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https://github.com/Laupetin/OpenAssetTools.git
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Reformat code with clang format
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@ -1,20 +1,16 @@
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#include "ZoneDumperT6.h"
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#include "ObjWriting.h"
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#include "Game/T6/GameT6.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "AssetDumpers/AssetDumperRawFile.h"
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#include "AssetDumpers/AssetDumperSlug.h"
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#include "AssetDumpers/AssetDumperQdb.h"
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#include "AssetDumpers/AssetDumperScriptParseTree.h"
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#include "AssetDumpers/AssetDumperStringTable.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperFontIcon.h"
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#include "AssetDumpers/AssetDumperGfxImage.h"
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#include "AssetDumpers/AssetDumperLocalizeEntry.h"
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#include "AssetDumpers/AssetDumperPhysConstraints.h"
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#include "AssetDumpers/AssetDumperPhysPreset.h"
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#include "AssetDumpers/AssetDumperQdb.h"
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#include "AssetDumpers/AssetDumperRawFile.h"
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#include "AssetDumpers/AssetDumperScriptParseTree.h"
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#include "AssetDumpers/AssetDumperSlug.h"
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#include "AssetDumpers/AssetDumperSndBank.h"
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#include "AssetDumpers/AssetDumperStringTable.h"
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#include "AssetDumpers/AssetDumperTracer.h"
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#include "AssetDumpers/AssetDumperVehicle.h"
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#include "AssetDumpers/AssetDumperWeapon.h"
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@ -22,6 +18,9 @@
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#include "AssetDumpers/AssetDumperWeaponAttachmentUnique.h"
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#include "AssetDumpers/AssetDumperXModel.h"
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#include "AssetDumpers/AssetDumperZBarrier.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "Game/T6/GameT6.h"
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#include "ObjWriting.h"
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using namespace T6;
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@ -32,11 +31,11 @@ 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<GameAssetPoolT6*>(context.m_zone->m_pools.get());
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