texture loading!
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@@ -162,6 +162,26 @@ namespace Generated
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}
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return isOk;
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}
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bool Save(const TextureHandle* obj, uint32_t count, Serializer& serializer)
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{
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bool isOk = true;
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for (uint32_t i = 0; i < count; ++i)
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{
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isOk = Save(&obj[i].TextureIdx, 1, serializer) && isOk;
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isOk = Save(&obj[i].Asset, 1, serializer) && isOk;
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}
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return isOk;
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}
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bool Load(TextureHandle* obj, uint32_t count, Deserializer& serializer)
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{
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bool isOk = true;
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for (uint32_t i = 0; i < count; ++i)
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{
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isOk = Load(&obj[i].TextureIdx, 1, serializer) && isOk;
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isOk = Load(&obj[i].Asset, 1, serializer) && isOk;
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}
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return isOk;
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}
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bool Save(const PuzPos* obj, uint32_t count, Serializer& serializer)
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{
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bool isOk = true;
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@@ -189,6 +209,7 @@ namespace Generated
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{
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isOk = Save(obj[i].Elements, 4, serializer) && isOk;
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isOk = Save(&obj[i].ModelHandle, 1, serializer) && isOk;
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isOk = Save(&obj[i].BoardTextureHandle, 1, serializer) && isOk;
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}
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return isOk;
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}
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@@ -199,6 +220,7 @@ namespace Generated
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{
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isOk = Load(obj[i].Elements, 4, serializer) && isOk;
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isOk = Load(&obj[i].ModelHandle, 1, serializer) && isOk;
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isOk = Load(&obj[i].BoardTextureHandle, 1, serializer) && isOk;
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}
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return isOk;
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}
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@@ -103,6 +103,12 @@ namespace Generated
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uint16_t ModelIdx = UINT16_MAX;
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AssetHandle Asset = {};
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};
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struct TextureHandle
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{
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static constexpr uint32_t Hash = 1633273761;
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uint16_t TextureIdx = UINT16_MAX;
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AssetHandle Asset = {};
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};
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struct PuzPos
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{
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static constexpr uint32_t Hash = 1834398141;
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@@ -111,9 +117,10 @@ namespace Generated
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};
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struct StaticPuzzleCard
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{
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static constexpr uint32_t Hash = 2851442461;
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static constexpr uint32_t Hash = 431895198;
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PuzzleElementType::Enum Elements[4] = {};
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ModelHandle ModelHandle = {};
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TextureHandle BoardTextureHandle = {};
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};
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struct StaticPuzzleCardHandle
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{
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@@ -122,7 +129,7 @@ namespace Generated
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};
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struct StaticPuzzleData
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{
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static constexpr uint32_t Hash = 4204694691;
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static constexpr uint32_t Hash = 1497693577;
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StaticPuzzleCard Cards[64] = {};
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};
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struct PuzzleCardStack
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@@ -170,6 +177,8 @@ namespace Generated
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bool Load(AssetHandle* obj, uint32_t count, Deserializer& serializer);
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bool Save(const ModelHandle* obj, uint32_t count, Serializer& serializer);
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bool Load(ModelHandle* obj, uint32_t count, Deserializer& serializer);
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bool Save(const TextureHandle* obj, uint32_t count, Serializer& serializer);
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bool Load(TextureHandle* obj, uint32_t count, Deserializer& serializer);
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bool Save(const PuzPos* obj, uint32_t count, Serializer& serializer);
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bool Load(PuzPos* obj, uint32_t count, Deserializer& serializer);
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bool Save(const StaticPuzzleCard* obj, uint32_t count, Serializer& serializer);
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