Reimplemented save & repack button to work in the project system

This commit is contained in:
Aruki
2017-02-08 11:20:33 -07:00
parent 1b97cd459a
commit a7b0a2480c
13 changed files with 127 additions and 67 deletions

View File

@@ -276,7 +276,7 @@ void GenerateAssetNames(CGameProject *pProj)
{
TString Name = pInst->InstanceName();
if (Name.EndsWith(".SCAN", false))
if (Name.StartsWith("POI_", false))
{
TIDString ScanIDString = (pProj->Game() <= ePrime ? "0x4:0x0" : "0xBDBEC295:0xB94E9BE7");
TAssetProperty *pScanProperty = TPropCast<TAssetProperty>(pInst->PropertyByIDString(ScanIDString));
@@ -289,10 +289,10 @@ void GenerateAssetNames(CGameProject *pProj)
if (pEntry && !pEntry->IsNamed())
{
TWideString ScanName = Name.ToUTF16().ChopBack(5);
TWideString ScanName = Name.ToUTF16().ChopFront(4);
if (ScanName.StartsWith(L"POI_"))
ScanName = ScanName.ChopFront(4);
if (ScanName.EndsWith(L".SCAN", false))
ScanName = ScanName.ChopBack(5);
ApplyGeneratedName(pEntry, pEntry->DirectoryPath(), ScanName);
@@ -419,7 +419,7 @@ void GenerateAssetNames(CGameProject *pProj)
{
CAudioGroup *pGroup = (CAudioGroup*) It->Load();
TWideString GroupName = pGroup->GroupName().ToUTF16();
ApplyGeneratedName(*It, L"AudioGrp\\", GroupName);
ApplyGeneratedName(*It, L"Audio\\", GroupName);
}
#endif