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chore: refactor pool allocation and add indirect references
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@ -14,12 +14,7 @@ class AssetLoadingManager final : public IAssetLoadingManager
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XAssetInfoGeneric* LoadIgnoredDependency(asset_type_t assetType, const std::string& assetName, IAssetLoader* loader);
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XAssetInfoGeneric* LoadAssetDependency(asset_type_t assetType, const std::string& assetName, IAssetLoader* loader);
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XAssetInfoGeneric* AddAsset(asset_type_t assetType,
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const std::string& assetName,
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void* asset,
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std::vector<XAssetInfoGeneric*> dependencies,
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std::vector<scr_string_t> usedScriptStrings,
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Zone* zone);
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XAssetInfoGeneric* AddAssetInternal(std::unique_ptr<XAssetInfoGeneric> xAssetInfo);
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public:
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AssetLoadingManager(const std::map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context);
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@ -33,5 +28,6 @@ public:
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void* asset,
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std::vector<XAssetInfoGeneric*> dependencies,
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std::vector<scr_string_t> usedScriptStrings) override;
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XAssetInfoGeneric* AddAsset(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
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XAssetInfoGeneric* LoadDependency(asset_type_t assetType, const std::string& assetName) override;
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};
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