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

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#include <STDInclude.hpp>
namespace Assets
{
void IPhysCollmap::Save_BrushWrapper(Components::ZoneBuilder::Zone* builder, Game::BrushWrapper* brush)
{
Assert_Size(Game::BrushWrapper, 68);
Utils::Stream* buffer = builder->GetBuffer();
Game::BrushWrapper* destBrush = buffer->Dest<Game::BrushWrapper>();
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buffer->Save(brush);
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// Save_cbrushWrapper_t
{
Assert_Size(Game::cbrushWrapper_t, 36);
if (brush->brush.brushSide)
{
Assert_Size(Game::cbrushside_t, 8);
buffer->Align(Utils::Stream::ALIGN_4);
Game::cbrushside_t* destBrushSide = buffer->Dest<Game::cbrushside_t>();
buffer->SaveArray(brush->brush.brushSide, brush->brush.count);
// Save_cbrushside_tArray
for (short i = 0; i < brush->brush.count; ++i)
{
Game::cbrushside_t* destSide = &destBrushSide[i];
Game::cbrushside_t* side = &brush->brush.brushSide[i];
if (side->side)
{
if (builder->HasPointer(side->side))
{
destSide->side = builder->GetPointer(side->side);
}
else
{
buffer->Align(Utils::Stream::ALIGN_4);
builder->StorePointer(side->side);
buffer->Save(side->side, sizeof(Game::cplane_t));
Utils::Stream::ClearPointer(&destSide->side);
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}
}
}
Utils::Stream::ClearPointer(&destBrush->brush.brushSide);
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}
if (brush->brush.brushEdge)
{
buffer->Save(brush->brush.brushEdge, brush->totalEdgeCount);
Utils::Stream::ClearPointer(&destBrush->brush.brushEdge);
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}
}
if (brush->planes)
{
Assert_Size(Game::cplane_t, 20);
if (builder->HasPointer(brush->planes))
{
destBrush->planes = builder->GetPointer(brush->planes);
}
else
{
buffer->Align(Utils::Stream::ALIGN_4);
builder->StorePointer(brush->planes);
buffer->Save(brush->planes, sizeof(Game::cplane_t));
Utils::Stream::ClearPointer(&destBrush->planes);
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}
}
}
void IPhysCollmap::Save_PhysGeomInfoArray(Components::ZoneBuilder::Zone* builder, Game::PhysGeomInfo* geoms, unsigned int count)
{
Assert_Size(Game::PhysGeomInfo, 68);
Utils::Stream* buffer = builder->GetBuffer();
Game::PhysGeomInfo* destGeoms = buffer->Dest<Game::PhysGeomInfo>();
buffer->SaveArray(geoms, count);
for (unsigned int i = 0; i < count; ++i)
{
Game::PhysGeomInfo* destGeom = &destGeoms[i];
Game::PhysGeomInfo* geom = &geoms[i];
if (geom->brush)
{
buffer->Align(Utils::Stream::ALIGN_4);
IPhysCollmap::Save_BrushWrapper(builder, geom->brush);
Utils::Stream::ClearPointer(&destGeom->brush);
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}
}
}
void IPhysCollmap::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Assert_Size(Game::XModel, 304);
Utils::Stream* buffer = builder->GetBuffer();
Game::PhysCollmap* asset = header.physCollmap;
Game::PhysCollmap* dest = buffer->Dest<Game::PhysCollmap>();
buffer->Save(asset, sizeof(Game::PhysCollmap));
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->geoms)
{
buffer->Align(Utils::Stream::ALIGN_4);
IPhysCollmap::Save_PhysGeomInfoArray(builder, asset->geoms, asset->count);
Utils::Stream::ClearPointer(&dest->geoms);
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}
buffer->PopBlock();
}
}