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ZoneLoading: Properly link assets as dependencies instead of only saving the name of the dependency
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@ -61,7 +61,7 @@ std::string AssetDumperLocalizeEntry::GetNameOfLanguage(GameLanguage language)
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void AssetDumperLocalizeEntry::DumpPool(Zone* zone, AssetPool<LocalizeEntry>* pool, const std::string& basePath)
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{
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if (pool->m_asset_lookup.size() == 0)
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if (pool->m_asset_lookup.empty())
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return;
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const std::string language = GetNameOfLanguage(zone->m_language);
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@ -84,7 +84,7 @@ void AssetDumperLocalizeEntry::DumpPool(Zone* zone, AssetPool<LocalizeEntry>* po
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for(auto localizeEntry : *pool)
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{
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stringFileDumper.WriteLocalizeEntry(localizeEntry->m_asset->name, localizeEntry->m_asset->value);
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stringFileDumper.WriteLocalizeEntry(localizeEntry->m_name, localizeEntry->Asset()->value);
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}
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stringFileDumper.Finalize();
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