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

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#include <STDInclude.hpp>
namespace Assets
{
void IStringTable::saveStringTableCellArray(Components::ZoneBuilder::Zone* builder, Game::StringTableCell* values, int count)
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{
AssertSize(Game::StringTableCell, 8);
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Utils::Stream* buffer = builder->getBuffer();
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Game::StringTableCell* destValues = buffer->dest<Game::StringTableCell>();
buffer->saveArray(destValues, count);
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for (int i = 0; i < count; ++i)
{
Game::StringTableCell* destValue = &destValues[i];
Game::StringTableCell* value = &values[i];
buffer->saveString(value->string);
Utils::Stream::ClearPointer(&destValue->string);
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}
}
void IStringTable::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
AssertSize(Game::StringTable, 16);
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Utils::Stream* buffer = builder->getBuffer();
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Game::StringTable* asset = header.stringTable;
Game::StringTable* dest = buffer->dest<Game::StringTable>();
buffer->save(asset, sizeof(Game::StringTable));
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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));
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Utils::Stream::ClearPointer(&dest->name);
}
if (asset->values)
{
buffer->align(Utils::Stream::ALIGN_4);
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this->saveStringTableCellArray(builder, asset->values, asset->columnCount * asset->rowCount);
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Utils::Stream::ClearPointer(&dest->values);
}
buffer->popBlock();
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}
}