mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-10-24 04:28:10 +00:00
201 lines
8.0 KiB
C++
201 lines
8.0 KiB
C++
#include "ContentLoaderT6.h"
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#include "Game/T6/AssetLoaderT6_pc.h"
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#include "Game/T6/T6.h"
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#include "Loading/Exception/UnsupportedAssetTypeException.h"
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#include <cassert>
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using namespace T6;
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ContentLoader::ContentLoader(Zone& zone, ZoneInputStream& stream)
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: ContentLoaderBase(zone, stream),
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varXAssetList(nullptr),
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varXAsset(nullptr),
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varScriptStringList(nullptr)
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{
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}
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void ContentLoader::LoadScriptStringList(const bool atStreamStart)
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{
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assert(!atStreamStart);
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if (varScriptStringList->strings != nullptr)
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{
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assert(GetZonePointerType(varScriptStringList->strings) == ZonePointerType::FOLLOWING);
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#ifdef ARCH_x86
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varScriptStringList->strings = m_stream.Alloc<const char*>(4);
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#else
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varScriptStringList->strings = m_stream.AllocOutOfBlock<const char*>(4, varScriptStringList->count);
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#endif
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varXString = varScriptStringList->strings;
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LoadXStringArray(true, varScriptStringList->count);
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if (varScriptStringList->strings && varScriptStringList->count > 0)
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m_zone.m_script_strings.InitializeForExistingZone(varScriptStringList->strings, static_cast<size_t>(varScriptStringList->count));
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}
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assert(m_zone.m_script_strings.Count() <= SCR_STRING_MAX + 1);
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}
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void ContentLoader::LoadXAsset(const bool atStreamStart) const
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{
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#define LOAD_ASSET(type_index, typeName, headerEntry) \
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case type_index: \
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{ \
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Loader_##typeName##_pc loader(m_zone, m_stream); \
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loader.Load(&varXAsset->header.headerEntry); \
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break; \
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}
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assert(varXAsset != nullptr);
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if (atStreamStart)
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m_stream.Load<XAsset>(varXAsset);
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switch (varXAsset->type)
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{
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset)
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LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints)
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LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef)
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LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts)
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LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model)
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material)
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet)
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image)
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LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound)
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LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch)
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LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap)
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LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap)
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LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld)
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp)
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LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp)
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LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts)
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LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld)
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LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef)
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font)
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LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon)
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LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList)
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LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu)
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize)
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LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon)
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LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment)
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LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique)
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LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo)
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LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals)
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LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx)
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LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx)
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile)
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable)
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LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef)
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LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals)
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LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot)
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LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses)
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LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet)
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LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree)
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LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs)
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LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef)
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LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
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LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts)
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LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef)
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LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef)
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LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb)
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LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug)
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LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef)
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LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef)
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LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef)
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default:
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{
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throw UnsupportedAssetTypeException(varXAsset->type);
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}
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}
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#undef LOAD_ASSET
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}
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void ContentLoader::LoadXAssetArray(const bool atStreamStart, const size_t count)
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{
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assert(varXAsset != nullptr);
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if (atStreamStart)
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{
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#ifdef ARCH_x86
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m_stream.Load<XAsset>(varXAsset, count);
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#else
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const auto fill = m_stream.LoadWithFill(8u * count);
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for (size_t index = 0; index < count; index++)
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{
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fill.Fill(varXAsset[index].type, 8u * index);
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fill.FillPtr(varXAsset[index].header.data, 8u * index + 4u);
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m_stream.AddPointerLookup(&varXAsset[index].header.data, fill.BlockBuffer(8u * index + 4u));
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}
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#endif
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}
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for (size_t index = 0; index < count; index++)
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{
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LoadXAsset(false);
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varXAsset++;
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#ifdef DEBUG_OFFSETS
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m_stream.DebugOffsets(index);
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#endif
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}
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}
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void ContentLoader::Load()
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{
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XAssetList assetList{};
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varXAssetList = &assetList;
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#ifdef ARCH_x86
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m_stream.LoadDataRaw(&assetList, sizeof(assetList));
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#else
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const auto fillAccessor = m_stream.LoadWithFill(24u);
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varScriptStringList = &varXAssetList->stringList;
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fillAccessor.Fill(varScriptStringList->count, 0u);
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fillAccessor.FillPtr(varScriptStringList->strings, 4u);
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fillAccessor.Fill(varXAssetList->dependCount, 8u);
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fillAccessor.FillPtr(varXAssetList->depends, 12u);
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fillAccessor.Fill(varXAssetList->assetCount, 16u);
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fillAccessor.FillPtr(varXAssetList->assets, 20u);
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#endif
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m_stream.PushBlock(XFILE_BLOCK_VIRTUAL);
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varScriptStringList = &assetList.stringList;
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LoadScriptStringList(false);
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if (assetList.depends != nullptr)
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{
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assert(GetZonePointerType(assetList.depends) == ZonePointerType::FOLLOWING);
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#ifdef ARCH_x86
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assetList.depends = m_stream.Alloc<const char*>(4);
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#else
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assetList.depends = m_stream.AllocOutOfBlock<const char*>(4, assetList.dependCount);
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#endif
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varXString = assetList.depends;
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LoadXStringArray(true, assetList.dependCount);
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}
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if (assetList.assets != nullptr)
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{
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assert(GetZonePointerType(assetList.assets) == ZonePointerType::FOLLOWING);
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#ifdef ARCH_x86
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assetList.assets = m_stream.Alloc<XAsset>(4);
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#else
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assetList.assets = m_stream.AllocOutOfBlock<XAsset>(4, assetList.assetCount);
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#endif
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varXAsset = assetList.assets;
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LoadXAssetArray(true, assetList.assetCount);
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}
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m_stream.PopBlock();
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}
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