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refactor: introduce subasset loading
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@@ -12,12 +12,12 @@ ContentPrinter::ContentPrinter(const Zone& zone)
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void ContentPrinter::PrintContent() const
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{
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const auto* pools = m_zone.m_pools.get();
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const auto& pools = m_zone.m_pools;
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const auto* game = IGame::GetGameById(m_zone.m_game_id);
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con::info("Zone '{}' ({})", m_zone.m_name, game->GetShortName());
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con::info("Content:");
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for (const auto& asset : *pools)
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for (const auto& asset : pools)
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con::info("{}, {}", *game->GetAssetTypeName(asset->m_type), asset->m_name);
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con::info("");
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@@ -2,7 +2,7 @@
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#include "ContentLister/ContentPrinter.h"
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#include "IObjLoader.h"
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#include "IObjWriter.h"
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#include "ObjWriter.h"
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#include "ObjWriting.h"
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#include "SearchPath/IWD.h"
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#include "SearchPath/OutputPathFilesystem.h"
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@@ -183,7 +183,7 @@ namespace
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UpdateAssetIncludesAndExcludes(context);
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const auto* objWriter = IObjWriter::GetObjWriterForGame(zone.m_game_id);
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auto* objWriter = IObjWriter::GetObjWriterForGame(zone.m_game_id);
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auto result = objWriter->DumpZone(context);
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