New templates
This commit is contained in:
parent
84d689e104
commit
803ea5788b
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@ -170,7 +170,7 @@ public:
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inline void SetVisible(bool Visible) { mVisible = Visible; }
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inline void MarkDirty() { mDirty = true; }
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inline bool IsDirty() const { return mDirty; }
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inline bool IsDirty() const { return mDirty || mpProperties->IsDirty(); }
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// Object Tracking
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u32 NumObjects() const;
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@ -0,0 +1,171 @@
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#include "NGameList.h"
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namespace NGameList
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{
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/** Path for the templates directory */
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const TString gkTemplatesDir = "../templates/";
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/** Path to the game list file */
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const TString gkGameListPath = gkTemplatesDir + "GameList.xml";
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/** Info about a particular game serialized to the list */
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struct SGameInfo
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{
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TString Name;
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TString TemplatePath;
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std::unique_ptr<CGameTemplate> pTemplate;
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bool IsValid;
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SGameInfo()
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: IsValid(false)
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{}
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void Serialize(IArchive& Arc)
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{
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Arc << SerialParameter("Name", Name)
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<< SerialParameter("GameTemplate", TemplatePath);
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if (Arc.IsReader())
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{
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IsValid = true;
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}
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}
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};
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SGameInfo gGameList[EGame::Max];
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/** Whether the game list has been loaded */
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bool gLoadedGameList = false;
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/** Returns whether a game template has been loaded or not */
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bool IsGameTemplateLoaded(EGame Game)
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{
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int GameIdx = (int) Game;
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const SGameInfo& GameInfo = gGameList[GameIdx];
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return GameInfo.pTemplate != nullptr;
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}
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/** Serialize the game list to/from a file */
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inline void SerializeGameList(IArchive& Arc)
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{
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// Serialize the number of games with valid GameInfos.
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u32 NumGames = 0;
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if (Arc.IsWriter())
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{
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for (u32 GameIdx = 0; GameIdx < (u32) EGame::Max; GameIdx++)
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{
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if ( gGameList[GameIdx].IsValid )
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NumGames++;
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}
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}
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Arc.SerializeArraySize(NumGames);
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// Serialize the actual game info
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for (u32 GameIdx = 0; GameIdx < (u32) EGame::Max; GameIdx++)
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{
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// Skip games that don't have game templates when writing.
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if (Arc.IsWriter() && !gGameList[GameIdx].IsValid)
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continue;
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ENSURE( Arc.ParamBegin("Game", 0) );
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// Determine which game is being serialized
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EGame Game = (EGame) GameIdx;
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Arc << SerialParameter("ID", Game, SH_Attribute);
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ASSERT( Game != EGame::Invalid );
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gGameList[ (u32) Game ].Serialize(Arc);
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Arc.ParamEnd();
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}
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}
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/** Load the game list into memory */
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void LoadGameList()
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{
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ASSERT(!gLoadedGameList);
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CXMLReader Reader(gkGameListPath);
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ASSERT(Reader.IsValid());
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SerializeGameList(Reader);
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gLoadedGameList = true;
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}
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/** Save the game list back out to a file */
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void SaveGameList()
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{
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ASSERT(gLoadedGameList);
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CXMLWriter Writer(gkGameListPath, "GameList");
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ASSERT(Writer.IsValid());
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SerializeGameList(Writer);
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}
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/** Load all game templates into memory */
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void LoadAllGameTemplates()
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{
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for (int GameIdx = 0; GameIdx < (int) EGame::Max; GameIdx++)
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GetGameTemplate( (EGame) GameIdx );
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}
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/** Resave templates. If ForceAll is false, only saves templates that have been modified. */
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void SaveTemplates(bool ForceAll /*= false*/)
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{
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for (int GameIdx = 0; GameIdx < (int) EGame::Max; GameIdx++)
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{
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EGame Game = (EGame) GameIdx;
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if ( IsGameTemplateLoaded(Game) )
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{
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CGameTemplate* pGameTemplate = GetGameTemplate(Game);
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pGameTemplate->SaveGameTemplates(ForceAll);
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}
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}
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}
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/** Get the game template for a given game */
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CGameTemplate* GetGameTemplate(EGame Game)
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{
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// Game must be valid!
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if (Game == EGame::Invalid)
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{
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return nullptr;
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}
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ASSERT(Game >= (EGame) 0 && Game < EGame::Max);
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// Initialize the game list, if it hasn't been loaded yet.
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if (!gLoadedGameList)
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{
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LoadGameList();
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}
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int GameIdx = (int) Game;
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SGameInfo& GameInfo = gGameList[GameIdx];
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// Load the game template, if it hasn't been loaded yet.
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if (!GameInfo.pTemplate && !GameInfo.Name.IsEmpty())
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{
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TString GamePath = gkTemplatesDir + GameInfo.TemplatePath;
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GameInfo.pTemplate = std::make_unique<CGameTemplate>();
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GameInfo.pTemplate->Load(GamePath);
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}
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return GameInfo.pTemplate.get();
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}
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/** Clean up game list resources. This needs to be called on app shutdown to ensure things are cleaned up in the right order. */
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void Shutdown()
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{
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for (int GameIdx = 0; GameIdx < (int) EGame::Max; GameIdx++)
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{
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gGameList[GameIdx].Name = "";
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gGameList[GameIdx].TemplatePath = "";
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gGameList[GameIdx].pTemplate = nullptr;
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}
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gLoadedGameList = false;
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}
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}
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@ -0,0 +1,32 @@
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#ifndef NGAMELIST_H
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#define NGAMELIST_H
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#include "CGameTemplate.h"
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namespace NGameList
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{
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/** Load all game templates into memory
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* This normally isn't necessary to call, as game templates will be lazy-loaded the
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* first time they are requested.
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*/
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void LoadAllGameTemplates();
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/** Load the game list into memory. This is normally not necessary to call. */
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void LoadGameList();
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/** Save the game list back out to a file */
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void SaveGameList();
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/** Resave templates. If ForceAll is false, only saves templates that have been modified. */
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void SaveTemplates(bool ForceAll = false);
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/** Get the game template for a given game */
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CGameTemplate* GetGameTemplate(EGame Game);
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/** Clean up game list resources. This needs to be called on app shutdown to ensure things are cleaned up in the right order. */
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void Shutdown();
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}
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#endif // NGAMELIST_H
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@ -0,0 +1,317 @@
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#include "NPropertyMap.h"
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#include <Common/NBasics.h>
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#include <Common/Serialization/XML.h>
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/** NPropertyMap: Namespace for property ID -> name mappings */
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namespace NPropertyMap
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{
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/** Path to the property map file */
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const char* gpkLegacyMapPath = "../templates/PropertyMapLegacy.xml";
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const char* gpkMapPath = "../templates/PropertyMap.xml";
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/** Whether to do name lookups from the legacy map */
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const bool gkUseLegacyMapForNameLookups = false;
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/** Whether to update names in the legacy map */
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const bool gkUseLegacyMapForUpdates = false;
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/** Whether the map is dirty (has unsaved changes */
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bool gMapIsDirty = false;
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/** Whether the map has been loaded */
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bool gMapIsLoaded = false;
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/** Mapping of typename hashes back to the original string */
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std::unordered_map<u32, TString> gHashToTypeName;
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/** Register a hash -> name mapping */
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inline void RegisterTypeName(u32 TypeHash, TString TypeName)
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{
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ASSERT( !TypeName.IsEmpty() );
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ASSERT( TypeName != "Unknown" );
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gHashToTypeName.emplace( std::make_pair<u32, TString>(std::move(TypeHash), std::move(TypeName)) );
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}
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/** Key structure for name map lookups */
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struct SNameKey
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{
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union
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{
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struct {
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u32 TypeHash;
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u32 ID;
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};
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struct {
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u64 Key;
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};
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};
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SNameKey()
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: TypeHash(-1), ID(-1)
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{}
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SNameKey(u32 InTypeHash, u32 InID)
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: TypeHash(InTypeHash), ID(InID)
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{}
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void Serialize(IArchive& Arc)
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{
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TString TypeName;
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if (Arc.IsWriter())
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{
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TypeName = gHashToTypeName[TypeHash];
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ASSERT(!TypeName.IsEmpty());
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}
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Arc << SerialParameter("ID", ID, SH_Attribute | SH_HexDisplay)
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<< SerialParameter("Type", TypeName, SH_Attribute);
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if (Arc.IsReader())
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{
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TypeHash = TypeName.Hash32();
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RegisterTypeName(TypeHash, TypeName);
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}
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}
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friend bool operator==(const SNameKey& kLHS, const SNameKey& kRHS)
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{
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return kLHS.Key == kRHS.Key;
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}
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friend bool operator<(const SNameKey& kLHS, const SNameKey& kRHS)
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{
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return kLHS.Key < kRHS.Key;
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}
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};
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/** Hasher for name keys for use in std::unordered_map */
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struct KeyHash
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{
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inline size_t operator()(const SNameKey& kKey) const
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{
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return std::hash<u64>()(kKey.Key);
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}
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};
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/** Value structure for name map lookups */
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struct SNameValue
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{
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/** Name of the property */
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TString Name;
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/** List of all properties using this ID */
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std::list<IProperty*> PropertyList;
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void Serialize(IArchive& Arc)
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{
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Arc << SerialParameter("Name", Name, SH_Attribute);
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}
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friend bool operator==(const SNameValue& kLHS, const SNameValue& kRHS)
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{
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return kLHS.Name == kRHS.Name;
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}
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};
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/** Mapping of property IDs to names. In the key, the upper 32 bits
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* are the type, and the lower 32 bits are the ID.
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*/
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std::map<SNameKey, SNameValue> gNameMap;
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/** Legacy map that only includes the ID in the key */
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std::map<u32, TString> gLegacyNameMap;
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/** Internal: Creates a name key for the given property. */
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SNameKey CreateKey(IProperty* pProperty)
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{
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SNameKey Key;
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Key.ID = pProperty->ID();
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Key.TypeHash = CCRC32::StaticHashString( pProperty->HashableTypeName() );
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return Key;
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}
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/** Loads property names into memory */
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void LoadMap()
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{
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ASSERT( !gMapIsLoaded );
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if ( gkUseLegacyMapForNameLookups )
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{
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CXMLReader Reader(gpkLegacyMapPath);
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ASSERT(Reader.IsValid());
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Reader << SerialParameter("PropertyMap", gLegacyNameMap, SH_HexDisplay);
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}
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else
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{
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CXMLReader Reader(gpkMapPath);
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ASSERT(Reader.IsValid());
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Reader << SerialParameter("PropertyMap", gNameMap, SH_HexDisplay);
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}
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gMapIsLoaded = true;
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}
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inline void ConditionalLoadMap()
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{
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if( !gMapIsLoaded )
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{
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LoadMap();
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}
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}
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/** Saves property names back out to the template file */
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void SaveMap(bool Force /*= false*/)
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{
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ASSERT( gMapIsLoaded );
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if( gMapIsDirty || Force )
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{
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if( gkUseLegacyMapForUpdates )
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{
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CXMLWriter Writer(gpkLegacyMapPath, "PropertyMap");
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ASSERT(Writer.IsValid());
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Writer << SerialParameter("PropertyMap", gLegacyNameMap, SH_HexDisplay);
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}
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else
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{
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CXMLWriter Writer(gpkMapPath, "PropertyMap");
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ASSERT(Writer.IsValid());
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Writer << SerialParameter("PropertyMap", gNameMap, SH_HexDisplay);
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}
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gMapIsDirty = false;
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}
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}
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/** Given a property ID and type, returns the name of the property */
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const char* GetPropertyName(IProperty* pInProperty)
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{
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ConditionalLoadMap();
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if (gkUseLegacyMapForNameLookups)
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{
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auto MapFind = gLegacyNameMap.find( pInProperty->ID() );
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return (MapFind == gLegacyNameMap.end() ? "Unknown" : *MapFind->second);
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}
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else
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{
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SNameKey Key = CreateKey(pInProperty);
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auto MapFind = gNameMap.find(Key);
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return (MapFind == gNameMap.end() ? "Unknown" : *MapFind->second.Name);
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}
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}
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/** Given a property name and type, returns the name of the property.
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* This requires you to provide the exact type string used in the hash.
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*/
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const char* GetPropertyName(u32 ID, const char* pkTypeName)
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{
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// Does not support legacy map
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ConditionalLoadMap();
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SNameKey Key( CCRC32::StaticHashString(pkTypeName), ID );
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auto MapFind = gNameMap.find(Key);
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return MapFind == gNameMap.end() ? "Unknown" : *MapFind->second.Name;
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}
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/** Updates the name of a given property in the map */
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void SetPropertyName(IProperty* pProperty, const char* pkNewName)
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{
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if( gkUseLegacyMapForUpdates )
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{
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gLegacyNameMap[pProperty->ID()] = pkNewName;
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}
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else
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{
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SNameKey Key = CreateKey(pProperty);
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auto MapFind = gNameMap.find(Key);
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if (MapFind != gNameMap.end())
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{
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SNameValue& Value = MapFind->second;
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if (Value.Name != pkNewName)
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{
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TString OldName = Value.Name;
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Value.Name = pkNewName;
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// Update all properties with this ID with the new name
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for (auto Iter = Value.PropertyList.begin(); Iter != Value.PropertyList.end(); Iter++)
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{
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// If the property overrides the name, then don't change it.
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IProperty* pIterProperty = *Iter;
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if (pIterProperty->Name() == OldName)
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{
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pIterProperty->SetName(Value.Name);
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}
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}
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}
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}
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}
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gMapIsDirty = true;
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}
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/** Registers a property in the name map. Should be called on all properties that use the map */
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void RegisterProperty(IProperty* pProperty)
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{
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ConditionalLoadMap();
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// Sanity checks to make sure we don't accidentally add non-hash property IDs to the map.
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ASSERT( pProperty->UsesNameMap() );
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ASSERT( pProperty->ID() > 0xFF && pProperty->ID() != 0xFFFFFFFF );
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// Just need to register the property in the list.
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SNameKey Key = CreateKey(pProperty);
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auto MapFind = gNameMap.find(Key);
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if( gkUseLegacyMapForNameLookups )
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{
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// If we are using the legacy map, gNameMap may be empty. We need to retrieve the name
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// from the legacy map, and create an entry in gNameMap with it.
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//@todo this prob isn't the most efficient way to do this
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if (MapFind == gNameMap.end())
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{
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auto LegacyMapFind = gLegacyNameMap.find( pProperty->ID() );
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ASSERT( LegacyMapFind != gLegacyNameMap.end() );
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SNameValue Value;
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Value.Name = LegacyMapFind->second;
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pProperty->SetName(Value.Name);
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gNameMap[Key] = Value;
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MapFind = gNameMap.find(Key);
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RegisterTypeName(Key.TypeHash, pProperty->HashableTypeName());
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}
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}
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else
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{
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pProperty->SetName( MapFind->second.Name );
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}
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ASSERT(MapFind != gNameMap.end());
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MapFind->second.PropertyList.push_back(pProperty);
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// Update the property's Name field to match the mapped name.
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pProperty->SetName( MapFind->second.Name );
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}
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/** Unregisters a property from the name map. Should be called on all properties that use the map on destruction. */
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void UnregisterProperty(IProperty* pProperty)
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{
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SNameKey Key = CreateKey(pProperty);
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auto Iter = gNameMap.find(Key);
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if (Iter != gNameMap.end())
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{
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// Found the value, now remove the element from the list.
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SNameValue& Value = Iter->second;
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NBasics::ListRemoveOne(Value.PropertyList, pProperty);
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}
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}
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}
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@ -0,0 +1,36 @@
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#ifndef NPROPERTYMAP_H
|
||||
#define NPROPERTYMAP_H
|
||||
|
||||
#include <Common/types.h>
|
||||
#include "Core/Resource/Script/Property/IProperty.h"
|
||||
|
||||
/** NPropertyMap: Namespace for property ID -> name mappings */
|
||||
namespace NPropertyMap
|
||||
{
|
||||
|
||||
/** Loads property names into memory */
|
||||
void LoadMap();
|
||||
|
||||
/** Saves property names back out to the template file */
|
||||
void SaveMap(bool Force = false);
|
||||
|
||||
/** Returns the name of the property */
|
||||
const char* GetPropertyName(IProperty* pProperty);
|
||||
|
||||
/** Given a property name and type, returns the name of the property.
|
||||
* This requires you to provide the exact type string used in the hash.
|
||||
*/
|
||||
const char* GetPropertyName(u32 ID, const char* pkTypeName);
|
||||
|
||||
/** Updates the name of a given property in the map */
|
||||
void SetPropertyName(IProperty* pProperty, const char* pkNewName);
|
||||
|
||||
/** Registers a property in the name map. Should be called on all properties that use the map */
|
||||
void RegisterProperty(IProperty* pProperty);
|
||||
|
||||
/** Unregisters a property from the name map. Should be called on all properties that use the map on destruction. */
|
||||
void UnregisterProperty(IProperty* pProperty);
|
||||
|
||||
}
|
||||
|
||||
#endif // NPROPERTYMAP_H
|
|
@ -79,12 +79,16 @@ void CStructProperty::Serialize(IArchive& rArc)
|
|||
IProperty::Serialize(rArc);
|
||||
|
||||
// Serialize atomic flag
|
||||
bool Atomic = IsAtomic();
|
||||
rArc << SerialParameter("Atomic", Atomic, SH_Optional, false);
|
||||
|
||||
if (rArc.IsReader() && Atomic)
|
||||
// Only serialize this if we don't have an archetype. Otherwise we just inherit the archetype's atomic flag.
|
||||
if (!mpArchetype)
|
||||
{
|
||||
mFlags.SetFlag(EPropertyFlag::IsAtomic);
|
||||
bool Atomic = IsAtomic();
|
||||
rArc << SerialParameter("Atomic", Atomic, SH_Optional, false);
|
||||
|
||||
if (rArc.IsReader() && Atomic)
|
||||
{
|
||||
mFlags.SetFlag(EPropertyFlag::IsAtomic);
|
||||
}
|
||||
}
|
||||
|
||||
// Serialize archetype
|
||||
|
|
|
@ -177,6 +177,13 @@ void IProperty::Initialize(IProperty* pInParent, CScriptTemplate* pInTemplate, u
|
|||
{
|
||||
mFlags |= EPropertyFlag::IsArrayArchetype;
|
||||
}
|
||||
|
||||
// MP1 has some weirdness we need to account for, most likely due to incorrect templates
|
||||
// The templates we have right now have non-atomic structs inside atomic structs...
|
||||
if (Game() <= EGame::Prime && mpParent->IsAtomic() && mpArchetype && !mpArchetype->IsAtomic())
|
||||
{
|
||||
mFlags.ClearFlag(EPropertyFlag::IsAtomic);
|
||||
}
|
||||
}
|
||||
else if (!mpScriptTemplate)
|
||||
{
|
||||
|
@ -322,16 +329,7 @@ void IProperty::SetSuffix(const TString& rkNewSuffix)
|
|||
|
||||
void IProperty::MarkDirty()
|
||||
{
|
||||
// This property is either part of a script template, or a property archetype.
|
||||
// Figure out which one, set the dirty flag as needed
|
||||
if (mpScriptTemplate)
|
||||
{
|
||||
mpScriptTemplate->MarkDirty();
|
||||
}
|
||||
else
|
||||
{
|
||||
RootParent()->mFlags |= EPropertyFlag::IsDirty;
|
||||
}
|
||||
RootParent()->mFlags |= EPropertyFlag::IsDirty;
|
||||
}
|
||||
|
||||
void IProperty::ClearDirtyFlag()
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,31 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<PropertyTemplate ArchiveVer="4" Game="DKCReturns">
|
||||
<PropertyArchetype Type="Struct">
|
||||
<Name>ActorMultiKeyframeData</Name>
|
||||
<SubProperties>
|
||||
<Element Type="Int" ID="0x8DAA8422">
|
||||
<DefaultValue>0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Struct" ID="0xE2DB9114" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0x85D4C76" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0xE70FFA97" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0x621F0F3" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0xE9734612" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0x3F59B70" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0xECA72D91" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0x1AD889F9" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0xF58A3F18" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0xDA6BA7AD" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0x3539114C" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0xDFBFCC2E" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0x30ED7ACF" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0xD1C370AB" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0x3E91C64A" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0xD4171B28" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0x3B45ADC9" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0xCD3A09A1" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0x2268BF40" Archetype="ActorMultiKeyframeStruct"/>
|
||||
<Element Type="Struct" ID="0x793D2104" Archetype="ActorMultiKeyframeStruct"/>
|
||||
</SubProperties>
|
||||
</PropertyArchetype>
|
||||
</PropertyTemplate>
|
|
@ -0,0 +1,27 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<PropertyTemplate ArchiveVer="4" Game="DKCReturns">
|
||||
<PropertyArchetype Type="Struct">
|
||||
<Name>Animations</Name>
|
||||
<SubProperties>
|
||||
<Element Type="Int" ID="0x682AA3C9">
|
||||
<DefaultValue>0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Struct" ID="0x124A32A3" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0x56EB17BB" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0x6A8BF4B3" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0xDFA95D8B" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0xE3C9BE83" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0xA7689B9B" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0x9B087893" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0x165CCFAA" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0x2A3C2CA2" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0x20CD397A" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0x1CADDA72" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0x580CFF6A" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0x646C1C62" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0xD14EB55A" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0xED2E5652" Archetype="GenericCreatureStructE"/>
|
||||
<Element Type="Struct" ID="0xA98F734A" Archetype="GenericCreatureStructE"/>
|
||||
</SubProperties>
|
||||
</PropertyArchetype>
|
||||
</PropertyTemplate>
|
|
@ -0,0 +1,89 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<PropertyTemplate ArchiveVer="4" Game="DKCReturns">
|
||||
<PropertyArchetype Type="Struct">
|
||||
<Name>BalloonBarrelData</Name>
|
||||
<SubProperties>
|
||||
<Element Type="AnimationSet" ID="0xF8B3ABE0"/>
|
||||
<Element Type="String" ID="0x82DE5E29"/>
|
||||
<Element Type="String" ID="0x1644AF87"/>
|
||||
<Element Type="Float" ID="0xDDB16979">
|
||||
<DefaultValue>3.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x2B201845">
|
||||
<DefaultValue>1.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xBF75E71F">
|
||||
<DefaultValue>1.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xE87BB75C">
|
||||
<DefaultValue>2.5</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x9545F9EF">
|
||||
<DefaultValue>0.5</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x1BD4C955">
|
||||
<DefaultValue>1.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x64ACDF7B">
|
||||
<DefaultValue>1.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xCD6E33A5">
|
||||
<DefaultValue>3.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xC3CDAFCB">
|
||||
<DefaultValue>1.5</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x88BEFDEB">
|
||||
<DefaultValue>2.2</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x228EE623">
|
||||
<DefaultValue>0.2</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x7E31967C">
|
||||
<DefaultValue>0.5</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xDCB3F50E">
|
||||
<DefaultValue>0.5</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Spline" ID="0xBD917023"/>
|
||||
<Element Type="Float" ID="0x7C8454BD">
|
||||
<DefaultValue>2.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x42AC42EA">
|
||||
<DefaultValue>1.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x9A27DDC3">
|
||||
<DefaultValue>3.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x409618B6">
|
||||
<DefaultValue>15.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xEEFA478">
|
||||
<DefaultValue>10.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Int" ID="0x6B40ACEF">
|
||||
<DefaultValue>0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0x2672E0BF">
|
||||
<TypeFilter>
|
||||
<Element>PART</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0xE4CD14F9">
|
||||
<TypeFilter>
|
||||
<Element>CAUD</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0x1A422994">
|
||||
<TypeFilter>
|
||||
<Element>CAUD</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0x59CD8DEE">
|
||||
<TypeFilter>
|
||||
<Element>CAUD</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
</SubProperties>
|
||||
</PropertyArchetype>
|
||||
</PropertyTemplate>
|
|
@ -0,0 +1,57 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<PropertyTemplate ArchiveVer="4" Game="DKCReturns">
|
||||
<PropertyArchetype Type="Struct">
|
||||
<Name>BalloonData</Name>
|
||||
<SubProperties>
|
||||
<Element Type="AnimationSet" ID="0xF8B3ABE0"/>
|
||||
<Element Type="Int" ID="0x6B40ACEF">
|
||||
<DefaultValue>0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x75DBB375">
|
||||
<DefaultValue>10.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xDDB16979">
|
||||
<DefaultValue>3.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x9A27DDC3">
|
||||
<DefaultValue>3.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Vector" ID="0xC0FE10C6">
|
||||
<DefaultValue>
|
||||
<X>0.0</X>
|
||||
<Y>0.0</Y>
|
||||
<Z>-4.0</Z>
|
||||
</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x409618B6">
|
||||
<DefaultValue>15.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x806178B3">
|
||||
<DefaultValue>1.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0xF532B5D3">
|
||||
<TypeFilter>
|
||||
<Element>PART</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0xCAA9B3F5">
|
||||
<TypeFilter>
|
||||
<Element>PART</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0x726C839E">
|
||||
<TypeFilter>
|
||||
<Element>CAUD</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0x5C6C7838">
|
||||
<TypeFilter>
|
||||
<Element>CAUD</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x8069FBA6">
|
||||
<DefaultValue>1.0</DefaultValue>
|
||||
</Element>
|
||||
</SubProperties>
|
||||
</PropertyArchetype>
|
||||
</PropertyTemplate>
|
|
@ -0,0 +1,65 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<PropertyTemplate ArchiveVer="4" Game="DKCReturns">
|
||||
<PropertyArchetype Type="Struct">
|
||||
<Name>BirdBossData</Name>
|
||||
<SubProperties>
|
||||
<Element Type="Bool" ID="0x26ECB939">
|
||||
<DefaultValue>true</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x41DA172">
|
||||
<DefaultValue>4.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x2F2AE3E5">
|
||||
<DefaultValue>55.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x9AB09E44">
|
||||
<DefaultValue>10.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xA0EFDA8E">
|
||||
<DefaultValue>6.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="String" ID="0xA9A4E87C"/>
|
||||
<Element Type="Float" ID="0x61348354">
|
||||
<DefaultValue>7.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x4EEBC0C9">
|
||||
<DefaultValue>10.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xEB300034">
|
||||
<DefaultValue>14.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x65A1308E">
|
||||
<DefaultValue>17.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x3554C19">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x62CA94F2">
|
||||
<DefaultValue>2.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xE33F5CD6">
|
||||
<DefaultValue>-5.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xD486F8FE">
|
||||
<DefaultValue>-20.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x3A18C538">
|
||||
<DefaultValue>10.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xD9080460">
|
||||
<DefaultValue>4.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xAE96D690">
|
||||
<DefaultValue>2.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="AnimationSet" ID="0xA8935C73"/>
|
||||
<Element Type="AnimationSet" ID="0x91EBF133"/>
|
||||
<Element Type="Struct" ID="0xF03EB95E" Archetype="UnknownStruct63"/>
|
||||
<Element Type="Struct" ID="0x5B1C94D1" Archetype="UnknownStruct64"/>
|
||||
<Element Type="Struct" ID="0x3E67CC4A" Archetype="BirdBossStruct"/>
|
||||
<Element Type="Struct" ID="0xD4E11128" Archetype="BirdBossStruct"/>
|
||||
<Element Type="Struct" ID="0x3BB3A7C9" Archetype="BirdBossStruct"/>
|
||||
<Element Type="Struct" ID="0xDA9DADAD" Archetype="BirdBossStruct"/>
|
||||
</SubProperties>
|
||||
</PropertyArchetype>
|
||||
</PropertyTemplate>
|
|
@ -0,0 +1,80 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<PropertyTemplate ArchiveVer="4" Game="DKCReturns">
|
||||
<PropertyArchetype Type="Struct">
|
||||
<Name>BouncyTireData</Name>
|
||||
<SubProperties>
|
||||
<Element Type="AnimationSet" ID="0xA3D63F44"/>
|
||||
<Element Type="Int" ID="0xA2A5B38F">
|
||||
<DefaultValue>-1</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Int" ID="0xD584A11">
|
||||
<DefaultValue>-1</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Int" ID="0xCB1931F5">
|
||||
<DefaultValue>-1</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Int" ID="0x6462907A">
|
||||
<DefaultValue>-1</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x2F524FD4">
|
||||
<DefaultValue>3.1401999</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Struct" ID="0x19287737" Archetype="BouncyTireStruct"/>
|
||||
<Element Type="Struct" ID="0x6A3AFC9E" Archetype="BouncyTireStruct"/>
|
||||
<Element Type="Float" ID="0x83A5293A">
|
||||
<DefaultValue>9.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x75DBB375">
|
||||
<DefaultValue>80.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x4F6A5403">
|
||||
<DefaultValue>5.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xA8E46EA2">
|
||||
<DefaultValue>45.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0x69156FBE">
|
||||
<TypeFilter>
|
||||
<Element>CAUD</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0xC00904C2">
|
||||
<TypeFilter>
|
||||
<Element>CAUD</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
<Element Type="Asset" ID="0xFC966DC">
|
||||
<TypeFilter>
|
||||
<Element>DCLN</Element>
|
||||
</TypeFilter>
|
||||
</Element>
|
||||
<Element Type="Bool" ID="0xAB2E56F4">
|
||||
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@ -0,0 +1,18 @@
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<?xml version="1.0" encoding="UTF-8"?>
|
||||
<PropertyTemplate ArchiveVer="4" Game="DKCReturns">
|
||||
<PropertyArchetype Type="Struct">
|
||||
<Name>UnknownStruct109</Name>
|
||||
<SubProperties>
|
||||
<Element Type="Float" ID="0xB5D2E300">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xAD5B3894">
|
||||
<DefaultValue>5.0</DefaultValue>
|
||||
</Element>
|
||||
</SubProperties>
|
||||
</PropertyArchetype>
|
||||
</PropertyTemplate>
|
|
@ -0,0 +1,56 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<PropertyTemplate ArchiveVer="4" Game="DKCReturns">
|
||||
<PropertyArchetype Type="Struct">
|
||||
<Name>UnknownStruct11</Name>
|
||||
<SubProperties>
|
||||
<Element Type="Enum" ID="0xF060EEEC">
|
||||
<DefaultValue>0xC4CB1DA9</DefaultValue>
|
||||
<Values>
|
||||
<Element Name="Unknown 1" ID="0xC4CB1DA9"/>
|
||||
<Element Name="Unknown 2" ID="0x5AA68394"/>
|
||||
<Element Name="Unknown 3" ID="0x5C6D417F"/>
|
||||
<Element Name="Unknown 4" ID="0x48132C7A"/>
|
||||
<Element Name="Unknown 5" ID="0x4ED8EE91"/>
|
||||
<Element Name="Unknown 6" ID="0xF0AF4B1F"/>
|
||||
<Element Name="Unknown 7" ID="0xF66489F4"/>
|
||||
<Element Name="Unknown 8" ID="0x6D7873A6"/>
|
||||
</Values>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x3DD7B303">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xF52AF9F3">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Enum" ID="0x22A0058D">
|
||||
<DefaultValue>0xEDE964</DefaultValue>
|
||||
<Values>
|
||||
<Element Name="Unknown 1" ID="0xEDE964"/>
|
||||
<Element Name="Unknown 2" ID="0x2D99FF73"/>
|
||||
<Element Name="Unknown 3" ID="0xCC8B3B30"/>
|
||||
<Element Name="Unknown 4" ID="0xD9BCB73E"/>
|
||||
<Element Name="Unknown 5" ID="0x217181FE"/>
|
||||
<Element Name="Unknown 6" ID="0x9D9D36C4"/>
|
||||
</Values>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xC77A8932">
|
||||
<DefaultValue>0.0099999998</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x5D6B1084">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xFCF4AAB0">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xFB11A412">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x253DA9C6">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x1F5A38E3">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
</SubProperties>
|
||||
</PropertyArchetype>
|
||||
</PropertyTemplate>
|
|
@ -0,0 +1,71 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<PropertyTemplate ArchiveVer="4" Game="DKCReturns">
|
||||
<PropertyArchetype Type="Struct">
|
||||
<Name>UnknownStruct110</Name>
|
||||
<SubProperties>
|
||||
<Element Type="Float" ID="0xBEC99005">
|
||||
<DefaultValue>0.5</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Enum" ID="0xB8F60F9A">
|
||||
<DefaultValue>0x20A7F919</DefaultValue>
|
||||
<Values>
|
||||
<Element Name="Unknown 1" ID="0x20A7F919"/>
|
||||
<Element Name="Unknown 2" ID="0x6788D005"/>
|
||||
<Element Name="Unknown 3" ID="0xDB2A62A5"/>
|
||||
<Element Name="Unknown 4" ID="0x77EDD05A"/>
|
||||
</Values>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x41F09DE5">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x3E8817AA">
|
||||
<DefaultValue>1.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x2E94D98E">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0xE296B29F">
|
||||
<DefaultValue>0.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Bool" ID="0x82DBFCF1">
|
||||
<DefaultValue>false</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x56256F59">
|
||||
<DefaultValue>5.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x17E5811D">
|
||||
<DefaultValue>30.0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Int" ID="0x3E486DC0">
|
||||
<DefaultValue>0</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Bool" ID="0x2ACBFB27">
|
||||
<DefaultValue>false</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Bool" ID="0xE3F96A88">
|
||||
<DefaultValue>false</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Struct" ID="0x3E0121C3" Archetype="DamageEffectData"/>
|
||||
<Element Type="Struct" ID="0x7F313285" Archetype="DamageEffectData"/>
|
||||
<Element Type="Struct" ID="0xF897F9C6" Archetype="DamageEffectData"/>
|
||||
<Element Type="Bool" ID="0x5318357D">
|
||||
<DefaultValue>false</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Bool" ID="0xAB0F5158">
|
||||
<DefaultValue>false</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Bool" ID="0xB9E149E6">
|
||||
<DefaultValue>false</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Bool" ID="0xCED50F78">
|
||||
<DefaultValue>false</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Bool" ID="0xD0E7F960">
|
||||
<DefaultValue>false</DefaultValue>
|
||||
</Element>
|
||||
<Element Type="Float" ID="0x140EF2CC">
|
||||
<DefaultValue>100.0</DefaultValue>
|
||||
</Element>
|
||||
</SubProperties>
|
||||
</PropertyArchetype>
|
||||
</PropertyTemplate>
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue