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The linker should continue with building the fastfile if the asset list is empty and the map type isn't NONE.
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@@ -1,5 +1,4 @@
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#include "Linker.h"
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#include "Linker.h"
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#include "LinkerArgs.h"
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#include "LinkerArgs.h"
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#include "LinkerPaths.h"
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#include "LinkerPaths.h"
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#include "ObjContainer/SoundBank/SoundBankWriter.h"
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#include "ObjContainer/SoundBank/SoundBankWriter.h"
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@@ -330,7 +329,7 @@ class LinkerImpl final : public Linker
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PathGameContext gameContext(paths, projectName, zoneDefinition->m_game);
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PathGameContext gameContext(paths, projectName, zoneDefinition->m_game);
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if (!zoneDefinition->m_assets.empty())
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if (!zoneDefinition->m_assets.empty() || zoneDefinition->m_map_type != ZoneDefinitionMapType::NONE)
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{
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{
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if (!BuildFastFile(paths, projectName, targetName, *zoneDefinition))
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if (!BuildFastFile(paths, projectName, targetName, *zoneDefinition))
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return false;
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return false;
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