ZoneLoading: Remove unused asset counting part

This commit is contained in:
Jan 2019-12-24 11:40:00 +01:00
parent 551deeec34
commit 4932994355

View File

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