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refactor: introduce subasset loading
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@@ -70,6 +70,12 @@ namespace
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"footstepfxtable",
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"zbarrier",
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};
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constexpr const char* SUB_ASSET_TYPE_NAMES[SUB_ASSET_TYPE_COUNT]{
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"technique",
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"vertexshader",
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"pixelshader",
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};
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} // namespace
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namespace T6
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@@ -127,4 +133,17 @@ namespace T6
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return std::nullopt;
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}
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asset_type_t Game::GetSubAssetTypeCount() const
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{
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return SUB_ASSET_TYPE_COUNT;
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}
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std::optional<const char*> Game::GetSubAssetTypeName(const asset_type_t subAssetType) const
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{
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if (subAssetType < std::extent_v<decltype(SUB_ASSET_TYPE_NAMES)>)
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return SUB_ASSET_TYPE_NAMES[subAssetType];
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return std::nullopt;
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}
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} // namespace T6
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