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
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@@ -26,7 +26,7 @@ bool ZoneDumper::DumpZone(Zone* zone, const std::string& basePath) const
dumper.DumpPool(zone, assetPools->poolName.get(), basePath); \
}
const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(zone->GetPools());
const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(zone->m_pools.get());
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset)
// DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap)