iw4x-client/src/Components/Modules/AssetInterfaces/IGfxLightDef.cpp

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#include <STDInclude.hpp>
#include "IGfxLightDef.hpp"
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namespace Assets
{
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void IGfxLightDef::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
header->lightDef = builder->getIW4OfApi()->read<Game::GfxLightDef>(Game::XAssetType::ASSET_TYPE_LIGHT_DEF, name);
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}
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void IGfxLightDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::GfxLightDef* asset = header.lightDef;
if (asset->attenuation.image)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->attenuation.image);
}
}
void IGfxLightDef::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::GfxLightDef, 16);
AssertSize(Game::GfxLightImage, 8);
Utils::Stream* buffer = builder->getBuffer();
Game::GfxLightDef* asset = header.lightDef;
Game::GfxLightDef* dest = buffer->dest<Game::GfxLightDef>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
}
if (asset->attenuation.image)
{
dest->attenuation.image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->attenuation.image).image;
}
buffer->popBlock();
}
}