2022-02-27 07:53:44 -05:00
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#include <STDInclude.hpp>
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2022-06-22 11:36:06 -04:00
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#include "IGfxLightDef.hpp"
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2017-01-19 16:23:59 -05:00
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namespace Assets
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{
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2018-12-17 08:29:18 -05:00
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void IGfxLightDef::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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2017-03-20 05:38:30 -04:00
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{
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2023-02-15 06:58:31 -05:00
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header->lightDef = builder->getIW4OfApi()->read<Game::GfxLightDef>(Game::XAssetType::ASSET_TYPE_LIGHT_DEF, name);
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2017-03-20 05:38:30 -04:00
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}
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2017-01-19 16:23:59 -05:00
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void IGfxLightDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::GfxLightDef* asset = header.lightDef;
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if (asset->attenuation.image)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->attenuation.image);
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}
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}
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void IGfxLightDef::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::GfxLightDef, 16);
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AssertSize(Game::GfxLightImage, 8);
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Utils::Stream* buffer = builder->getBuffer();
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Game::GfxLightDef* asset = header.lightDef;
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Game::GfxLightDef* dest = buffer->dest<Game::GfxLightDef>();
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buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->saveString(builder->getAssetName(this->getType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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if (asset->attenuation.image)
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{
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dest->attenuation.image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->attenuation.image).image;
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}
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buffer->popBlock();
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}
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}
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