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refactor: use asset_type_t for ZoneDefinition
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@ -226,7 +226,7 @@ private:
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std::vector<bool> handledSpecifiedAssets(m_args.m_specified_asset_types.size());
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for (auto i = 0; i < assetTypeCount; i++)
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{
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const auto assetTypeName = std::string(context.m_zone->m_pools->GetAssetTypeName(i));
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const auto assetTypeName = std::string(*context.m_zone->m_pools->GetAssetTypeName(i));
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const auto foundSpecifiedEntry = m_args.m_specified_asset_type_map.find(assetTypeName);
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if (foundSpecifiedEntry != m_args.m_specified_asset_type_map.end())
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@ -256,7 +256,7 @@ private:
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auto first = true;
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for (auto i = 0; i < assetTypeCount; i++)
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{
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const auto assetTypeName = std::string(context.m_zone->m_pools->GetAssetTypeName(i));
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const auto assetTypeName = std::string(*context.m_zone->m_pools->GetAssetTypeName(i));
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if (first)
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first = false;
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