mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-19 01:46:27 +00:00
Reimplemented save & repack button to work in the project system
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@@ -276,7 +276,7 @@ void GenerateAssetNames(CGameProject *pProj)
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{
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TString Name = pInst->InstanceName();
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if (Name.EndsWith(".SCAN", false))
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if (Name.StartsWith("POI_", false))
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{
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TIDString ScanIDString = (pProj->Game() <= ePrime ? "0x4:0x0" : "0xBDBEC295:0xB94E9BE7");
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TAssetProperty *pScanProperty = TPropCast<TAssetProperty>(pInst->PropertyByIDString(ScanIDString));
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@@ -289,10 +289,10 @@ void GenerateAssetNames(CGameProject *pProj)
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if (pEntry && !pEntry->IsNamed())
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{
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TWideString ScanName = Name.ToUTF16().ChopBack(5);
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TWideString ScanName = Name.ToUTF16().ChopFront(4);
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if (ScanName.StartsWith(L"POI_"))
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ScanName = ScanName.ChopFront(4);
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if (ScanName.EndsWith(L".SCAN", false))
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ScanName = ScanName.ChopBack(5);
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ApplyGeneratedName(pEntry, pEntry->DirectoryPath(), ScanName);
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@@ -419,7 +419,7 @@ void GenerateAssetNames(CGameProject *pProj)
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{
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CAudioGroup *pGroup = (CAudioGroup*) It->Load();
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TWideString GroupName = pGroup->GroupName().ToUTF16();
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ApplyGeneratedName(*It, L"AudioGrp\\", GroupName);
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ApplyGeneratedName(*It, L"Audio\\", GroupName);
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}
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#endif
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