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Fix .ydd export/import with unsolved hashes
When a drawable hash was unknown, it kept the "filename.#dd" name so exporting to XML lost the hash and importing it back created a broken file. Now if the hash is unknown, the name is set to `hash_1234ABCD`, and XML import checks for `hash_`.
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@ -76,13 +76,7 @@ namespace CodeWalker.GameFiles
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var hash = hashes[i];
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var hash = hashes[i];
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if ((drawable.Name == null) || (drawable.Name.EndsWith("#dd")))
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if ((drawable.Name == null) || (drawable.Name.EndsWith("#dd")))
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{
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{
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string hstr = JenkIndex.TryGetString(hash);
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drawable.Name = YddXml.HashString((MetaHash)hash);
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if (!string.IsNullOrEmpty(hstr))
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{
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drawable.Name = hstr;
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}
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else
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{ }
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}
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}
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}
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}
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@ -5847,7 +5847,7 @@ namespace CodeWalker.GameFiles
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var d = new Drawable();
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var d = new Drawable();
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d.ReadXml(inode, ddsfolder);
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d.ReadXml(inode, ddsfolder);
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drawables.Add(d);
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drawables.Add(d);
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drawablehashes.Add(JenkHash.GenHash(d.Name));//TODO: check this!
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drawablehashes.Add(XmlMeta.GetHash(d.Name));
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}
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}
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}
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}
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