iw4x-client/src/Components/Modules/AssetInterfaces/IGfxWorld.hpp

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namespace Assets
{
class IGfxWorld : public Components::AssetHandler::IAsset
{
public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GFX_MAP; };
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override;
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private:
void saveGfxWorldDpvsPlanes(Game::GfxWorld* world, Game::GfxWorldDpvsPlanes* asset, Game::GfxWorldDpvsPlanes* dest, Components::ZoneBuilder::Zone* builder);
void saveGfxWorldDraw(Game::GfxWorldDraw* asset, Game::GfxWorldDraw* dest, Components::ZoneBuilder::Zone* builder);
void saveGfxLightGrid(Game::GfxLightGrid* asset, Game::GfxLightGrid* dest, Components::ZoneBuilder::Zone* builder);
void savesunflare_t(Game::sunflare_t* asset, Game::sunflare_t* dest, Components::ZoneBuilder::Zone* builder);
void saveGfxWorldDpvsStatic(Game::GfxWorldDpvsStatic* asset, Game::GfxWorldDpvsStatic* dest, int planeCount, Components::ZoneBuilder::Zone* builder);
void saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, int planeCount, Components::ZoneBuilder::Zone* builder);
};
}