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refactor: do not nest asset namespaces in game namespaces
* Duplicated namespace names are kind of annoying
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@@ -125,13 +125,13 @@ namespace
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysCollMap>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXModelSurfs>(memory));
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collection.AddAssetCreator(xmodel::CreateXModelLoader(memory, searchPath, zone));
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collection.AddAssetCreator(material::CreateLoader(memory, searchPath));
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collection.AddAssetCreator(xmodel::CreateLoaderIW5(memory, searchPath, zone));
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collection.AddAssetCreator(material::CreateLoaderIW5(memory, searchPath));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPixelShader>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderVertexShader>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderVertexDecl>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
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collection.AddAssetCreator(image::CreateLoader(memory, searchPath));
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collection.AddAssetCreator(image::CreateLoaderIW5(memory, searchPath));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSound>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundCurve>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderLoadedSound>(memory));
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@@ -145,19 +145,19 @@ namespace
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// collection.AddAssetCreator(std::make_unique<AssetLoaderGfxWorld>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderLightDef>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
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collection.AddAssetCreator(menu::CreateMenuListLoader(memory, searchPath));
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collection.AddAssetCreator(menu::CreateMenuListLoaderIW5(memory, searchPath));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
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collection.AddAssetCreator(localize::CreateLoader(memory, searchPath, zone));
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collection.AddAssetCreator(attachment::CreateLoader(memory, searchPath));
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collection.AddAssetCreator(weapon::CreateRawLoader(memory, searchPath, zone));
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collection.AddAssetCreator(weapon::CreateGdtLoader(memory, searchPath, gdt, zone));
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collection.AddAssetCreator(localize::CreateLoaderIW5(memory, searchPath, zone));
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collection.AddAssetCreator(attachment::CreateLoaderIW5(memory, searchPath));
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collection.AddAssetCreator(weapon::CreateRawLoaderIW5(memory, searchPath, zone));
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collection.AddAssetCreator(weapon::CreateGdtLoaderIW5(memory, searchPath, gdt, zone));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSurfaceFx>(memory));
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collection.AddAssetCreator(raw_file::CreateLoader(memory, searchPath));
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collection.AddAssetCreator(script::CreateLoader(memory, searchPath));
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collection.AddAssetCreator(string_table::CreateLoader(memory, searchPath));
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collection.AddAssetCreator(leaderboard::CreateLoader(memory, searchPath));
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collection.AddAssetCreator(raw_file::CreateLoaderIW5(memory, searchPath));
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collection.AddAssetCreator(script::CreateLoaderIW5(memory, searchPath));
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collection.AddAssetCreator(string_table::CreateLoaderIW5(memory, searchPath));
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collection.AddAssetCreator(leaderboard::CreateLoaderIW5(memory, searchPath));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderStructuredDataDef>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderTracer>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderVehicle>(memory));
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