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refactor: use asset_type_t for ZoneDefinition

This commit is contained in:
Jan
2024-09-29 16:35:09 +02:00
parent d2b4b2dc38
commit b156c7348a
68 changed files with 725 additions and 632 deletions

View File

@ -83,7 +83,7 @@ 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)
@ -95,7 +95,7 @@ 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;
}
}