refactor: use template based asset structs for AssetLoaders

This commit is contained in:
Jan
2024-05-25 11:17:04 +02:00
parent ef69bbb239
commit a166878f7d
110 changed files with 195 additions and 199 deletions

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@ -170,7 +170,8 @@ namespace T6
using AssetImage = Asset<ASSET_TYPE_IMAGE, GfxImage>;
using AssetSoundBank = Asset<ASSET_TYPE_SOUND, SndBank>;
using AssetSoundPatch = Asset<ASSET_TYPE_SOUND_PATCH, SndPatch>;
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
using AssetClipMap = Asset<ASSET_TYPE_CLIPMAP, clipMap_t>;
using AssetClipMapPvs = Asset<ASSET_TYPE_CLIPMAP_PVS, clipMap_t>;
using AssetComWorld = Asset<ASSET_TYPE_COMWORLD, ComWorld>;
using AssetGameWorldSp = Asset<ASSET_TYPE_GAMEWORLD_SP, GameWorldSp>;
using AssetGameWorldMp = Asset<ASSET_TYPE_GAMEWORLD_MP, GameWorldMp>;