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wtf? Asset loader?

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Dec 22nd, 2014
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  1.  } else {
  2.         t1 = c_coreSystem->Milliseconds();
  3.  
  4.         // Parse asset list now.
  5.         char line[1024];
  6.         while( fgets ( line, 1024, mFile ) )
  7.         {
  8.             char *tmp = cstrdup(line);
  9.             char *mTokens[11]; // I don't know why eleven.
  10.  
  11.             ncUtils::ParseCSV( tmp, mTokens, sizeof mTokens );
  12.             if( !strcmp( mTokens[0], "image" ) ) { // Load materials.
  13.                 if( !strcmp( mTokens[1], "tgau" ) ) { // Uncompressed TGA.
  14.                     g_materialManager->LoadImage( mTokens[2], mTokens[3], mTokens[4], NCTGA_IMAGE );
  15.                 } else if( !strcmp( mTokens[1], "bmp" ) ) { // Classic BMP.
  16.                     g_materialManager->LoadImage( mTokens[2], mTokens[3], mTokens[4], NCBMP_IMAGE );
  17.                 }
  18.  
  19.                 ++totalAssets;
  20.             } else if( !strcmp( mTokens[0], "sound" ) ) { // Sounds.
  21.                 // sound,wav,ocean,1.0,1.0,false,false,oceanwave
  22.                 g_soundManager->LoadSound( mTokens[1], mTokens[2], atof(mTokens[3]), atof(mTokens[4]), StringToBool(mTokens[5]), StringToBool(mTokens[6]), mTokens[7] );
  23.                 ++totalAssets;
  24.             } else if( !strcmp( mTokens[0], "shader" ) ) { // GLSL shaders.
  25.                 g_shaderManager->Load( mTokens[1] );
  26.                 ++totalAssets;
  27.             } else {
  28.                 g_Core->Print( LOG_WARN, "Unknown asset type \"%s\" in asset list found.\n", mTokens[0] );
  29.             }
  30.  
  31.             delete [] tmp;
  32.         }
  33.  
  34.  
  35.         t2 = c_coreSystem->Milliseconds();
  36.         g_Core->Print( LOG_INFO, "Asset list \"%s\" with %i assets took %4.2f msec to load.\n", mALName, totalAssets, t2 - t1 );
  37.     }
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