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refactor: introduce subasset loading
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@@ -1,7 +1,5 @@
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#include "MenuDumperIW5.h"
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "Game/IW5/Menu/MenuDumperIW5.h"
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#include "MenuWriterIW5.h"
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#include "ObjWriting.h"
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@@ -18,8 +16,8 @@ namespace
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const MenuList* GetParentMenuList(const XAssetInfo<menuDef_t>& asset)
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{
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const auto* menu = asset.Asset();
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const auto* gameAssetPool = dynamic_cast<GameAssetPoolIW5*>(asset.m_zone->m_pools.get());
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for (const auto* menuList : *gameAssetPool->m_menu_list)
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auto zoneMenuListPool = asset.m_zone->m_pools.PoolAssets<AssetMenuList>();
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for (const auto* menuList : zoneMenuListPool)
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{
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const auto* menuListAsset = menuList->Asset();
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@@ -51,11 +49,6 @@ namespace
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namespace menu
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{
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MenuDumperIW5::MenuDumperIW5(const AssetPool<AssetMenu::Type>& pool)
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: AbstractAssetDumper(pool)
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{
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}
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void MenuDumperIW5::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetMenu::Type>& asset)
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{
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const auto* menu = asset.Asset();
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