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https://github.com/Laupetin/OpenAssetTools.git
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refactor: use template based asset structs for AssetLoaders
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@ -6,7 +6,7 @@
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namespace IW3
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{
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class AssetLoaderGfxImage final : public BasicAssetLoader<ASSET_TYPE_IMAGE, GfxImage>
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class AssetLoaderGfxImage final : public BasicAssetLoader<AssetImage>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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@ -7,7 +7,7 @@
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namespace IW3
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{
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class AssetLoaderLocalizeEntry final : public BasicAssetLoader<ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry>
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class AssetLoaderLocalizeEntry final : public BasicAssetLoader<AssetLocalize>
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{
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public:
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_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
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@ -6,7 +6,7 @@
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namespace IW3
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{
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class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
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class AssetLoaderRawFile final : public BasicAssetLoader<AssetRawFile>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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@ -6,7 +6,7 @@
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namespace IW3
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{
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class AssetLoaderStringTable final : public BasicAssetLoader<ASSET_TYPE_STRINGTABLE, StringTable>
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class AssetLoaderStringTable final : public BasicAssetLoader<AssetStringTable>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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