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Initial implementation of resource database (mainly creation and read/write), and added resource registration system with a registrant for every format from every game
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@@ -232,7 +232,7 @@ CCollisionMeshGroup* CScriptTemplate::FindCollision(CPropertyStruct *pProperties
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}
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// Verify resource exists + is correct type
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if (pRes && (pRes->Type() == eCollisionMeshGroup))
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if (pRes && (pRes->Type() == eDynamicCollision))
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return static_cast<CCollisionMeshGroup*>(pRes);
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}
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