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Fix assets being added to their pools twice when loaded from a fastfile
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@ -269,12 +269,7 @@ XAssetInfoGeneric* GameAssetPoolIW4::AddAssetToPool(asset_type_t type, std::stri
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case assetType: \
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{ \
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assert((poolName) != nullptr); \
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auto* assetInfo = (poolName)->AddAsset(std::move(name), xAsset.header.headerName, m_zone, dependencies); \
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if(assetInfo) \
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{ \
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m_assets_in_order.push_back(assetInfo); \
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} \
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return assetInfo; \
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return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, m_zone, dependencies); \
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}
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switch (xAsset.type)
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@ -338,12 +338,7 @@ XAssetInfoGeneric* GameAssetPoolT6::AddAssetToPool(asset_type_t type, std::strin
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case assetType: \
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{ \
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assert((poolName) != nullptr); \
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auto* assetInfo = (poolName)->AddAsset(std::move(name), xAsset.header.headerName, m_zone, dependencies); \
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if(assetInfo) \
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{ \
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m_assets_in_order.push_back(assetInfo); \
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} \
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return assetInfo; \
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return (poolName)->AddAsset(std::move(name), xAsset.header.headerName, m_zone, dependencies); \
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}
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switch (xAsset.type)
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