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https://github.com/Laupetin/OpenAssetTools.git
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IW5 support initial commit
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193
src/ObjLoading/Game/IW5/ObjLoaderIW5.cpp
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193
src/ObjLoading/Game/IW5/ObjLoaderIW5.cpp
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#include "ObjLoaderIW5.h"
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#include "Game/IW5/GameIW5.h"
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "ObjContainer/IPak/IPak.h"
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#include "ObjLoading.h"
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#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Image/Dx9TextureLoader.h"
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#include "Image/Texture.h"
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#include "Image/IwiLoader.h"
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#include "Image/IwiTypes.h"
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using namespace IW5;
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ObjLoader::ObjLoader()
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{
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#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
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#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL_SURFS, XModelSurfs))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MATERIAL, Material))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PIXELSHADER, MaterialPixelShader))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMAGE, GfxImage))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND, snd_alias_list_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND_CURVE, SndCurve))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOADED_SOUND, LoadedSound))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP, clipMap_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_COMWORLD, ComWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GLASSWORLD, GlassWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PATHDATA, PathData))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VEHICLE_TRACK, VehicleTrack))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MAP_ENTS, MapEnts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FXWORLD, FxWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GFXWORLD, GfxWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LIGHT_DEF, GfxLightDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONT, Font_s))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENULIST, MenuList))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
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REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT, WeaponAttachment))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponCompleteDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SURFACE_FX, SurfaceFxTable))
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SCRIPTFILE, ScriptFile))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VEHICLE, VehicleDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts))
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#undef BASIC_LOADER
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#undef REGISTER_ASSET_LOADER
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}
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bool ObjLoader::SupportsZone(Zone* zone) const
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{
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return zone->m_game == &g_GameIW5;
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}
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bool ObjLoader::IsMpZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "mp_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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}
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bool ObjLoader::IsZmZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "zm_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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}
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void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
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{
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}
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void ObjLoader::UnloadContainersOfZone(Zone* zone) const
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{
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}
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void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
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{
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const auto* loadDef = image->texture.loadDef;
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Dx9TextureLoader textureLoader(zone->GetMemory());
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textureLoader.Width(image->width).Height(image->height).Depth(image->depth);
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if ((loadDef->flags & iwi8::IMG_FLAG_MAPTYPE_MASK) == iwi8::IMG_FLAG_MAPTYPE_3D)
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textureLoader.Type(TextureType::T_3D);
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else if ((loadDef->flags & iwi8::IMG_FLAG_MAPTYPE_MASK) == iwi8::IMG_FLAG_MAPTYPE_CUBE)
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textureLoader.Type(TextureType::T_CUBE);
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else
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textureLoader.Type(TextureType::T_2D);
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textureLoader.Format(static_cast<D3DFORMAT>(loadDef->format));
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textureLoader.HasMipMaps(!(loadDef->flags & iwi8::IMG_FLAG_NOMIPMAPS));
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Texture* loadedTexture = textureLoader.LoadTexture(image->texture.loadDef->data);
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if (loadedTexture != nullptr)
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{
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image->texture.texture = loadedTexture;
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image->cardMemory.platform[0] = 0;
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const auto textureMipCount = loadedTexture->GetMipMapCount();
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for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
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image->cardMemory.platform[0] += static_cast<int>(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount());
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}
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}
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void ObjLoader::LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone)
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{
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Texture* loadedTexture = nullptr;
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IwiLoader loader(zone->GetMemory());
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const auto imageFileName = "images/" + std::string(image->name) + ".iwi";
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{
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const auto filePathImage = searchPath->Open(imageFileName);
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if (filePathImage.IsOpen())
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{
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loadedTexture = loader.LoadIwi(*filePathImage.m_stream);
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}
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}
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if (loadedTexture != nullptr)
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{
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image->texture.texture = loadedTexture;
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image->cardMemory.platform[0] = 0;
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const auto textureMipCount = loadedTexture->GetMipMapCount();
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for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
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image->cardMemory.platform[0] += static_cast<int>(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount());
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}
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else
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{
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printf("Could not find data for image \"%s\"\n", image->name);
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}
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}
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void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPool = dynamic_cast<GameAssetPoolIW5*>(zone->m_pools.get());
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if (assetPool && assetPool->m_image != nullptr)
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{
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for (auto* imageEntry : *assetPool->m_image)
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{
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auto* image = imageEntry->Asset();
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if (image->cardMemory.platform[0] > 0)
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{
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continue;
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}
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// Do not load linked assets
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if (image->name && image->name[0] == ',')
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{
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continue;
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}
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if (image->texture.loadDef && image->texture.loadDef->resourceSize > 0)
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{
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LoadImageFromLoadDef(image, zone);
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}
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else
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{
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LoadImageFromIwi(image, searchPath, zone);
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}
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}
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}
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}
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void ObjLoader::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const
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{
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LoadImageData(searchPath, zone);
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}
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bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const
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{
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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