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https://github.com/Laupetin/OpenAssetTools.git
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Save scriptstrings per zone and not per asset since that solves all problems with multiple assets of the same zone referencing the same struct in memory that has scriptstring indices
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@ -107,7 +107,7 @@ namespace T6
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void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
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const int zoneNameHash = CommonT6::Com_HashKey(zone->m_name.c_str(), 64);
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LoadCommonIPaks(searchPath, zone);
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@ -197,7 +197,7 @@ namespace T6
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void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
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if (assetPoolT6 && assetPoolT6->m_image != nullptr)
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{
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