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CGameExporter: Pass CAssetID by reference in MakeWorldName()
Just prevents a copy where one isn't necessary
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@@ -664,7 +664,7 @@ void CGameExporter::ExportResource(SResourceInstance& rRes)
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}
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}
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TString CGameExporter::MakeWorldName(CAssetID WorldID)
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TString CGameExporter::MakeWorldName(const CAssetID& WorldID)
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{
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[[maybe_unused]] const CResourceEntry *pWorldEntry = mpStore->FindEntry(WorldID);
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ASSERT(pWorldEntry && pWorldEntry->ResourceType() == EResourceType::World);
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@@ -89,7 +89,7 @@ protected:
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void ExportCookedResources();
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void ExportResourceEditorData();
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void ExportResource(SResourceInstance& rRes);
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TString MakeWorldName(CAssetID WorldID);
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TString MakeWorldName(const CAssetID& WorldID);
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// Convenience Functions
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SResourceInstance* FindResourceInstance(const CAssetID& rkID)
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