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https://github.com/Laupetin/OpenAssetTools.git
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refactor: introduce subasset loading
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@@ -250,7 +250,8 @@ namespace
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if (vertexShader->name[0] == ',')
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{
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const auto loadedVertexShaderFromOtherZone = GlobalAssetPool<MaterialVertexShader>::GetAssetByName(&vertexShader->name[1]);
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const auto loadedVertexShaderFromOtherZone =
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GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetVertexShader>(&vertexShader->name[1]);
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if (loadedVertexShaderFromOtherZone == nullptr)
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{
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@@ -305,7 +306,8 @@ namespace
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if (pixelShader->name[0] == ',')
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{
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const auto loadedPixelShaderFromOtherZone = GlobalAssetPool<MaterialPixelShader>::GetAssetByName(&pixelShader->name[1]);
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const auto loadedPixelShaderFromOtherZone =
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GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetPixelShader>(&pixelShader->name[1]);
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if (loadedPixelShaderFromOtherZone == nullptr)
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{
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@@ -377,7 +379,8 @@ namespace
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if (vertexDecl->name && vertexDecl->name[0] == ',')
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{
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const auto loadedVertexDeclFromOtherZone = GlobalAssetPool<MaterialVertexDeclaration>::GetAssetByName(&vertexDecl->name[1]);
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const auto loadedVertexDeclFromOtherZone =
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GameGlobalAssetPools::GetGlobalPoolsForGame(GameId::IW4)->GetAsset<AssetVertexDecl>(&vertexDecl->name[1]);
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if (loadedVertexDeclFromOtherZone == nullptr)
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{
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@@ -488,11 +491,6 @@ namespace
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namespace techset
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{
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DumperIW4::DumperIW4(const AssetPool<AssetTechniqueSet::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void DumperIW4::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetTechniqueSet::Type>& asset)
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{
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const auto* techniqueSet = asset.Asset();
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