refactor: use asset_type_t for ZoneDefinition

This commit is contained in:
Jan
2024-09-29 16:35:09 +02:00
parent d2b4b2dc38
commit b156c7348a
68 changed files with 725 additions and 632 deletions

View File

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