[IMenuList] asset marking.
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@ -2,6 +2,18 @@
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namespace Assets
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{
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void IMenuList::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::MenuList *asset = header.menuList;
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for (int i = 0; i < asset->menuCount; i++)
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{
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if (asset->menus[i])
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_MENU, asset->menus[i]);
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}
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}
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}
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void IMenuList::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::MenuList, 12);
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@ -8,7 +8,7 @@ namespace Assets
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_MENULIST; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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// virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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// virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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@ -327,7 +327,7 @@ namespace Assets
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STATEMENT(materialExp);
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}
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void IMenu::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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void ImenuDef_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::menuDef_t, 400);
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