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Check for already loaded assets when loading asset dependencies
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@ -22,6 +22,10 @@ void AssetLoadingManager::AddAsset(const asset_type_t assetType, const std::stri
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XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetType, const std::string& assetName)
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XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetType, const std::string& assetName)
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{
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{
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auto* existingAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
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if (existingAsset)
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return existingAsset;
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const auto loader = m_asset_loaders_by_type.find(assetType);
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const auto loader = m_asset_loaders_by_type.find(assetType);
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if (loader != m_asset_loaders_by_type.end())
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if (loader != m_asset_loaders_by_type.end())
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{
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{
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