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#include <STDInclude.hpp>
namespace Assets
{
void IPhysPreset::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Assert_Size(Game::PhysPreset, 44);
Utils::Stream* buffer = builder->GetBuffer();
Game::PhysPreset* asset = header.physPreset;
Game::PhysPreset* dest = buffer->Dest<Game::PhysPreset>();
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buffer->Save(asset);
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buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
// TODO: I think we have to write them, even if they are NULL
if (asset->name)
{
buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
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}
if (asset->sndAliasPrefix)
{
buffer->SaveString(asset->sndAliasPrefix);
Utils::Stream::ClearPointer(&dest->sndAliasPrefix);
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}
buffer->PopBlock();
}
}