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ZoneLoading: Enable further easy assets like qdb, slug, localize, scriptparsetree
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@ -1899,7 +1899,7 @@ struct ScriptParseTree
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{
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{
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const char *name;
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const char *name;
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int len;
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int len;
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char *buffer;
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byte32 *buffer;
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};
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};
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struct KeyValuePairs
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struct KeyValuePairs
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@ -2319,7 +2319,7 @@ struct Slug
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{
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{
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const char *name;
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const char *name;
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int len;
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int len;
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char *buffer;
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byte32* buffer;
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};
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};
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struct FootstepTableDef
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struct FootstepTableDef
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@ -127,7 +127,7 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
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// LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
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// LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
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// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
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// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
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// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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// LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
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// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
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// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
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// LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
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// LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
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// LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
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// LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
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@ -149,8 +149,8 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
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// LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
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// LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
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// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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// LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
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// LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
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// LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
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LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
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// LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
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LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
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// LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
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// LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
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// LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
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// LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
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// LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
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// LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
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