refactor: use asset_type_t for ZoneDefinition

This commit is contained in:
Jan
2024-10-05 10:56:56 +01:00
parent d2b4b2dc38
commit b156c7348a
68 changed files with 725 additions and 632 deletions
+2 -2
View File
@@ -25,7 +25,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
// Localized strings are all collected in one string file. So only add this to the zone file.
if (!pools->m_localize->m_asset_lookup.empty())
{
stream.WriteEntry(pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(ASSET_TYPE_LOCALIZE_ENTRY), zone->m_name);
}
for (const auto& asset : *pools)
@@ -36,7 +36,7 @@ void ZoneDefWriter::WriteContent(ZoneDefinitionOutputStream& stream, const Unlin
break;
default:
stream.WriteEntry(pools->GetAssetTypeName(asset->m_type), asset->m_name);
stream.WriteEntry(*pools->GetAssetTypeName(asset->m_type), asset->m_name);
break;
}
}