/// <remarks>Explicit resource identifying. Yes, there are reasons for this. Ask km00 if you care that much</remarks> internal override void IdentifyResourceProc(Managers.BlamDefinition.Game owner, string resource_name, string resource_path) { bool add_rsrc = false; switch(owner.Engine) { case BlamVersion.HaloOdst_Xbox: switch (resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceStringIds: case Managers.BlamDefinition.ResourceVertexBuffers: add_rsrc = true; break; } break; // case BlamVersion.HaloOdst_PC: // switch (resource_name) // { // case Managers.BlamDefinition.ResourceScripts: // case Managers.BlamDefinition.ResourceStringIds: add_rsrc = true; break; // } // break; default: throw new Debug.Exceptions.UnreachableException(); } if (add_rsrc) owner.AddResourceLocation(resource_name, resource_path); }
/// <remarks>Explicit resource identifying. Yes, there are reasons for this. Ask km00 if you care that much</remarks> internal override void IdentifyResourceProc(Managers.BlamDefinition.Game owner, string resource_name, string resource_path) { bool add_rsrc = false; switch(owner.Engine) { case BlamVersion.Halo1_Xbox: switch(resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceVertexBuffers: add_rsrc = true; break; } break; #region HA10 Xbox case BlamVersion.Halo1_XboxX: switch(resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceVertexBuffers: add_rsrc = true; break; } break; #endregion case BlamVersion.Halo1_PC: switch (resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceVertexBuffers: add_rsrc = true; break; } break; #region HA10 PC case BlamVersion.Halo1_PCX: switch (resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceVertexBuffers: add_rsrc = true; break; } break; #endregion case BlamVersion.Halo1_Mac: switch (resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceVertexBuffers: add_rsrc = true; break; } break; case BlamVersion.Halo1_CE: switch (resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceVertexBuffers: add_rsrc = true; break; } break; default: throw new Debug.Exceptions.UnreachableException(); } if (add_rsrc) owner.AddResourceLocation(resource_name, resource_path); }
/// <remarks>Explicit resource identifying. Yes, there are reasons for this. Ask km00 if you care that much</remarks> internal override void IdentifyResourceProc(Managers.BlamDefinition.Game owner, string resource_name, string resource_path) { bool add_rsrc = false; switch (owner.Engine) { case BlamVersion.Halo2_Xbox: switch (resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceStringIds: case Managers.BlamDefinition.ResourceVertexBuffers: add_rsrc = true; break; } break; case BlamVersion.Halo2_PC: switch (resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceStringIds: case Managers.BlamDefinition.ResourceVertexBuffers: add_rsrc = true; break; } break; case BlamVersion.Halo2_Alpha: switch (resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceStringIds: case Managers.BlamDefinition.ResourceVertexBuffers: add_rsrc = true; break; } break; case BlamVersion.Halo2_Epsilon: switch (resource_name) { case Managers.BlamDefinition.ResourceScripts: case Managers.BlamDefinition.ResourceStringIds: add_rsrc = true; break; // we don't have the xbe to the epsilon, so eat a dick. } break; default: throw new Debug.Exceptions.UnreachableException(); } if (add_rsrc) owner.AddResourceLocation(resource_name, resource_path); }