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Remove XPAK check
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Scobalula committed Nov 17, 2018
1 parent f6d5787 commit 8658cb5
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Showing 3 changed files with 2 additions and 7 deletions.
1 change: 0 additions & 1 deletion src/WraithXCOD/WraithXCOD/CoDAssets.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1658,7 +1658,6 @@ void CoDAssets::ExportSelectedAssets(void* Caller, const std::unique_ptr<std::ve

// Get the asset we need
auto& Asset = Assets->at(AssetToConvert);

// Make sure it's not a placeholder
if (Asset->AssetStatus != WraithAssetStatus::Placeholder)
{
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Binary file modified src/WraithXCOD/WraithXCOD/WraithXCOD.rc
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8 changes: 2 additions & 6 deletions src/WraithXCOD/WraithXCOD/XPAKCache.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -37,12 +37,8 @@ void XPAKCache::LoadPackageCache(const std::string& BasePath)
// Iterate over file paths
for (auto& XPAKFile : PathXPAKFiles)
{
// Load it, if we failed, we have a serious issue that needs alerting
if (!this->LoadPackage(XPAKFile))
{
MessageBoxA(NULL, Strings::Format("Greyhound failed to load %s. The XPAK files are required to export assets that are not loaded. If you're attempting to load Black Ops 4, please re-run the Zone Tool, otherwise, verify your game.", FileSystems::GetFileName(XPAKFile).c_str()).c_str(), "Greyhound", MB_OK | MB_ICONWARNING);
break;
}
// Some of the smaller blank XPAKs are causing this to return false, since the bigger XPAKs are fine now from what I can tell, just skip the bad ones
this->LoadPackage(XPAKFile);
}

// We've finished loading, set status
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