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refactor: introduce subasset loading
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@@ -9,7 +9,7 @@ In this case:
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(actual asset, not a reference) techniqueset `trivial_floatz_2992w610`
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*/
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#include "Game/T6/GameAssetPoolT6.h"
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#include "Game/T6/T6.h"
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#include "Linker.h"
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#include "OatTestPaths.h"
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#include "SystemTestsPaths.h"
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@@ -100,15 +100,14 @@ namespace
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REQUIRE(maybeZone);
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auto zone = std::move(*maybeZone);
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auto pools = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
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REQUIRE(zone->m_game_id == GameId::T6);
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REQUIRE(zone->m_platform == GamePlatform::PC);
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REQUIRE(zone->m_name == "CombinedZoneT6");
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REQUIRE(pools->GetTotalAssetCount() == 2);
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REQUIRE(pools->m_technique_set->GetAsset("trivial_floatz_2992w610"));
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REQUIRE(zone->m_pools.GetTotalAssetCount() == 2);
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REQUIRE(zone->m_pools.GetAsset<T6::AssetTechniqueSet>("trivial_floatz_2992w610"));
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const auto* material = pools->m_material->GetAsset("test");
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const auto* material = zone->m_pools.GetAsset<T6::AssetMaterial>("test");
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REQUIRE(material);
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REQUIRE(material->Asset()->techniqueSet);
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REQUIRE(material->Asset()->techniqueSet->name == "trivial_floatz_2992w610"s);
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