Save scriptstrings per zone and not per asset since that solves all problems with multiple assets of the same zone referencing the same struct in memory that has scriptstring indices

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Jan committed 2020-10-23 15:54:27 +02:00
1 parent f8e7a10789
commit eed7164b5b
36 files changed
+387 -447

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@@ -107,7 +107,7 @@ namespace T6
void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
{
auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
const int zoneNameHash = CommonT6::Com_HashKey(zone->m_name.c_str(), 64);
LoadCommonIPaks(searchPath, zone);
@@ -197,7 +197,7 @@ namespace T6
void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
{
auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
if (assetPoolT6 && assetPoolT6->m_image != nullptr)
{