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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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@ -238,7 +238,8 @@ public:
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return nullptr;
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// Create new zone
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auto* zone = new Zone(fileName, 0, new GameAssetPoolT6(0), &g_GameT6);
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auto* zone = new Zone(fileName, 0, &g_GameT6);
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zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, 0);
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zone->m_language = GetZoneLanguage(fileName);
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// File is supported. Now setup all required steps for loading this file.
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