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refactor: introduce subasset loading

This commit is contained in:
Jan Laupetin
2026-02-05 16:25:00 +00:00
parent 1be411b371
commit aa47ffa629
255 changed files with 1668 additions and 3132 deletions

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@@ -1,7 +1,6 @@
#include "Game/IW3/StringTable/AssetLoaderStringTableIW3.h"
#include "Game/IW3/GameIW3.h"
#include "Pool/ZoneAssetPools.h"
#include "SearchPath/MockSearchPath.h"
#include "Utils/MemoryManager.h"

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@@ -65,7 +65,7 @@ namespace test::game::iw4::menu::parsing::it
menuDef_t* GetMenuAsset(const std::string& menuName)
{
const auto addedAsset = m_zone.m_pools->GetAsset(ASSET_TYPE_MENU, menuName);
const auto addedAsset = m_zone.m_pools.GetAsset(ASSET_TYPE_MENU, menuName);
REQUIRE(addedAsset);
REQUIRE(addedAsset->m_type == ASSET_TYPE_MENU);