mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 07:18:11 -05:00
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
This commit is contained in:
@ -15,7 +15,7 @@ namespace IW4
|
||||
{
|
||||
void WriteContent() const
|
||||
{
|
||||
const auto* pools = dynamic_cast<GameAssetPoolIW4*>(m_zone->GetPools());
|
||||
const auto* pools = dynamic_cast<GameAssetPoolIW4*>(m_zone->m_pools.get());
|
||||
|
||||
assert(pools);
|
||||
if (!pools)
|
||||
|
@ -52,7 +52,7 @@ namespace T6
|
||||
|
||||
void WriteContent() const
|
||||
{
|
||||
const auto* pools = dynamic_cast<GameAssetPoolT6*>(m_zone->GetPools());
|
||||
const auto* pools = dynamic_cast<GameAssetPoolT6*>(m_zone->m_pools.get());
|
||||
|
||||
assert(pools);
|
||||
if (!pools)
|
||||
@ -91,7 +91,7 @@ namespace T6
|
||||
WriteMetaData(META_DATA_KEY_GAME, "t6");
|
||||
EmptyLine();
|
||||
|
||||
auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(m_zone->GetPools());
|
||||
auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(m_zone->m_pools.get());
|
||||
|
||||
if (assetPoolT6 && !assetPoolT6->m_key_value_pairs->m_asset_lookup.empty())
|
||||
{
|
||||
|
Reference in New Issue
Block a user