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Reformat code with clang format
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@ -1,9 +1,5 @@
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#include "ZoneDumperIW5.h"
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#include "ObjWriting.h"
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#include "Game/IW5/GameIW5.h"
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "AssetDumpers/AssetDumperAddonMapEnts.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperLoadedSound.h"
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@ -13,6 +9,9 @@
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#include "AssetDumpers/AssetDumperRawFile.h"
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#include "AssetDumpers/AssetDumperStringTable.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "Game/IW5/GameIW5.h"
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#include "ObjWriting.h"
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using namespace IW5;
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@ -23,11 +22,11 @@ bool ZoneDumper::CanHandleZone(AssetDumpingContext& context) const
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bool ZoneDumper::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if(assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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{ \
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dumperType dumper; \
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dumper.DumpPool(context, assetPools->poolName.get()); \
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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{ \
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dumperType dumper; \
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dumper.DumpPool(context, assetPools->poolName.get()); \
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}
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const auto* assetPools = dynamic_cast<GameAssetPoolIW5*>(context.m_zone->m_pools.get());
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