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fix: consider asset references when looking for assets of zone
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@ -59,7 +59,7 @@ XAssetInfoGeneric* AssetLoadingManager::AddAsset(std::unique_ptr<XAssetInfoGener
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XAssetInfoGeneric* AssetLoadingManager::LoadIgnoredDependency(const asset_type_t assetType, const std::string& assetName, IAssetLoader* loader)
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{
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auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
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auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAssetOrAssetReference(assetType, assetName);
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if (alreadyLoadedAsset)
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return alreadyLoadedAsset;
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@ -147,7 +147,7 @@ XAssetInfoGeneric* AssetLoadingManager::LoadAssetDependency(const asset_type_t a
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XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetType, const std::string& assetName)
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{
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auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
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auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAssetOrAssetReference(assetType, assetName);
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if (alreadyLoadedAsset)
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return alreadyLoadedAsset;
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@ -171,7 +171,7 @@ XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetT
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IndirectAssetReference AssetLoadingManager::LoadIndirectAssetReference(const asset_type_t assetType, const std::string& assetName)
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{
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const auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAsset(assetType, assetName);
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const auto* alreadyLoadedAsset = m_context.m_zone->m_pools->GetAssetOrAssetReference(assetType, assetName);
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if (alreadyLoadedAsset)
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return IndirectAssetReference(assetType, assetName);
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