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ZoneLoading: Remove unused asset counting part
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551deeec34
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@ -178,22 +178,6 @@ void ContentLoaderT6::LoadXAssetArray(const bool atStreamStart, const size_t cou
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if(atStreamStart)
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if(atStreamStart)
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m_stream->Load<XAsset>(varXAsset, count);
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m_stream->Load<XAsset>(varXAsset, count);
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size_t assetCounts[ASSET_TYPE_COUNT]{0};
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for(size_t index = 0; index < count; index++)
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{
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assert(varXAsset[index].type >= 0 && varXAsset[index].type < ASSET_TYPE_COUNT);
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if(varXAsset[index].type >= 0 && varXAsset[index].type < ASSET_TYPE_COUNT)
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{
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assetCounts[varXAsset[index].type]++;
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}
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}
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// Special case: CLIPMAP and CLIPMAP_PVS are the same struct and therefore share the same asset pool
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assetCounts[ASSET_TYPE_CLIPMAP_PVS] += assetCounts[ASSET_TYPE_CLIPMAP];
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assetCounts[ASSET_TYPE_CLIPMAP] = 0;
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for(asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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for(asset_type_t assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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{
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{
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m_zone->GetPools()->InitPoolDynamic(assetType);
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m_zone->GetPools()->InitPoolDynamic(assetType);
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