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Unlinker/ObjLoading: Add skeleton for dynamically loading search paths based on current zone
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@ -27,13 +27,13 @@ bool ObjLoaderT6::SupportsZone(Zone* zone)
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return zone->m_game == &g_GameT6;
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}
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void ObjLoaderT6::LoadIPakForZone(std::string ipakName, Zone* zone)
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void ObjLoaderT6::LoadIPakForZone(const std::string& ipakName, Zone* zone)
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{
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printf("Loading ipak '%s' for zone '%s'\n", ipakName.c_str(), zone->m_name.c_str());
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// TODO
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}
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void ObjLoaderT6::LoadReferencedContainersForZone(Zone* zone)
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void ObjLoaderT6::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
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const int zoneNameHash = Com_HashKey(zone->m_name.c_str(), 64);
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@ -55,6 +55,7 @@ void ObjLoaderT6::LoadReferencedContainersForZone(Zone* zone)
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}
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}
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void ObjLoaderT6::LoadObjDataForZone(Zone* zone)
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void ObjLoaderT6::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone)
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{
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// TODO
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}
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@ -8,10 +8,10 @@ class ObjLoaderT6 final : public IObjLoader
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static const int GLOBAL_HASH;
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static int Com_HashKey(const char* str, int maxLen);
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static void LoadIPakForZone(std::string ipakName, Zone* zone);
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static void LoadIPakForZone(const std::string& ipakName, Zone* zone);
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public:
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bool SupportsZone(Zone* zone) override;
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void LoadReferencedContainersForZone(Zone* zone) override;
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void LoadObjDataForZone(Zone* zone) override;
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void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) override;
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void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) override;
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};
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