[ZoneBuilder] Remove marking function, loading does that
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39f9c73a38
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@ -61,7 +61,7 @@ namespace Assets
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case 0xA:
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case 0xA:
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{
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{
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//builder->markAsset(Game::XAssetType::ASSET_TYPE_SOUND, visuals->soundName);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_SOUND, visuals->soundName);
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break;
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break;
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}
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}
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@ -293,18 +293,6 @@ namespace Components
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return header;
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return header;
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}
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}
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void ZoneBuilder::Zone::markAsset(Game::XAssetType type, void* ptr)
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{
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Game::XAsset asset { type, { ptr } };
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if(std::find_if(this->markedAssets.begin(), this->markedAssets.end(), [&] (const Game::XAsset& s) { return (asset.header.data == s.header.data && asset.type == s.type); } ) != this->markedAssets.end())
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{
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return; // don't re-mark assets
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}
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AssetHandler::ZoneMark(asset, this);
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this->markedAssets.push_back(asset);
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}
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void ZoneBuilder::Zone::writeZone()
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void ZoneBuilder::Zone::writeZone()
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{
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{
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FILETIME fileTime;
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FILETIME fileTime;
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@ -33,7 +33,6 @@ namespace Components
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Game::XAssetHeader saveSubAsset(Game::XAssetType type, void* ptr);
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Game::XAssetHeader saveSubAsset(Game::XAssetType type, void* ptr);
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bool loadAsset(Game::XAssetType type, std::string name, bool isSubAsset = true);
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bool loadAsset(Game::XAssetType type, std::string name, bool isSubAsset = true);
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bool loadAsset(Game::XAssetType type, void* data, bool isSubAsset = true);
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bool loadAsset(Game::XAssetType type, void* data, bool isSubAsset = true);
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void markAsset(Game::XAssetType type, void* ptr);
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int addScriptString(unsigned short gameIndex);
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int addScriptString(unsigned short gameIndex);
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int addScriptString(std::string str);
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int addScriptString(std::string str);
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