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refactor: introduce subasset loading
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@@ -1,7 +1,6 @@
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#include "MaterialConstantZoneStateT5.h"
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#include "Game/T5/CommonT5.h"
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#include "Game/T5/GameAssetPoolT5.h"
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#include "Game/T5/GameT5.h"
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#include "ObjWriting.h"
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#include "Zone/ZoneRegistry.h"
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@@ -479,11 +478,7 @@ namespace T5
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{
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for (const auto* zone : ZoneRegistry::GetRegistryForGame(GameId::T5)->Zones())
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{
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const auto* assetPools = dynamic_cast<const GameAssetPoolT5*>(zone->m_pools.get());
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if (!assetPools)
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return;
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for (const auto* techniqueSetInfo : *assetPools->m_technique_set)
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for (const auto* techniqueSetInfo : zone->m_pools.PoolAssets<AssetTechniqueSet>())
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{
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const auto* techniqueSet = techniqueSetInfo->Asset();
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