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https://github.com/Laupetin/OpenAssetTools.git
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ZoneCode: Fix and enable all already working assets
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@ -105,55 +105,55 @@ void ContentLoaderT6::LoadXAsset(const bool atStreamStart)
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switch(varXAsset->type)
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{
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// LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
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// LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
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LOAD_ASSET(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints, physConstraints);
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// LOAD_ASSET(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef, destructibleDef);
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// LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
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// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
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// LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
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// LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
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// LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
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// LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
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// LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
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LOAD_ASSET(ASSET_TYPE_SOUND, SndBank, sound);
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LOAD_ASSET(ASSET_TYPE_SOUND_PATCH, SndPatch, soundPatch);
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// LOAD_ASSET(ASSET_TYPE_CLIPMAP, clipMap_t, clipMap);
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// LOAD_ASSET(ASSET_TYPE_CLIPMAP_PVS, clipMap_t, clipMap);
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// LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
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LOAD_ASSET(ASSET_TYPE_COMWORLD, ComWorld, comWorld);
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// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp, gameWorldSp);
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// LOAD_ASSET(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp, gameWorldMp);
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LOAD_ASSET(ASSET_TYPE_MAP_ENTS, MapEnts, mapEnts);
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// LOAD_ASSET(ASSET_TYPE_GFXWORLD, GfxWorld, gfxWorld);
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// LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
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// LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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// LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
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LOAD_ASSET(ASSET_TYPE_LIGHT_DEF, GfxLightDef, lightDef);
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LOAD_ASSET(ASSET_TYPE_FONT, Font_s, font);
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LOAD_ASSET(ASSET_TYPE_FONTICON, FontIcon, fontIcon);
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// LOAD_ASSET(ASSET_TYPE_MENULIST, MenuList, menuList);
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// LOAD_ASSET(ASSET_TYPE_MENU, menuDef_t, menu);
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LOAD_ASSET(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry, localize);
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// LOAD_ASSET(ASSET_TYPE_WEAPON, WeaponVariantDef, weapon);
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// LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
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LOAD_ASSET(ASSET_TYPE_ATTACHMENT, WeaponAttachment, attachment);
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// LOAD_ASSET(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique, attachmentUnique);
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// LOAD_ASSET(ASSET_TYPE_WEAPON_CAMO, WeaponCamo, weaponCamo);
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// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
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LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
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// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
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// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
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// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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// LOAD_ASSET(ASSET_TYPE_XGLOBALS, XGlobals, xGlobals);
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LOAD_ASSET(ASSET_TYPE_DDL, ddlRoot_t, ddlRoot);
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// LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
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// LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
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LOAD_ASSET(ASSET_TYPE_GLASSES, Glasses, glasses);
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LOAD_ASSET(ASSET_TYPE_EMBLEMSET, EmblemSet, emblemSet);
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LOAD_ASSET(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree, scriptParseTree);
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LOAD_ASSET(ASSET_TYPE_KEYVALUEPAIRS, KeyValuePairs, keyValuePairs);
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// LOAD_ASSET(ASSET_TYPE_VEHICLEDEF, VehicleDef, vehicleDef);
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// LOAD_ASSET(ASSET_TYPE_MEMORYBLOCK, MemoryBlock, memoryBlock);
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LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
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// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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// LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
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LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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LOAD_ASSET(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef, skinnedVertsDef);
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LOAD_ASSET(ASSET_TYPE_QDB, Qdb, qdb);
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LOAD_ASSET(ASSET_TYPE_SLUG, Slug, slug);
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// LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
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LOAD_ASSET(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef, footstepTableDef);
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// LOAD_ASSET(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef, footstepFXTableDef);
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// LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
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LOAD_ASSET(ASSET_TYPE_ZBARRIER, ZBarrierDef, zbarrierDef);
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default:
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{
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