and surface offsets away from the actual geometry data so I need two section numbers to read it
rBlockMgr.ToSection(HeaderSecNum);
@ -544,7 +545,7 @@ CModel* CModelLoader::LoadCorruptionWorldModel(IInputStream& rMREA, CSectionMgrI
rBlockMgr.ToSection(GPUSecNum);
Loader.LoadAttribArrays(rMREA);
CModel *pModel = new CModel();
auto pModel = std::make_unique<CModel>();
pModel->mMaterialSets.resize(1);
pModel->mMaterialSets[0] = &rMatSet;
pModel->mHasOwnMaterials = false;
@ -563,14 +564,14 @@ CModel* CModelLoader::LoadCorruptionWorldModel(IInputStream& rMREA, CSectionMgrI
return pModel;
}
void CModelLoader::BuildWorldMeshes(const std::vector<CModel*>& rkIn, std::vector<CModel*>& rOut, bool DeleteInputModels)
void CModelLoader::BuildWorldMeshes(std::vector<std::unique_ptr<CModel>>& rkIn, std::vector<std::unique_ptr<CModel>>& rOut, bool DeleteInputModels)
{
// This function takes the gigantic models with all surfaces combined from MP2/3/DKCR and splits the surfaces to reform the original uncombined meshes.
std::map<uint32, CModel*> OutputMap;
for (uint32 iMdl = 0; iMdl < rkIn.size(); iMdl++)
{
CModel *pModel = rkIn[iMdl];
auto& pModel = rkIn[iMdl];
pModel->mHasOwnSurfaces = false;
pModel->mHasOwnMaterials = false;
@ -583,7 +584,7 @@ void CModelLoader::BuildWorldMeshes(const std::vector<CModel*>& rkIn, std::vecto
// No model for this ID; create one!
if (Iter == OutputMap.end())
{
CModel *pOutMdl = new CModel();
auto pOutMdl = std::make_unique<CModel>();
pOutMdl->mMaterialSets.resize(1);
pOutMdl->mMaterialSets[0] = pModel->mMaterialSets[0];
pOutMdl->mHasOwnMaterials = false;
@ -593,12 +594,10 @@ void CModelLoader::BuildWorldMeshes(const std::vector<CModel*>& rkIn, std::vecto
pOutMdl->mTriangleCount = pSurf->TriangleCount;
pOutMdl->mAABox.ExpandBounds(pSurf->AABox);
OutputMap[ID] = pOutMdl;
rOut.push_back(pOutMdl);
OutputMap.insert_or_assign(ID, pOutMdl.get());
rOut.push_back(std::move(pOutMdl));
}
// Existing model; add this surface to it
else
else // Existing model; add this surface to it
{
CModel *pOutMdl = Iter->second;
pOutMdl->mSurfaces.push_back(pSurf);
@ -610,7 +609,7 @@ void CModelLoader::BuildWorldMeshes(const std::vector<CModel*>& rkIn, std::vecto
// Done with this model, should we delete it?
if (DeleteInputModels)
delete pModel;
pModel.reset();
}
}

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@ -13,6 +13,12 @@
#include <memory>
class CMaterialSet;
class CResourceEntry;
class IInputStream;
enum class EGame;
struct SSurface;
enum class EModelLoaderFlag
{
None = 0x0,
@ -59,9 +65,9 @@ private:
public:
static std::unique_ptr<CModel> LoadCMDL(IInputStream& rCMDL, CResourceEntry *pEntry);
static CModel* LoadWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockMgr, CMaterialSet& rMatSet, EGame Version);
static CModel* LoadCorruptionWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockMgr, CMaterialSet& rMatSet, uint32 HeaderSecNum, uint32 GPUSecNum, EGame Version);
static void BuildWorldMeshes(const std::vector<CModel*>& rkIn, std::vector<CModel*>& rOut, bool DeleteInputModels);
static std::unique_ptr<CModel> LoadWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockMgr, CMaterialSet& rMatSet, EGame Version);
static std::unique_ptr<CModel> LoadCorruptionWorldModel(IInputStream& rMREA, CSectionMgrIn& rBlockMgr, CMaterialSet& rMatSet, uint32 HeaderSecNum, uint32 GPUSecNum, EGame Version);
static void BuildWorldMeshes(std::vector<std::unique_ptr<CModel>>& rkIn, std::vector<std::unique_ptr<CModel>>& rOut, bool DeleteInputModels);
static CModel* ImportAssimpNode(const aiNode *pkNode, const aiScene *pkScene, CMaterialSet& rMatSet);
static EGame GetFormatVersion(uint32 Version);
};

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@ -338,14 +338,16 @@ CScriptObject* CScriptLoader::LoadObjectMP1(IInputStream& rSCLY)
return mpObj;
}
CScriptLayer* CScriptLoader::LoadLayerMP1(IInputStream& rSCLY)
std::unique_ptr<CScriptLayer> CScriptLoader::LoadLayerMP1(IInputStream& rSCLY)
{
uint32 LayerStart = rSCLY.Tell();
rSCLY.Seek(0x1, SEEK_CUR); // One unknown byte at the start of each layer
uint32 NumObjects = rSCLY.ReadLong();
mpLayer = new CScriptLayer(mpArea);
auto layer = std::make_unique<CScriptLayer>(mpArea);
mpLayer = layer.get();
mpLayer->Reserve(NumObjects);
for (uint32 ObjectIndex = 0; ObjectIndex < NumObjects; ObjectIndex++)
@ -358,7 +360,8 @@ CScriptLayer* CScriptLoader::LoadLayerMP1(IInputStream& rSCLY)
// Layer sizes are always a multiple of 32 - skip end padding before returning
uint32 Remaining = 32 - ((rSCLY.Tell() - LayerStart) & 0x1F);
rSCLY.Seek(Remaining, SEEK_CUR);
return mpLayer;
return layer;
}
void CScriptLoader::LoadStructMP2(IInputStream& rSCLY, CStructProperty* pStruct)
@ -444,12 +447,14 @@ CScriptObject* CScriptLoader::LoadObjectMP2(IInputStream& rSCLY)
return mpObj;
}
CScriptLayer* CScriptLoader::LoadLayerMP2(IInputStream& rSCLY)
std::unique_ptr<CScriptLayer> CScriptLoader::LoadLayerMP2(IInputStream& rSCLY)
{
rSCLY.Seek(0x1, SEEK_CUR); // Skipping version. todo: verify this?
uint32 NumObjects = rSCLY.ReadLong();
mpLayer = new CScriptLayer(mpArea);
auto layer = std::make_unique<CScriptLayer>(mpArea);
mpLayer = layer.get();
mpLayer->Reserve(NumObjects);
for (uint32 ObjectIdx = 0; ObjectIdx < NumObjects; ObjectIdx++)
@ -459,13 +464,14 @@ CScriptLayer* CScriptLoader::LoadLayerMP2(IInputStream& rSCLY)
mpLayer->AddInstance(pObject);
}
return mpLayer;
return layer;
}
// ************ STATIC ************
CScriptLayer* CScriptLoader::LoadLayer(IInputStream& rSCLY, CGameArea *pArea, EGame Version)
std::unique_ptr<CScriptLayer> CScriptLoader::LoadLayer(IInputStream& rSCLY, CGameArea *pArea, EGame Version)
{
if (!rSCLY.IsValid()) return nullptr;
if (!rSCLY.IsValid())
return nullptr;
CScriptLoader Loader;
Loader.mVersion = Version;

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@ -6,6 +6,7 @@
#include "Core/Resource/Script/CScriptObject.h"
#include "Core/Resource/Script/CScriptLayer.h"
#include "Core/Resource/Script/CGameTemplate.h"
#include <memory>
class CScriptLoader
{
@ -23,14 +24,14 @@ class CScriptLoader
void LoadStructMP1(IInputStream& rSCLY, CStructProperty* pStruct);
CScriptObject* LoadObjectMP1(IInputStream& rSCLY);
CScriptLayer* LoadLayerMP1(IInputStream& rSCLY);
std::unique_ptr<CScriptLayer> LoadLayerMP1(IInputStream& rSCLY);
void LoadStructMP2(IInputStream& rSCLY, CStructProperty* pStruct);
CScriptObject* LoadObjectMP2(IInputStream& rSCLY);
CScriptLayer* LoadLayerMP2(IInputStream& rSCLY);
std::unique_ptr<CScriptLayer> LoadLayerMP2(IInputStream& rSCLY);
public:
static CScriptLayer* LoadLayer(IInputStream& rSCLY, CGameArea *pArea, EGame Version);
static std::unique_ptr<CScriptLayer> LoadLayer(IInputStream& rSCLY, CGameArea *pArea, EGame Version);
static CScriptObject* LoadInstance(IInputStream& rSCLY, CGameArea *pArea, CScriptLayer *pLayer, EGame Version, bool ForceReturnsFormat);
static void LoadStructData(IInputStream& rInput, CStructRef InStruct);
};