Add ObjVec pattern
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74c7da7bdf
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@ -36,7 +36,7 @@
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- [X] MAPISRC
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- [X] MAPISRC
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- [X] MissionEAX
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- [X] MissionEAX
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- [X] MultiBrush
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- [X] MultiBrush
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- [ ] ObjVec
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- [X] ObjVec
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- [X] OBJ_MAP
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- [X] OBJ_MAP
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- [ ] PHYS_SYSTEM
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- [ ] PHYS_SYSTEM
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- [ ] PLAYER
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- [ ] PLAYER
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@ -31,6 +31,7 @@
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#include "db_files/chunks/Mission_GameSysEAX.hexpat"
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#include "db_files/chunks/Mission_GameSysEAX.hexpat"
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#include "db_files/chunks/MultiBrush.hexpat"
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#include "db_files/chunks/MultiBrush.hexpat"
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#include "db_files/chunks/OBJ_MAP.hexpat"
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#include "db_files/chunks/OBJ_MAP.hexpat"
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#include "db_files/chunks/ObjVec.hexpat"
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#include "db_files/chunks/P$_.hexpat"
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#include "db_files/chunks/P$_.hexpat"
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#include "db_files/chunks/Relations.hexpat"
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#include "db_files/chunks/Relations.hexpat"
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#include "db_files/chunks/RENDPARAMS.hexpat"
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#include "db_files/chunks/RENDPARAMS.hexpat"
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@ -70,6 +70,7 @@ struct TOCEntry {
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("MissionEAX"): Chunk<AccousticsProperty> mission_eax @ offset;
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("MissionEAX"): Chunk<AccousticsProperty> mission_eax @ offset;
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("MultiBrush"): Chunk<MultiBrush> multibrush @ offset;
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("MultiBrush"): Chunk<MultiBrush> multibrush @ offset;
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("OBJ_MAP"): Chunk<ObjMap> obj_map @ offset;
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("OBJ_MAP"): Chunk<ObjMap> obj_map @ offset;
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("ObjVec"): Chunk<ObjVec> obj_vec @ offset;
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("Relations"): Chunk<Relations> relations @ offset;
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("Relations"): Chunk<Relations> relations @ offset;
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("RENDPARAMS"): Chunk<RendParams> rend_params @ offset;
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("RENDPARAMS"): Chunk<RendParams> rend_params @ offset;
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("ROOM_DB"): Chunk<RoomDb> room_db @ offset;
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("ROOM_DB"): Chunk<RoomDb> room_db @ offset;
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@ -92,10 +93,13 @@ struct TOCEntry {
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// if (std::string::starts_with(name, "LD$")) {
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// if (std::string::starts_with(name, "LD$")) {
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// std::print("LD: {}", name);
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// std::print("LD: {}", name);
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// }
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// }
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if (std::string::starts_with(name, "L$")) {
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else if (std::string::starts_with(name, "L$")) {
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Chunk<LinkMap> link_chunk @ offset [[name(name)]];
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Chunk<LinkMap> link_chunk @ offset [[name(name)]];
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// std::print("L: {}", name);
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// std::print("L: {}", name);
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}
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}
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else {
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std::print("Didn't load chunk: {}", 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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};
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};
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@ -0,0 +1,8 @@
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#pragma once
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struct ObjVec {
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s32 min_id;
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s32 max_id;
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s32 byte_count = (max_id - min_id) / 8;
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u8 bitmap[byte_count] [[comment("Each bit indicates whether that ID is being used.")]];
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};
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