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chore: use Asset definition instead of enum entry for zcg
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@@ -3,31 +3,31 @@ game IW3;
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architecture x86;
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// Game Assets
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asset PhysPreset ASSET_TYPE_PHYSPRESET;
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asset XAnimParts ASSET_TYPE_XANIMPARTS;
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asset XModel ASSET_TYPE_XMODEL;
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asset Material ASSET_TYPE_MATERIAL;
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asset MaterialTechniqueSet ASSET_TYPE_TECHNIQUE_SET;
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asset GfxImage ASSET_TYPE_IMAGE;
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asset snd_alias_list_t ASSET_TYPE_SOUND;
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asset SndCurve ASSET_TYPE_SOUND_CURVE;
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asset LoadedSound ASSET_TYPE_LOADED_SOUND;
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asset clipMap_t ASSET_TYPE_CLIPMAP_PVS;
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asset ComWorld ASSET_TYPE_COMWORLD;
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asset GameWorldSp ASSET_TYPE_GAMEWORLD_SP;
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asset GameWorldMp ASSET_TYPE_GAMEWORLD_MP;
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asset MapEnts ASSET_TYPE_MAP_ENTS;
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asset GfxWorld ASSET_TYPE_GFXWORLD;
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asset GfxLightDef ASSET_TYPE_LIGHT_DEF;
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asset Font_s ASSET_TYPE_FONT;
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asset MenuList ASSET_TYPE_MENULIST;
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asset menuDef_t ASSET_TYPE_MENU;
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asset LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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asset WeaponDef ASSET_TYPE_WEAPON;
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asset FxEffectDef ASSET_TYPE_FX;
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asset FxImpactTable ASSET_TYPE_IMPACT_FX;
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asset RawFile ASSET_TYPE_RAWFILE;
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asset StringTable ASSET_TYPE_STRINGTABLE;
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asset PhysPreset AssetPhysPreset;
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asset XAnimParts AssetXAnim;
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asset XModel AssetXModel;
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asset Material AssetMaterial;
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asset MaterialTechniqueSet AssetTechniqueSet;
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asset GfxImage AssetImage;
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asset snd_alias_list_t AssetSound;
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asset SndCurve AssetSoundCurve;
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asset LoadedSound AssetLoadedSound;
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asset clipMap_t AssetClipMapPvs;
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asset ComWorld AssetComWorld;
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asset GameWorldSp AssetGameWorldSp;
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asset GameWorldMp AssetGameWorldMp;
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asset MapEnts AssetMapEnts;
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asset GfxWorld AssetGfxWorld;
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asset GfxLightDef AssetLightDef;
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asset Font_s AssetFont;
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asset MenuList AssetMenuList;
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asset menuDef_t AssetMenu;
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asset LocalizeEntry AssetLocalize;
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asset WeaponDef AssetWeapon;
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asset FxEffectDef AssetFx;
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asset FxImpactTable AssetImpactFx;
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asset RawFile AssetRawFile;
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asset StringTable AssetStringTable;
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// Setup blocks
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block temp XFILE_BLOCK_TEMP default;
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@@ -66,4 +66,3 @@ block normal XFILE_BLOCK_INDEX;
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#include "XAssets/RawFile.txt"
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#include "XAssets/StringTable.txt"
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// EOF
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