Reallocate xanim pool
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14f15ae47c
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@ -212,6 +212,7 @@ namespace fastfiles
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_WEAPON, 2>();
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_WEAPON, 2>();
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_SOUND, 2>();
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_SOUND, 2>();
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_LOADED_SOUND, 2>();
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_LOADED_SOUND, 2>();
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reallocate_asset_pool_multiplier<game::ASSET_TYPE_XANIM, 2>();
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}
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}
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void add_custom_level_load_zone(void* load, const char* name, bool localized, const size_t size_est)
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void add_custom_level_load_zone(void* load, const char* name, bool localized, const size_t size_est)
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@ -285,6 +286,7 @@ namespace fastfiles
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return handle != nullptr;
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return handle != nullptr;
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}
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}
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void enum_assets(const game::XAssetType type, const std::function<void(game::XAssetHeader)>& callback, const bool includeOverride)
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void enum_assets(const game::XAssetType type, const std::function<void(game::XAssetHeader)>& callback, const bool includeOverride)
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{
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{
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game::DB_EnumXAssets_Internal(type, static_cast<void(*)(game::XAssetHeader, void*)>([](game::XAssetHeader header, void* data)
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game::DB_EnumXAssets_Internal(type, static_cast<void(*)(game::XAssetHeader, void*)>([](game::XAssetHeader header, void* data)
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