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#pragma once
namespace Assets
{
class IGfxLightDef : public Components::AssetHandler::IAsset
{
public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_LIGHT_DEF; };
virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
};
}