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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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@ -2,13 +2,11 @@
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#include "Loading/ContentLoaderBase.h"
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#include "Loading/IContentLoadingEntryPoint.h"
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#include "Game/IW4/IW4.h"
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#include "Loading/IZoneScriptStringProvider.h"
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namespace IW4
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{
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class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint, public IZoneScriptStringProvider
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class ContentLoader final : public ContentLoaderBase, public IContentLoadingEntryPoint
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{
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std::vector<std::string> m_script_strings;
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XAsset* varXAsset;
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ScriptStringList* varScriptStringList;
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@ -21,6 +19,5 @@ namespace IW4
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ContentLoader();
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void Load(Zone* zone, IZoneInputStream* stream) override;
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std::string& GetZoneScriptString(scr_string_t scrString) override;
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};
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}
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