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WIP: Prepared project for updating CustomMapLinker.h
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@@ -19,20 +19,20 @@ namespace
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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// custom maps must have a map_gfx file
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auto mapGfxFile = m_search_path.Open("BSP/map_gfx.fbx");
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auto mapGfxFile = m_search_path.Open(BSPUtil::getFileNameForBSPAsset("map_gfx.fbx"));
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if (!mapGfxFile.IsOpen())
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return AssetCreationResult::NoAction();
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BSPData* BSP = BSP::createBSPData(m_zone.m_name, m_search_path);
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if (BSP == nullptr)
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std::unique_ptr<BSPData> bsp = BSP::createBSPData(m_zone.m_name, m_search_path);
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if (bsp == nullptr)
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return AssetCreationResult::Failure();
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CustomMapLinker linker(m_memory, m_search_path, m_zone, context);
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bool result = linker.linkCustomMap(BSP);
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bool result = linker.linkCustomMap(bsp.get());
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if (result)
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{
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auto gfxWorldAsset = context.LoadDependency<AssetGfxWorld>(BSP->bspName);
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auto gfxWorldAsset = context.LoadDependency<AssetGfxWorld>(bsp->bspName);
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_ASSERT(gfxWorldAsset != nullptr);
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return AssetCreationResult::Success(gfxWorldAsset);
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}
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