mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 07:18:11 -05:00
Finalize menu assets after loading all assets
This commit is contained in:
@ -178,3 +178,9 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, const asset_type_
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
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{
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for (const auto& [type, loader] : m_asset_loaders_by_type)
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loader->FinalizeAssetsForZone(context);
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}
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@ -1,6 +1,6 @@
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#pragma once
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#include <unordered_map>
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#include <map>
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#include <memory>
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#include "IObjLoader.h"
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@ -12,7 +12,7 @@ namespace IW3
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{
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class ObjLoader final : public IObjLoader
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{
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std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
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static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
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@ -32,5 +32,6 @@ namespace IW3
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void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
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bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
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void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
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};
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}
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@ -5,6 +5,7 @@
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/Menu/MenuConversionZoneStateIW4.h"
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#include "Game/IW4/Menu/MenuConverterIW4.h"
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#include "Parsing/Menu/MenuFileReader.h"
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#include "Pool/GlobalAssetPool.h"
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@ -158,3 +159,8 @@ bool AssetLoaderMenuList::LoadFromRaw(const std::string& assetName, ISearchPath*
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return true;
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}
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void AssetLoaderMenuList::FinalizeAssetsForZone(AssetLoadingContext* context) const
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{
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context->GetZoneAssetLoaderState<MenuConversionZoneState>()->FinalizeSupportingData();
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}
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@ -23,5 +23,6 @@ namespace IW4
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
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};
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}
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@ -1,5 +1,7 @@
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#include "MenuConversionZoneStateIW4.h"
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#include <cstring>
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using namespace IW4;
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MenuConversionZoneState::MenuConversionZoneState()
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@ -189,4 +189,10 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t asse
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{
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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}
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void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
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{
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for (const auto& [type, loader] : m_asset_loaders_by_type)
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loader->FinalizeAssetsForZone(context);
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}
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@ -1,6 +1,6 @@
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#pragma once
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#include <unordered_map>
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#include <map>
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#include <memory>
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#include "IObjLoader.h"
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@ -12,7 +12,7 @@ namespace IW4
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{
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class ObjLoader final : public IObjLoader
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{
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std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
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static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
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@ -32,5 +32,6 @@ namespace IW4
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void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
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bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
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void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
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};
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}
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@ -191,3 +191,9 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t asse
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
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{
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for (const auto& [type, loader] : m_asset_loaders_by_type)
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loader->FinalizeAssetsForZone(context);
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}
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@ -1,6 +1,6 @@
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#pragma once
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#include <unordered_map>
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#include <map>
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#include <memory>
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#include "IObjLoader.h"
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@ -12,7 +12,7 @@ namespace IW5
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{
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class ObjLoader final : public IObjLoader
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{
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std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
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static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
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@ -32,5 +32,6 @@ namespace IW5
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void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
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bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
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void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
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};
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}
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@ -185,3 +185,9 @@ bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t asse
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
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{
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for (const auto& [type, loader] : m_asset_loaders_by_type)
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loader->FinalizeAssetsForZone(context);
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}
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@ -1,6 +1,6 @@
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#pragma once
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#include <unordered_map>
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#include <map>
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#include <memory>
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#include "IObjLoader.h"
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@ -12,7 +12,7 @@ namespace T5
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{
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class ObjLoader final : public IObjLoader
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{
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std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
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static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
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@ -32,5 +32,6 @@ namespace T5
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void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
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bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
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void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
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};
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}
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@ -145,7 +145,8 @@ namespace T6
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return nullptr;
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}
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void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath* searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank* sndBankLinkedInfo, Zone* zone, std::set<std::string>& loadedBanksForZone, std::stack<std::string>& dependenciesToLoad)
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void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath* searchPath, const std::string& soundBankFileName, const SndRuntimeAssetBank* sndBankLinkedInfo, Zone* zone,
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std::set<std::string>& loadedBanksForZone, std::stack<std::string>& dependenciesToLoad)
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{
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if (loadedBanksForZone.find(soundBankFileName) == loadedBanksForZone.end())
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{
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@ -183,7 +184,7 @@ namespace T6
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LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, &sndBank->loadAssetBank, zone, loadedBanksForZone, dependenciesToLoad);
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}
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while(!dependenciesToLoad.empty())
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while (!dependenciesToLoad.empty())
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{
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auto dependencyFileName = dependenciesToLoad.top();
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dependenciesToLoad.pop();
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@ -454,4 +455,10 @@ namespace T6
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
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{
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for (const auto& [type, loader] : m_asset_loaders_by_type)
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loader->FinalizeAssetsForZone(context);
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}
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}
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@ -1,6 +1,6 @@
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#pragma once
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#include <unordered_map>
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#include <map>
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#include <memory>
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#include <set>
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#include <string>
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@ -19,7 +19,7 @@ namespace T6
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static const int IPAK_READ_HASH;
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static const int GLOBAL_HASH;
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std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
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static bool VerifySoundBankChecksum(const SoundBank* soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
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static SoundBank* LoadSoundBankForZone(ISearchPath* searchPath, const std::string& soundBankFileName, Zone* zone);
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@ -48,5 +48,6 @@ namespace T6
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void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
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bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
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void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
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};
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}
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