mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-10 14:58:10 -05:00
Reduced duplicated code between localize asset loaders
This commit is contained in:
@ -1,9 +1,6 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommon.h"
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#include "Localize/Parsing/LocalizeFileReader.h"
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#include <sstream>
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace IW4;
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@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::string fileName;
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{
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std::ostringstream str;
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str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
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fileName = str.str();
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}
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LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
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});
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auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
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LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
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const auto localizeEntries = reader.ReadLocalizeFile();
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for (const auto& [key, value] : localizeEntries)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(key.c_str());
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localizeEntry->value = memory->Dup(value.c_str());
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
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}
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return true;
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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@ -1,4 +1,5 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW4/IW4.h"
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@ -1,9 +1,6 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommon.h"
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#include "Localize/Parsing/LocalizeFileReader.h"
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#include <sstream>
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace IW5;
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@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::string fileName;
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{
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std::ostringstream str;
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str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
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fileName = str.str();
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}
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LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
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});
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auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
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LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
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const auto localizeEntries = reader.ReadLocalizeFile();
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for (const auto& [key, value] : localizeEntries)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(key.c_str());
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localizeEntry->value = memory->Dup(value.c_str());
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
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}
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return true;
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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@ -1,4 +1,5 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW5/IW5.h"
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@ -1,9 +1,6 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommon.h"
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#include "Localize/Parsing/LocalizeFileReader.h"
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#include <sstream>
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace T5;
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@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::string fileName;
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{
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std::ostringstream str;
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str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
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fileName = str.str();
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}
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LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
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});
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auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
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LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
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const auto localizeEntries = reader.ReadLocalizeFile();
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for (const auto& [key, value] : localizeEntries)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(key.c_str());
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localizeEntry->value = memory->Dup(value.c_str());
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
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}
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return true;
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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@ -1,4 +1,5 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/T5/T5.h"
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@ -1,9 +1,6 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommon.h"
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#include "Localize/Parsing/LocalizeFileReader.h"
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#include <sstream>
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace T6;
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@ -25,29 +22,15 @@ bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::string fileName;
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{
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std::ostringstream str;
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str << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
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fileName = str.str();
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}
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LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, entry.m_key, localizeEntry);
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});
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auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
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LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
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const auto localizeEntries = reader.ReadLocalizeFile();
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for (const auto& [key, value] : localizeEntries)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(key.c_str());
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localizeEntry->value = memory->Dup(value.c_str());
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manager->AddAsset(ASSET_TYPE_LOCALIZE_ENTRY, key, localizeEntry);
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}
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return true;
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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