Gui fixes
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@ -18,7 +18,7 @@ namespace asset_list
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{
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bool shown_assets[game::XAssetType::ASSET_TYPE_COUNT];
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std::string asset_type_filter;
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std::string assets_name_filter;
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std::string assets_name_filter[game::XAssetType::ASSET_TYPE_COUNT];
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void on_frame()
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{
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@ -61,7 +61,7 @@ namespace asset_list
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ImGui::SetNextWindowSizeConstraints(ImVec2(500, 500), ImVec2(1000, 1000));
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ImGui::Begin(name, &shown_assets[type]);
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ImGui::InputText("asset name", &assets_name_filter);
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ImGui::InputText("asset name", &assets_name_filter[type]);
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ImGui::BeginChild("assets list");
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fastfiles::enum_assets(type, [type](const game::XAssetHeader header)
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@ -69,7 +69,7 @@ namespace asset_list
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const auto asset = game::XAsset{type, header};
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const auto* const asset_name = game::DB_GetXAssetName(&asset);
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if (utils::string::find_lower(asset_name, assets_name_filter) && ImGui::Button(asset_name))
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if (utils::string::find_lower(asset_name, assets_name_filter[type]) && ImGui::Button(asset_name))
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{
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gui::copy_to_clipboard(asset_name);
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}
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@ -741,6 +741,12 @@ namespace entity_list
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gui::copy_to_clipboard(num_str);
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}
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const auto entity_code = utils::string::va("game:getentbynum(%i)", info.num);
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if (ImGui::Button(entity_code))
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{
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gui::copy_to_clipboard(entity_code);
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}
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ImGui::Text("Commands");
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if (ImGui::Button("Set field"))
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