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

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#include "STDInclude.hpp"
namespace Assets
{
void IWeapon::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
// Try loading raw weapon
if (Components::FileSystem::File(Utils::String::VA("weapons/mp/%s", name.data())).exists())
{
// let the function see temporary assets when calling DB_FindXAssetHeader during the loading function
// otherwise it fails to link things properly
Components::AssetHandler::ExposeTemporaryAssets(true);
header->data = Game::BG_LoadWeaponDef_LoadObj(name.data());
Components::AssetHandler::ExposeTemporaryAssets(false);
}
}
void IWeapon::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::WeaponCompleteDef* asset = header.weapon;
// convert all script strings
if (asset->hideTags)
{
for (char i = 0; i < 32; ++i)
{
if (asset->hideTags[i] == NULL) break; // no more strings
builder->addScriptString(asset->hideTags[i]);
}
}
if (asset->weapDef->notetrackSoundMapKeys)
{
for (char i = 0; i < 16; ++i)
{
if (asset->weapDef->notetrackSoundMapKeys[i] == NULL) break; // no more strings
builder->addScriptString(asset->weapDef->notetrackSoundMapKeys[i]);
}
}
if (asset->weapDef->notetrackSoundMapValues)
{
for (char i = 0; i < 16; ++i)
{
if (asset->weapDef->notetrackSoundMapValues[i] == NULL) break; // no more strings
builder->addScriptString(asset->weapDef->notetrackSoundMapValues[i]);
}
}
if (asset->weapDef->notetrackRumbleMapKeys)
{
for (char i = 0; i < 16; ++i)
{
if (asset->weapDef->notetrackRumbleMapKeys[i] == NULL) break; // no more strings
builder->addScriptString(asset->weapDef->notetrackRumbleMapKeys[i]);
}
}
if (asset->weapDef->notetrackRumbleMapValues)
{
for (char i = 0; i < 16; ++i)
{
if (asset->weapDef->notetrackRumbleMapValues[i] == NULL) break; // no more strings
builder->addScriptString(asset->weapDef->notetrackRumbleMapValues[i]);
}
}
// now load all sub-assets properly
if (asset->killIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->killIcon);
if (asset->dpadIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpadIcon);
if (asset->weapDef->reticleCenter) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleCenter);
if (asset->weapDef->reticleSide) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->reticleSide);
if (asset->weapDef->hudIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->hudIcon);
if (asset->weapDef->pickupIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->pickupIcon);
if (asset->weapDef->ammoCounterIcon) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->ammoCounterIcon);
if (asset->weapDef->overlayMaterial) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterial);
if (asset->weapDef->overlayMaterialLowRes) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialLowRes);
if (asset->weapDef->overlayMaterialEMP) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMP);
if (asset->weapDef->overlayMaterialEMPLowRes) builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->weapDef->overlayMaterialEMPLowRes);
if (asset->weapDef->gunXModel)
{
for (int i = 0; i < 16; i++)
{
if (asset->weapDef->gunXModel[i]) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->gunXModel[i]);
}
}
if (asset->weapDef->handXModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->handXModel);
if (asset->weapDef->worldModel)
{
for (int i = 0; i < 16; i++)
{
if (asset->weapDef->worldModel[i]) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldModel[i]);
}
}
if (asset->weapDef->worldClipModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldClipModel);
if (asset->weapDef->rocketModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->rocketModel);
if (asset->weapDef->knifeModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->knifeModel);
if (asset->weapDef->worldKnifeModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->worldKnifeModel);
if (asset->weapDef->projectileModel) builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->weapDef->projectileModel);
if (asset->weapDef->physCollmap) builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, asset->weapDef->physCollmap);
if (asset->weapDef->tracerType) builder->loadAsset(Game::XAssetType::ASSET_TYPE_TRACER, asset->weapDef->tracerType);
if (asset->weapDef->viewFlashEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->viewFlashEffect);
if (asset->weapDef->worldFlashEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->worldFlashEffect);
if (asset->weapDef->viewShellEjectEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->viewShellEjectEffect);
if (asset->weapDef->worldShellEjectEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->worldShellEjectEffect);
if (asset->weapDef->viewLastShotEjectEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->viewLastShotEjectEffect);
if (asset->weapDef->worldLastShotEjectEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->worldLastShotEjectEffect);
if (asset->weapDef->projExplosionEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projExplosionEffect);
if (asset->weapDef->projDudEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projDudEffect);
if (asset->weapDef->projTrailEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projTrailEffect);
if (asset->weapDef->projBeaconEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projBeaconEffect);
if (asset->weapDef->projIgnitionEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->projIgnitionEffect);
if (asset->weapDef->turretOverheatEffect) builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, asset->weapDef->turretOverheatEffect);
}
void IWeapon::writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer)
{
AssertSize(Game::WeaponDef, 0x684);
Game::WeaponDef* dest = buffer->dest<Game::WeaponDef>();
buffer->save(def);
if (def->szOverlayName)
{
buffer->saveString(def->szOverlayName);
Utils::Stream::ClearPointer(&dest->szOverlayName);
}
if (def->gunXModel)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::XModel** pointerTable = buffer->dest<Game::XModel*>();
buffer->saveMax(16 * sizeof(Game::XModel*));
for (int i = 0; i < 16; i++)
{
if (!def->gunXModel[i])
{
pointerTable[i] = NULL;
continue;
}
pointerTable[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->gunXModel[i]).model;
}
Utils::Stream::ClearPointer(&dest->gunXModel);
}
if (def->handXModel)
{
dest->handXModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->handXModel).model;
}
if (def->szXAnimsRightHanded)
{
buffer->align(Utils::Stream::ALIGN_4);
int* poinerTable = buffer->dest<int>();
buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
for (int i = 0; i < 37; i++)
{
if (!def->szXAnimsRightHanded[i]) {
poinerTable[i] = 0; // clear poiner if there isn't a string here
continue;
}
// save string if it is present
buffer->saveString(def->szXAnimsRightHanded[i]);
}
Utils::Stream::ClearPointer(&dest->szXAnimsRightHanded);
}
if (def->szXAnimsLeftHanded)
{
buffer->align(Utils::Stream::ALIGN_4);
int* poinerTable = buffer->dest<int>();
buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
for (int i = 0; i < 37; i++)
{
if (!def->szXAnimsLeftHanded[i]) {
poinerTable[i] = 0; // clear poiner if there isn't a string here
continue;
}
// save string if it is present
buffer->saveString(def->szXAnimsLeftHanded[i]);
}
Utils::Stream::ClearPointer(&dest->szXAnimsLeftHanded);
}
if (def->szModeName)
{
buffer->saveString(def->szModeName);
Utils::Stream::ClearPointer(&dest->szModeName);
}
if (def->notetrackSoundMapKeys)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
buffer->saveArray(def->notetrackSoundMapKeys, 16);
for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]);
}
Utils::Stream::ClearPointer(&dest->notetrackSoundMapKeys);
}
if (def->notetrackSoundMapValues)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
buffer->saveArray(def->notetrackSoundMapValues, 16);
for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]);
}
Utils::Stream::ClearPointer(&dest->notetrackSoundMapValues);
}
if (def->notetrackRumbleMapKeys)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
buffer->saveArray(def->notetrackRumbleMapKeys, 16);
for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]);
}
Utils::Stream::ClearPointer(&dest->notetrackRumbleMapKeys);
}
if (def->notetrackRumbleMapValues)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
buffer->saveArray(def->notetrackRumbleMapValues, 16);
for (int i = 0; i < 16; i++) {
builder->mapScriptString(&scriptStringTable[i]);
}
Utils::Stream::ClearPointer(&dest->notetrackRumbleMapValues);
}
if (def->viewFlashEffect)
{
dest->viewFlashEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->viewFlashEffect).fx;
}
if (def->worldFlashEffect)
{
dest->worldFlashEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->worldFlashEffect).fx;
}
// This is compressed because I don't want to write the same piece of code 47 times
// TODO: verify that this is saving the aliases correctly because the old code looks wrong and this looks right but the old code worked so go figure
Game::snd_alias_list_t ** allSounds = &def->pickupSound;
Game::snd_alias_list_t ** allSoundsDest = &dest->pickupSound;
for (int i = 0; i < 47; i++) {
if (!allSounds[i]) continue;
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buffer->align(Utils::Stream::ALIGN_4);
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
buffer->saveString(allSounds[i]->aliasName);
Utils::Stream::ClearPointer(&allSoundsDest[i]);
}
if (def->bounceSound)
{
buffer->align(Utils::Stream::ALIGN_4);
int* ptrs = buffer->dest<int>();
buffer->saveMax(37 * sizeof(Game::snd_alias_list_t*));
for (int i = 0; i < 37; i++)
{
if (!def->bounceSound[i])
{
ptrs[i] = 0;
continue;
}
buffer->saveMax(sizeof(Game::snd_alias_list_t*));
buffer->saveString(def->bounceSound[i]->aliasName);
}
Utils::Stream::ClearPointer(&dest->bounceSound);
}
if (def->viewShellEjectEffect)
{
dest->viewShellEjectEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->viewShellEjectEffect).fx;
}
if (def->worldShellEjectEffect)
{
dest->worldShellEjectEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->worldShellEjectEffect).fx;
}
if (def->viewLastShotEjectEffect)
{
dest->viewLastShotEjectEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->viewLastShotEjectEffect).fx;
}
if (def->worldLastShotEjectEffect)
{
dest->worldLastShotEjectEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->worldLastShotEjectEffect).fx;
}
if (def->reticleCenter)
{
dest->reticleCenter = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->reticleCenter).material;
}
if (def->reticleSide)
{
dest->reticleSide = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->reticleSide).material;
}
if (def->worldModel)
{
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buffer->align(Utils::Stream::ALIGN_4);
Game::XModel** pointerTable = buffer->dest<Game::XModel*>();
buffer->saveMax(16 * sizeof(Game::XModel*));
for (int i = 0; i < 16; i++)
{
if (!def->worldModel[i])
{
pointerTable[i] = NULL;
continue;
}
pointerTable[i] = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldModel[i]).model;
}
Utils::Stream::ClearPointer(&dest->worldModel);
}
if (def->worldClipModel)
{
dest->worldClipModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldClipModel).model;
}
if (def->rocketModel)
{
dest->rocketModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->rocketModel).model;
}
if (def->knifeModel)
{
dest->knifeModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->knifeModel).model;
}
if (def->worldKnifeModel)
{
dest->worldKnifeModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->worldKnifeModel).model;
}
if (def->hudIcon)
{
dest->hudIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->hudIcon).material;
}
if (def->pickupIcon)
{
dest->pickupIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->pickupIcon).material;
}
if (def->ammoCounterIcon)
{
dest->ammoCounterIcon = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->ammoCounterIcon).material;
}
if (def->szAmmoName)
{
buffer->saveString(def->szAmmoName);
Utils::Stream::ClearPointer(&dest->szAmmoName);
}
if (def->szClipName)
{
buffer->saveString(def->szClipName);
Utils::Stream::ClearPointer(&dest->szClipName);
}
if (def->szSharedAmmoCapName)
{
buffer->saveString(def->szSharedAmmoCapName);
Utils::Stream::ClearPointer(&dest->szSharedAmmoCapName);
}
if (def->overlayMaterial)
{
dest->overlayMaterial = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterial).material;
}
if (def->overlayMaterialLowRes)
{
dest->overlayMaterialLowRes = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialLowRes).material;
}
if (def->overlayMaterialEMP)
{
dest->overlayMaterialEMP = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialEMP).material;
}
if (def->overlayMaterialEMPLowRes)
{
dest->overlayMaterialEMPLowRes = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, def->overlayMaterialEMPLowRes).material;
}
if (def->physCollmap)
{
dest->physCollmap = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSCOLLMAP, def->overlayMaterialEMPLowRes).physCollmap;
}
if (def->projectileModel)
{
dest->projectileModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def->projectileModel).model;
}
if (def->projExplosionEffect)
{
dest->projExplosionEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->projExplosionEffect).fx;
}
if (def->projDudEffect)
{
dest->projDudEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->projDudEffect).fx;
}
if (def->projExplosionSound)
{
buffer->saveMax(4);
buffer->saveString(def->projExplosionSound->aliasName);
Utils::Stream::ClearPointer(&dest->projExplosionSound);
}
if (def->projDudSound)
{
buffer->saveMax(4);
buffer->saveString(def->projDudSound->aliasName);
Utils::Stream::ClearPointer(&dest->projDudSound);
}
if (def->parallelBounce)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(def->parallelBounce, 31);
Utils::Stream::ClearPointer(&dest->parallelBounce);
}
if (def->perpendicularBounce)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(def->perpendicularBounce, 31);
Utils::Stream::ClearPointer(&dest->perpendicularBounce);
}
if (def->projTrailEffect)
{
dest->projTrailEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->projTrailEffect).fx;
}
if (def->projBeaconEffect)
{
dest->projBeaconEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->projBeaconEffect).fx;
}
if (def->projIgnitionEffect)
{
dest->projIgnitionEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->projIgnitionEffect).fx;
}
if (def->projIgnitionSound)
{
buffer->saveMax(4);
buffer->saveString(def->projIgnitionSound->aliasName);
Utils::Stream::ClearPointer(&dest->projIgnitionSound);
}
if (def->accuracyGraphName[0])
{
buffer->saveString(def->accuracyGraphName[0]);
Utils::Stream::ClearPointer(&dest->accuracyGraphName[0]);
}
if (def->originalAccuracyGraphKnots[0])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(def->originalAccuracyGraphKnots[0], def->originalAccuracyGraphKnotCount[0]);
Utils::Stream::ClearPointer(&dest->originalAccuracyGraphKnots[0]);
}
if (def->accuracyGraphName[1])
{
buffer->saveString(def->accuracyGraphName[1]);
Utils::Stream::ClearPointer(&dest->accuracyGraphName[1]);
}
if (def->originalAccuracyGraphKnots[1])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(def->originalAccuracyGraphKnots[1], def->originalAccuracyGraphKnotCount[1]);
Utils::Stream::ClearPointer(&dest->originalAccuracyGraphKnots[1]);
}
if (def->szUseHintString)
{
buffer->saveString(def->szUseHintString);
Utils::Stream::ClearPointer(&dest->szUseHintString);
}
if (def->dropHintString)
{
buffer->saveString(def->dropHintString);
Utils::Stream::ClearPointer(&dest->dropHintString);
}
if (def->szScript)
{
buffer->saveString(def->szScript);
Utils::Stream::ClearPointer(&dest->szScript);
}
if (def->locationDamageMultipliers)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(def->locationDamageMultipliers, 20);
Utils::Stream::ClearPointer(&dest->locationDamageMultipliers);
}
if (def->fireRumble)
{
buffer->saveString(def->fireRumble);
Utils::Stream::ClearPointer(&dest->fireRumble);
}
if (def->meleeImpactRumble)
{
buffer->saveString(def->meleeImpactRumble);
Utils::Stream::ClearPointer(&dest->meleeImpactRumble);
}
if (def->tracerType)
{
dest->tracerType = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TRACER, def->tracerType).tracerDef;
}
if (def->turretOverheatSound)
{
buffer->saveMax(4);
buffer->saveString(def->turretOverheatSound->aliasName);
Utils::Stream::ClearPointer(&dest->turretOverheatSound);
}
if (def->turretOverheatEffect)
{
dest->turretOverheatEffect = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, def->turretOverheatEffect).fx;
}
if (def->turretBarrelSpinRumble)
{
buffer->saveString(def->turretBarrelSpinRumble);
Utils::Stream::ClearPointer(&dest->turretBarrelSpinRumble);
}
if (def->turretBarrelSpinMaxSnd)
{
buffer->saveMax(4);
buffer->saveString(def->turretBarrelSpinMaxSnd->aliasName);
Utils::Stream::ClearPointer(&dest->turretBarrelSpinMaxSnd);
}
for (int i = 0; i < 4; i++) {
if (!def->turretBarrelSpinUpSnd[i]) continue;
buffer->saveMax(4);
buffer->saveString(def->turretBarrelSpinUpSnd[i]->aliasName);
Utils::Stream::ClearPointer(&dest->turretBarrelSpinUpSnd[i]);
}
for (int i = 0; i < 4; i++) {
if (!def->turretBarrelSpinDownSnd[i]) continue;
buffer->saveMax(4);
buffer->saveString(def->turretBarrelSpinDownSnd[i]->aliasName);
Utils::Stream::ClearPointer(&dest->turretBarrelSpinDownSnd[i]);
}
if (def->missileConeSoundAlias)
{
buffer->saveMax(4);
buffer->saveString(def->missileConeSoundAlias->aliasName);
Utils::Stream::ClearPointer(&dest->missileConeSoundAlias);
}
if (def->missileConeSoundAliasAtBase)
{
buffer->saveMax(4);
buffer->saveString(def->missileConeSoundAliasAtBase->aliasName);
Utils::Stream::ClearPointer(&dest->missileConeSoundAliasAtBase);
}
}
void IWeapon::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::WeaponCompleteDef, 0x74);
Utils::Stream* buffer = builder->getBuffer();
Game::WeaponCompleteDef* asset = header.weapon;
Game::WeaponCompleteDef* dest = buffer->dest<Game::WeaponCompleteDef>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->szInternalName)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->szInternalName));
Utils::Stream::ClearPointer(&dest->szInternalName);
}
if (asset->weapDef)
{
buffer->align(Utils::Stream::ALIGN_4);
IWeapon::writeWeaponDef(asset->weapDef, builder, buffer);
Utils::Stream::ClearPointer(&dest->weapDef);
}
if (asset->szDisplayName)
{
buffer->saveString(asset->szDisplayName);
Utils::Stream::ClearPointer(&dest->szDisplayName);
}
if (asset->hideTags)
{
buffer->align(Utils::Stream::ALIGN_2);
unsigned short* scriptStringTable = buffer->dest<unsigned short>();
buffer->saveArray(asset->hideTags, 32);
for (int i = 0; i < 32; i++) {
builder->mapScriptString(&scriptStringTable[i]);
}
Utils::Stream::ClearPointer(&dest->hideTags);
}
if (asset->szXAnims)
{
buffer->align(Utils::Stream::ALIGN_4);
int* poinerTable = buffer->dest<int>();
buffer->saveMax(37 * sizeof(char*)); // array of 37 string pointers
for (int i = 0; i < 37; i++)
{
if (!asset->szXAnims[i]) {
poinerTable[i] = 0; // clear poiner if there isn't a string here
continue;
}
// save string if it is present
buffer->saveString(asset->szXAnims[i]);
}
Utils::Stream::ClearPointer(&dest->szXAnims);
}
if (asset->szAltWeaponName)
{
buffer->saveString(asset->szAltWeaponName);
Utils::Stream::ClearPointer(&dest->szAltWeaponName);
}
if (asset->killIcon)
{
dest->killIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->killIcon).material;
}
if (asset->dpadIcon)
{
dest->dpadIcon = builder->saveSubAsset(Game::ASSET_TYPE_MATERIAL, asset->dpadIcon).material;
}
if (asset->accuracyGraphKnots[0])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->accuracyGraphKnots[0], asset->accuracyGraphKnotCount[0]);
Utils::Stream::ClearPointer(&dest->accuracyGraphKnots[0]);
}
if (asset->accuracyGraphKnots[1])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->accuracyGraphKnots[1], asset->accuracyGraphKnotCount[1]);
Utils::Stream::ClearPointer(&dest->accuracyGraphKnots[1]);
}
buffer->popBlock();
}
}