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chore: always use dynamic asset pools and remove static implementation
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@ -8,14 +8,6 @@
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class GameAssetPoolIW5 final : public ZoneAssetPools
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{
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int m_priority;
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static constexpr const char* ASSET_TYPE_INVALID = "invalid_asset_type";
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static const char* ASSET_TYPE_NAMES[];
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protected:
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XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
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public:
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std::unique_ptr<AssetPool<IW5::PhysPreset>> m_phys_preset;
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std::unique_ptr<AssetPool<IW5::PhysCollmap>> m_phys_collmap;
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@ -58,17 +50,20 @@ public:
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std::unique_ptr<AssetPool<IW5::VehicleDef>> m_vehicle;
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std::unique_ptr<AssetPool<IW5::AddonMapEnts>> m_addon_map_ents;
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GameAssetPoolIW5(Zone* zone, int priority);
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GameAssetPoolIW5(Zone* zone, zone_priority_t priority);
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~GameAssetPoolIW5() override = default;
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void InitPoolStatic(asset_type_t type, size_t capacity) override;
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void InitPoolDynamic(asset_type_t type) override;
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_NODISCARD XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
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[[nodiscard]] XAssetInfoGeneric* GetAsset(asset_type_t type, const std::string& name) const override;
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static std::optional<const char*> AssetTypeNameByType(asset_type_t assetType);
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_NODISCARD std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
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[[nodiscard]] std::optional<const char*> GetAssetTypeName(asset_type_t assetType) const override;
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static asset_type_t AssetTypeCount();
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_NODISCARD asset_type_t GetAssetTypeCount() const override;
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[[nodiscard]] asset_type_t GetAssetTypeCount() const override;
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protected:
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XAssetInfoGeneric* AddAssetToPool(std::unique_ptr<XAssetInfoGeneric> xAssetInfo) override;
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private:
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zone_priority_t m_priority;
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};
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