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https://github.com/Laupetin/OpenAssetTools.git
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chore: add generic default asset constructors for all games
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@ -209,3 +209,53 @@ namespace T6
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using AssetFootstepFxTable = Asset<ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef>;
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using AssetZBarrier = Asset<ASSET_TYPE_ZBARRIER, ZBarrierDef>;
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} // namespace T6
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetPhysPreset, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetPhysConstraints, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetDestructibleDef, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXAnim, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXModel, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMaterial, info.name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetTechniqueSet, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetImage, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundBank, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundPatch, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetClipMap, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetClipMapPvs, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetComWorld, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGameWorldSp, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGameWorldMp, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMapEnts, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGfxWorld, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLightDef, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFont, fontName);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFontIcon, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMenuList, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMenu, window.name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLocalize, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetWeapon, szInternalName);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAttachment, szInternalName);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAttachmentUnique, szInternalName);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetWeaponCamo, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSoundDriverGlobals, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFx, name);
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DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T6::AssetImpactFx, "ImpactFx");
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetRawFile, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetStringTable, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetLeaderboard, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetXGlobals, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetDDL, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetGlasses, name);
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DEFINE_ASSET_NAME_ACCESSOR_SINGLETON(T6::AssetEmblemSet, "EmblemSet");
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetScript, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetKeyValuePairs, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetVehicle, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetMemoryBlock, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetAddonMapEnts, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetTracer, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSkinnedVerts, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetQdb, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetSlug, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFootstepTable, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetFootstepFxTable, name);
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DEFINE_ASSET_NAME_ACCESSOR(T6::AssetZBarrier, name);
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