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	refactor: use template based asset structs for AssetLoaders
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		| @@ -170,7 +170,8 @@ namespace T6 | ||||
|     using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>; | ||||
|     using AssetSoundBank = Asset<ASSET_TYPE_SOUND, SndBank>; | ||||
|     using AssetSoundPatch = Asset<ASSET_TYPE_SOUND_PATCH, SndPatch>; | ||||
|     using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>; | ||||
|     using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>; | ||||
|     using AssetClipMapPvs = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>; | ||||
|     using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>; | ||||
|     using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>; | ||||
|     using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>; | ||||
|   | ||||
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