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)
{
Assert_Size(Game::MaterialVertexShader, 16);
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Utils::Stream* buffer = builder->GetBuffer();
Game::MaterialVertexShader* asset = header.vertexShader;
Game::MaterialVertexShader* dest = buffer->Dest<Game::MaterialVertexShader>();
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buffer->Save(asset);
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buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
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();
}
}