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#pragma once
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namespace Assets
{
class IPhysCollmap : public Components::AssetHandler::IAsset
{
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public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PHYS_COLLMAP; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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private:
void savePhysGeomInfoArray(Components::ZoneBuilder::Zone* builder, Game::PhysGeomInfo* geoms, unsigned int count);
void saveBrushWrapper(Components::ZoneBuilder::Zone* builder, Game::BrushWrapper* brush);
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};
}