41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
|
#include <STDInclude.hpp>
|
||
|
|
||
|
namespace Assets
|
||
|
{
|
||
|
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();
|
||
|
}
|
||
|
}
|