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

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#include <STDInclude.hpp>
namespace Assets
{
void IMaterialVertexShader::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
AssertSize(Game::MaterialVertexShader, 16);
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Utils::Stream* buffer = builder->getBuffer();
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Game::MaterialVertexShader* asset = header.vertexShader;
Game::MaterialVertexShader* dest = buffer->dest<Game::MaterialVertexShader>();
buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
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}
if (asset->loadDef.physicalPart)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->loadDef.physicalPart, 4, asset->loadDef.cachedPartSize & 0xFFFF);
Utils::Stream::ClearPointer(&dest->loadDef.physicalPart);
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}
buffer->popBlock();
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}
}