ZM map loading
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@ -117,7 +117,7 @@ namespace Components
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void AssetHandler::ModifyAsset(Game::XAssetType type, Game::XAssetHeader asset, std::string name)
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{
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if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && name == "wc/codo_ui_viewer_black_decal3")
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if (type == Game::XAssetType::ASSET_TYPE_MATERIAL && (name == "wc/codo_ui_viewer_black_decal3" || name == "wc/codo_ui_viewer_black_decal2" || name == "wc/hint_arrows02"))
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{
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asset.material->sortKey = 0xE;
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}
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@ -165,7 +165,7 @@ namespace Components
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void Maps::GetBSPName(char* buffer, size_t size, const char* format, const char* mapname)
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{
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if (!Utils::String::StartsWith(mapname, "mp_") && mapname != "zm_asylum_sh"s && mapname != "zm_prototype_sh"s && mapname != "zm_zombie_training"s)
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if (!Utils::String::StartsWith(mapname, "mp_") && !Utils::String::StartsWith(mapname, "zm_"))
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{
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format = "maps/%s.d3dbsp";
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}
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