[ZB]: Use mem allocator for branding (#781)
Co-authored-by: Roxanne <roxanne@thegamebakers.com>
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@ -25,11 +25,8 @@ namespace Assets
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header->techniqueSet = builder->getIW4OfApi()->read<Game::MaterialTechniqueSet>(Game::ASSET_TYPE_TECHNIQUE_SET, name);
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auto ptr = header->techniqueSet;
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if (!ptr)
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if (ptr)
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{
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return;
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}
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while (ptr->remappedTechniqueSet && ptr->remappedTechniqueSet != ptr)
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{
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ptr = ptr->remappedTechniqueSet;
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@ -51,6 +48,7 @@ namespace Assets
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}
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}
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}
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}
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void IMaterialTechniqueSet::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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@ -535,13 +535,12 @@ namespace Components
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// Add branding asset
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void ZoneBuilder::Zone::addBranding()
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{
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static std::string zoneBranding;
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const auto now = std::chrono::system_clock::now();
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zoneBranding = std::format("Built using the IW4x ZoneBuilder! {:%d-%m-%Y %H:%M:%OS}", now);
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auto zoneBranding = std::format("Built using the IW4x ZoneBuilder! {:%d-%m-%Y %H:%M:%OS}", now);
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auto brandingLen = zoneBranding.size(); // + 1 is added by the save code
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this->branding = {this->zoneName.data(), 0, static_cast<int>(brandingLen), zoneBranding.data()};
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this->branding = {this->zoneName.data(), 0, static_cast<int>(brandingLen), getAllocator()->duplicateString(zoneBranding)};
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if (this->findAsset(Game::ASSET_TYPE_RAWFILE, this->branding.name) != -1)
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{
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