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

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#include <STDInclude.hpp>
namespace Assets
{
void IGameWorldMp::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::GameWorldMp, 8);
Utils::Stream* buffer = builder->getBuffer();
Game::GameWorldMp* asset = header.gameWorldMp;
Game::GameWorldMp* dest = buffer->dest<Game::GameWorldMp>();
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->data)
{
buffer->align(Utils::Stream::ALIGN_4);
// Save_G_GlassData
{
AssertSize(Game::G_GlassData, 128);
Game::G_GlassData* destGlass = buffer->dest<Game::G_GlassData>();
buffer->save(asset->data);
if (asset->data->glassPieces)
{
AssertSize(Game::G_GlassPiece, 12);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->data->glassPieces, asset->data->pieceCount);
Utils::Stream::ClearPointer(&destGlass->glassPieces);
}
if (asset->data->glassNames)
{
AssertSize(Game::G_GlassName, 12);
buffer->align(Utils::Stream::ALIGN_4);
Game::G_GlassName* destGlassNames = buffer->dest<Game::G_GlassName>();
buffer->saveArray(asset->data->glassNames, asset->data->glassNameCount);
for (unsigned int i = 0; i < asset->data->glassNameCount; ++i)
{
Game::G_GlassName* destGlassName = &destGlassNames[i];
Game::G_GlassName* glassName = &asset->data->glassNames[i];
if (glassName->nameStr)
{
buffer->saveString(glassName->nameStr);
Utils::Stream::ClearPointer(&destGlassName->nameStr);
}
if (glassName->pieceIndices)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(glassName->pieceIndices, glassName->pieceCount);
Utils::Stream::ClearPointer(&destGlassName->pieceIndices);
}
}
Utils::Stream::ClearPointer(&destGlass->glassNames);
}
}
Utils::Stream::ClearPointer(&dest->data);
}
buffer->popBlock();
}
}