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

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#include <STDInclude.hpp>
namespace Assets
{
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void IComWorld::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::ComWorld* asset = header.comWorld;
if (asset->lights)
{
for (int i = 0; i < asset->lightCount; ++i)
{
if (asset->lights[i].name)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_LIGHT_DEF, std::string(asset->lights[i].name), false);
}
}
}
}
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void IComWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::ComWorld, 16);
Utils::Stream* buffer = builder->getBuffer();
Game::ComWorld* asset = header.comWorld;
Game::ComWorld* dest = buffer->dest<Game::ComWorld>();
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->lights)
{
AssertSize(Game::ComPrimaryLight, 68);
buffer->align(Utils::Stream::ALIGN_4);
Game::ComPrimaryLight* destLights = buffer->dest<Game::ComPrimaryLight>();
buffer->saveArray(asset->lights, asset->lightCount);
for (int i = 0; i < asset->lightCount; ++i)
{
Game::ComPrimaryLight* destLight = &destLights[i];
Game::ComPrimaryLight* light = &asset->lights[i];
if (light->name)
{
buffer->saveString(light->name);
Utils::Stream::ClearPointer(&destLight->name);
}
}
Utils::Stream::ClearPointer(&dest->lights);
}
buffer->popBlock();
}
}