Fixed all DKCR name generation issues

This commit is contained in:
Aruki
2017-07-05 01:10:57 -06:00
parent 6a01bf5982
commit 8b84b638ac
11 changed files with 69 additions and 15 deletions

View File

@@ -97,7 +97,7 @@ void GenerateAssetNames(CGameProject *pProj)
TString NewDir = (HasCustomDir ? It->DirectoryPath() : "Uncategorized/");
TString NewName = (HasCustomName ? It->Name() : It->ID().ToString());
It->Move(NewDir, NewName);
It->Move(NewDir, NewName, true, true);
}
#endif
@@ -131,7 +131,7 @@ void GenerateAssetNames(CGameProject *pProj)
for (TResourceIterator<eWorld> It(pStore); It; ++It)
{
// Set world name
CWorld *pWorld = (CWorld*) It->Load();
TResPtr<CWorld> pWorld = It->Load();
TString WorldName = pWorld->Name();
TString WorldDir = kWorldsRoot + WorldName + '/';
@@ -205,7 +205,7 @@ void GenerateAssetNames(CGameProject *pProj)
// Rename area stuff
CResourceEntry *pAreaEntry = pStore->FindEntry(AreaID);
ASSERT(pAreaEntry != nullptr);
if (!pAreaEntry) continue; // Some DKCR worlds reference areas that don't exist
ApplyGeneratedName(pAreaEntry, WorldMasterDir, AreaName);
CStringTable *pAreaNameTable = pWorld->AreaName(iArea);