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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-21 00:25:44 +00:00
Remove SndDriverGlobals references as an asset since it is non existant for IW4 PC builds
This commit is contained in:
parent
906d112619
commit
6437d8daa4
@ -28,7 +28,6 @@ ZoneCode.Assets = {
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"menuDef_t",
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"menuDef_t",
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"LocalizeEntry",
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"LocalizeEntry",
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"WeaponCompleteDef",
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"WeaponCompleteDef",
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-- "SndDriverGlobals",
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"FxEffectDef",
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"FxEffectDef",
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"FxImpactTable",
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"FxImpactTable",
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"RawFile",
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"RawFile",
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@ -28,7 +28,6 @@ asset MenuList ASSET_TYPE_MENULIST;
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asset menuDef_t ASSET_TYPE_MENU;
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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 LocalizeEntry ASSET_TYPE_LOCALIZE_ENTRY;
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asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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asset WeaponCompleteDef ASSET_TYPE_WEAPON;
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// asset SndDriverGlobals ASSET_TYPE_SNDDRIVER_GLOBALS;
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asset FxEffectDef ASSET_TYPE_FX;
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asset FxEffectDef ASSET_TYPE_FX;
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asset FxImpactTable ASSET_TYPE_IMPACT_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 RawFile ASSET_TYPE_RAWFILE;
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@ -129,7 +129,6 @@ GameAssetPoolIW4::GameAssetPoolIW4(const int priority)
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m_menu_def = nullptr;
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m_menu_def = nullptr;
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m_localize = nullptr;
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m_localize = nullptr;
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m_weapon = nullptr;
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m_weapon = nullptr;
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// m_snd_driver_globals = nullptr;
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m_fx = nullptr;
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m_fx = nullptr;
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m_fx_impact_table = nullptr;
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m_fx_impact_table = nullptr;
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m_raw_file = nullptr;
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m_raw_file = nullptr;
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@ -182,7 +181,6 @@ void GameAssetPoolIW4::InitPoolStatic(const asset_type_t type, const size_t capa
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_STATIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_STATIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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@ -242,7 +240,6 @@ void GameAssetPoolIW4::InitPoolDynamic(const asset_type_t type)
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_MENU, m_menu_def, menuDef_t);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, LocalizeEntry);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_WEAPON, m_weapon, WeaponCompleteDef);
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// CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, SndDriverGlobals);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_FX, m_fx, FxEffectDef);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, FxImpactTable);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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CASE_INIT_POOL_DYNAMIC(ASSET_TYPE_RAWFILE, m_raw_file, RawFile);
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@ -311,7 +308,6 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAsset(asset_type_t type, std::string nam
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CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
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CASE_ADD_TO_POOL(ASSET_TYPE_MENU, m_menu_def, menu);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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CASE_ADD_TO_POOL(ASSET_TYPE_LOCALIZE_ENTRY, m_localize, localize);
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CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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CASE_ADD_TO_POOL(ASSET_TYPE_WEAPON, m_weapon, weapon);
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// CASE_ADD_TO_POOL(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals, sndDriverGlobals);
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CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
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CASE_ADD_TO_POOL(ASSET_TYPE_FX, m_fx, fx);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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CASE_ADD_TO_POOL(ASSET_TYPE_IMPACT_FX, m_fx_impact_table, impactFx);
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
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CASE_ADD_TO_POOL(ASSET_TYPE_RAWFILE, m_raw_file, rawfile);
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@ -371,7 +367,6 @@ XAssetInfoGeneric* GameAssetPoolIW4::GetAsset(const asset_type_t type, std::stri
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CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
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CASE_GET_ASSET(ASSET_TYPE_MENU, m_menu_def);
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CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
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CASE_GET_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, m_localize);
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CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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CASE_GET_ASSET(ASSET_TYPE_WEAPON, m_weapon);
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// CASE_GET_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, m_snd_driver_globals);
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CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
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CASE_GET_ASSET(ASSET_TYPE_FX, m_fx);
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CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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CASE_GET_ASSET(ASSET_TYPE_IMPACT_FX, m_fx_impact_table);
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
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CASE_GET_ASSET(ASSET_TYPE_RAWFILE, m_raw_file);
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@ -41,7 +41,6 @@ public:
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std::unique_ptr<AssetPool<IW4::menuDef_t>> m_menu_def;
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std::unique_ptr<AssetPool<IW4::menuDef_t>> m_menu_def;
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std::unique_ptr<AssetPool<IW4::LocalizeEntry>> m_localize;
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std::unique_ptr<AssetPool<IW4::LocalizeEntry>> m_localize;
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std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
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std::unique_ptr<AssetPool<IW4::WeaponCompleteDef>> m_weapon;
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// std::unique_ptr<AssetPool<IW4::SndDriverGlobals>> m_snd_driver_globals;
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std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
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std::unique_ptr<AssetPool<IW4::FxEffectDef>> m_fx;
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std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
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std::unique_ptr<AssetPool<IW4::FxImpactTable>> m_fx_impact_table;
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std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
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std::unique_ptr<AssetPool<IW4::RawFile>> m_raw_file;
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@ -140,7 +140,7 @@ namespace IW4
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menuDef_t* menu;
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menuDef_t* menu;
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LocalizeEntry* localize;
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LocalizeEntry* localize;
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WeaponCompleteDef* weapon;
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WeaponCompleteDef* weapon;
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// SndDriverGlobals* sndDriverGlobals;
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// SndDriverGlobals* sndDriverGlobals; // UNUSED ON PC
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FxEffectDef* fx;
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FxEffectDef* fx;
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FxImpactTable* impactFx;
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FxImpactTable* impactFx;
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RawFile* rawfile;
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RawFile* rawfile;
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@ -32,7 +32,6 @@
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#include "Game/IW4/XAssets/rawfile/rawfile_load_db.h"
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#include "Game/IW4/XAssets/rawfile/rawfile_load_db.h"
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#include "Game/IW4/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
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#include "Game/IW4/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
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#include "Game/IW4/XAssets/sndcurve/sndcurve_load_db.h"
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#include "Game/IW4/XAssets/sndcurve/sndcurve_load_db.h"
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//#include "Game/IW4/XAssets/snddriverglobals/snddriverglobals_load_db.h"
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#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
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#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
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#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_load_db.h"
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#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_load_db.h"
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#include "Game/IW4/XAssets/tracerdef/tracerdef_load_db.h"
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#include "Game/IW4/XAssets/tracerdef/tracerdef_load_db.h"
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