[GfxWorld] Make sure runtime data gets allocated if applicable
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@ -317,6 +317,24 @@ namespace Assets
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asset->outdoorImage = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
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asset->outdoorImage = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
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}
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}
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if (asset->primaryLightCount > 0)
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{
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Utils::Stream::ClearPointer(&asset->primaryLightEntityShadowVis);
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}
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if (asset->dpvsDyn.dynEntClientCount[0] > 0)
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{
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Utils::Stream::ClearPointer(&asset->sceneDynModel);
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Utils::Stream::ClearPointer(&asset->primaryLightDynEntShadowVis[0]);
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Utils::Stream::ClearPointer(&asset->nonSunPrimaryLightForModelDynEnt);
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}
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if (asset->dpvsDyn.dynEntClientCount[1] > 0)
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{
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Utils::Stream::ClearPointer(&asset->sceneDynBrush);
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Utils::Stream::ClearPointer(&asset->primaryLightDynEntShadowVis[1]);
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}
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if (asset->shadowGeom)
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if (asset->shadowGeom)
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{
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{
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asset->shadowGeom = reader.readArray<Game::GfxShadowGeometry>(asset->primaryLightCount);
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asset->shadowGeom = reader.readArray<Game::GfxShadowGeometry>(asset->primaryLightCount);
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