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

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#include <STDInclude.hpp>
namespace Assets
{
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void IRawFile::Load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File rawFile(name);
if (rawFile.Exists())
{
Game::RawFile* asset = builder->GetAllocator()->AllocateArray<Game::RawFile>();
std::string data = Utils::Compression::ZLib::Compress(rawFile.GetBuffer());
asset->name = builder->GetAllocator()->DuplicateString(name);
asset->compressedData = builder->GetAllocator()->DuplicateString(data);
asset->sizeCompressed = data.size() + 1;
asset->sizeUnCompressed = 0;
header->rawfile = asset;
}
}
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void IRawFile::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Assert_Size(Game::RawFile, 16);
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Utils::Stream* buffer = builder->GetBuffer();
Game::RawFile* asset = header.rawfile;
Game::RawFile* dest = buffer->Dest<Game::RawFile>();
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buffer->Save(asset, sizeof(Game::RawFile));
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
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buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
dest->name = reinterpret_cast<char*>(-1);
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}
if (asset->compressedData)
{
if (asset->sizeCompressed)
{
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buffer->Save(asset->compressedData, asset->sizeCompressed);
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}
else
{
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buffer->Save(asset->compressedData, asset->sizeUnCompressed + 1);
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}
dest->compressedData = reinterpret_cast<char*>(-1);
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}
buffer->PopBlock();
}
}