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refactor: introduce subasset loading
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@@ -110,12 +110,12 @@ namespace
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std::vector<AssetDto> references;
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// Reserve some entries already. Numbers are arbitrary.
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const auto assetCount = zone.m_pools->GetTotalAssetCount();
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const auto assetCount = zone.m_pools.GetTotalAssetCount();
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assets.reserve(assetCount / 2);
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references.reserve(assetCount / 8);
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const auto& assetTypeMapper = *ICommonAssetTypeMapper::GetCommonAssetMapperByGame(zone.m_game_id);
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for (const auto& asset : *zone.m_pools)
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for (const auto& asset : zone.m_pools)
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{
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if (asset->IsReference())
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{
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@@ -1,7 +1,7 @@
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#include "UnlinkingBinds.h"
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#include "Context/ModManContext.h"
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#include "IObjWriter.h"
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#include "ObjWriter.h"
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#include "SearchPath/OutputPathFilesystem.h"
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#include "SearchPath/SearchPaths.h"
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#include "Utils/PathUtils.h"
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@@ -64,7 +64,7 @@ namespace
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const auto& loadedZone = *existingZone->get();
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const auto* objWriter = IObjWriter::GetObjWriterForGame(loadedZone.m_zone->m_game_id);
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auto* objWriter = IObjWriter::GetObjWriterForGame(loadedZone.m_zone->m_game_id);
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const auto outputFolderPath = fs::path(utils::GetExecutablePath()).parent_path() / "zone_dump" / zoneName;
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const auto outputFolderPathStr = outputFolderPath.string();
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