[ZoneBuilder] Add IGameWorldSp interface (WIP)
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aa3b1f6bd7
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61339350c1
@ -397,6 +397,7 @@ namespace Components
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AssetHandler::RegisterInterface(new Assets::IXAnimParts());
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AssetHandler::RegisterInterface(new Assets::IFxEffectDef());
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AssetHandler::RegisterInterface(new Assets::IGameWorldMp());
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AssetHandler::RegisterInterface(new Assets::IGameWorldSp());
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AssetHandler::RegisterInterface(new Assets::IGfxLightDef());
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AssetHandler::RegisterInterface(new Assets::ILoadedSound());
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AssetHandler::RegisterInterface(new Assets::IPhysCollmap());
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@ -84,6 +84,7 @@ namespace Components
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#include "AssetInterfaces\IXAnimParts.hpp"
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#include "AssetInterfaces\IFxEffectDef.hpp"
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#include "AssetInterfaces\IGameWorldMp.hpp"
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#include "AssetInterfaces\IGameWorldSp.hpp"
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#include "AssetInterfaces\IGfxLightDef.hpp"
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#include "AssetInterfaces\ILoadedSound.hpp"
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#include "AssetInterfaces\IPhysCollmap.hpp"
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233
src/Components/Modules/AssetInterfaces/IGameWorldSp.cpp
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233
src/Components/Modules/AssetInterfaces/IGameWorldSp.cpp
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@ -0,0 +1,233 @@
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#include <STDInclude.hpp>
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namespace Assets
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{
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void IGameWorldSp::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::GameWorldSp* asset = header.gameWorldSp;
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if (asset->pathData.nodes)
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{
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for (unsigned int i = 0; i < asset->pathData.nodeCount; ++i)
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{
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Game::pathnode_t* node = &asset->pathData.nodes[i];
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for (char j = 0; j < 5; ++j)
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{
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builder->addScriptString((&node->constant.targetname)[j]);
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}
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}
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}
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}
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void IGameWorldSp::savepathnode_tree_info_t(Game::pathnode_tree_t* nodeTree, Game::pathnode_tree_t* destNodeTree, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::pathnode_tree_info_t, 8);
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Utils::Stream* buffer = builder->getBuffer();
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if (nodeTree->axis < 0)
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{
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AssertSize(Game::pathnode_tree_nodes_t, 8);
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if (nodeTree->u.s.nodes)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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buffer->saveArray(nodeTree->u.s.nodes, nodeTree->u.s.nodeCount);
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Utils::Stream::ClearPointer(&destNodeTree->u.s.nodes);
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}
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}
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else
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{
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for (int i = 0; i < 2; ++i)
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{
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Game::pathnode_tree_t** destChildNodeTreePtr = &destNodeTree->u.child[i];
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Game::pathnode_tree_t** childNodeTreePtr = &nodeTree->u.child[i];
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if (builder->hasPointer(*childNodeTreePtr))
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{
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*destChildNodeTreePtr = builder->getPointer(*childNodeTreePtr);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(*childNodeTreePtr);
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Game::pathnode_tree_t* destChildNodeTree = buffer->dest<Game::pathnode_tree_t>();
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buffer->save(*childNodeTreePtr);
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IGameWorldSp::savepathnode_tree_info_t(*childNodeTreePtr, destChildNodeTree, builder);
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Utils::Stream::ClearPointer(destChildNodeTreePtr);
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}
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}
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}
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}
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void IGameWorldSp::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::GameWorldMp, 8);
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Utils::Stream* buffer = builder->getBuffer();
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Game::GameWorldSp* asset = header.gameWorldSp;
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Game::GameWorldSp* dest = buffer->dest<Game::GameWorldSp>();
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buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->saveString(builder->getAssetName(this->getType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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// Save_PathData
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{
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AssertSize(Game::PathData, 40);
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if (asset->pathData.nodes)
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{
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AssertSize(Game::pathnode_t, 136);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::pathnode_t* destNodes = buffer->dest<Game::pathnode_t>();
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buffer->saveArray(asset->pathData.nodes, asset->pathData.nodeCount);
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for (unsigned int i = 0; i < asset->pathData.nodeCount; ++i)
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{
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Game::pathnode_t* destNode = &destNodes[i];
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Game::pathnode_t* node = &asset->pathData.nodes[i];
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AssertSize(Game::pathnode_constant_t, 64);
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for (char j = 0; j < 5; ++j)
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{
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builder->mapScriptString(&(&node->constant.targetname)[j]);
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}
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if (node->constant.Links)
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{
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AssertSize(Game::pathlink_s, 12);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(node->constant.Links, node->constant.totalLinkCount);
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Utils::Stream::ClearPointer(&destNode->constant.Links);
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}
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}
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Utils::Stream::ClearPointer(&dest->pathData.nodes);
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}
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buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
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if (asset->pathData.basenodes)
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{
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AssertSize(Game::pathbasenode_t, 16);
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buffer->align(Utils::Stream::ALIGN_16);
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buffer->saveArray(asset->pathData.basenodes, asset->pathData.nodeCount);
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Utils::Stream::ClearPointer(&dest->pathData.basenodes);
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}
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buffer->popBlock();
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if (asset->pathData.chainNodeForNode)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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buffer->saveArray(asset->pathData.chainNodeForNode, asset->pathData.nodeCount);
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Utils::Stream::ClearPointer(&dest->pathData.chainNodeForNode);
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}
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if (asset->pathData.nodeForChainNode)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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buffer->saveArray(asset->pathData.nodeForChainNode, asset->pathData.nodeCount);
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Utils::Stream::ClearPointer(&dest->pathData.nodeForChainNode);
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}
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if (asset->pathData.pathVis)
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{
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buffer->saveArray(asset->pathData.pathVis, asset->pathData.visBytes);
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Utils::Stream::ClearPointer(&dest->pathData.pathVis);
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}
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if (asset->pathData.nodeTree)
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{
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AssertSize(Game::pathnode_tree_t, 16);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::pathnode_tree_t* destNodeTrees = buffer->dest<Game::pathnode_tree_t>();
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buffer->saveArray(asset->pathData.nodeTree, asset->pathData.nodeTreeCount);
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for (unsigned int i = 0; i < asset->pathData.nodeCount; ++i)
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{
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Game::pathnode_tree_t* destNodeTree = &destNodeTrees[i];
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Game::pathnode_tree_t* nodeTree = &asset->pathData.nodeTree[i];
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IGameWorldSp::savepathnode_tree_info_t(nodeTree, destNodeTree, builder);
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}
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Utils::Stream::ClearPointer(&dest->pathData.nodeTree);
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}
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}
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// Save_VehicleTrack
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{
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// TODO: Finish that!
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AssertSize(Game::VehicleTrack, 8);
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dest->vehicleTrack.trackSegments = 0;
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dest->vehicleTrack.trackSegmentCount = 0;
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}
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if (asset->data)
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{
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// Save_G_GlassData
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{
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AssertSize(Game::G_GlassData, 128);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::G_GlassData* destGlass = buffer->dest<Game::G_GlassData>();
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buffer->save(asset->data);
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if (asset->data->glassPieces)
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{
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AssertSize(Game::G_GlassPiece, 12);
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->data->glassPieces, asset->data->pieceCount);
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Utils::Stream::ClearPointer(&destGlass->glassPieces);
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}
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if (asset->data->glassNames)
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{
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AssertSize(Game::G_GlassName, 12);
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buffer->align(Utils::Stream::ALIGN_4);
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Game::G_GlassName* destGlassNames = buffer->dest<Game::G_GlassName>();
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buffer->saveArray(asset->data->glassNames, asset->data->glassNameCount);
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for (unsigned int i = 0; i < asset->data->glassNameCount; ++i)
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{
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Game::G_GlassName* destGlassName = &destGlassNames[i];
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Game::G_GlassName* glassName = &asset->data->glassNames[i];
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if (glassName->nameStr)
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{
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buffer->saveString(glassName->nameStr);
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Utils::Stream::ClearPointer(&destGlassName->nameStr);
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}
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if (glassName->pieceIndices)
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{
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buffer->align(Utils::Stream::ALIGN_2);
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buffer->saveArray(glassName->pieceIndices, glassName->pieceCount);
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Utils::Stream::ClearPointer(&destGlassName->pieceIndices);
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}
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}
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Utils::Stream::ClearPointer(&destGlass->glassNames);
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}
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}
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Utils::Stream::ClearPointer(&dest->data);
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}
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buffer->popBlock();
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}
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}
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14
src/Components/Modules/AssetInterfaces/IGameWorldSp.hpp
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14
src/Components/Modules/AssetInterfaces/IGameWorldSp.hpp
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@ -0,0 +1,14 @@
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namespace Assets
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{
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class IGameWorldSp : public Components::AssetHandler::IAsset
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{
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public:
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAME_MAP_SP; };
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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private:
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void savepathnode_tree_info_t(Game::pathnode_tree_t* nodeTree, Game::pathnode_tree_t* destNodeTree, Components::ZoneBuilder::Zone* builder);
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};
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}
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@ -2574,9 +2574,9 @@ namespace Game
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float fRadius;
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float minUseDistSq;
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__int16 wOverlapNode[2];
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__int16 wChainId;
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__int16 wChainDepth;
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__int16 wChainParent;
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// __int16 wChainId;
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// __int16 wChainDepth;
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// __int16 wChainParent;
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unsigned __int16 totalLinkCount;
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pathlink_s *Links;
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};
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@ -2611,6 +2611,7 @@ namespace Game
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pathnode_constant_t constant;
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pathnode_dynamic_t dynamic;
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pathnode_transient_t transient;
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char pad[12];
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};
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struct PathData
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@ -80,11 +80,11 @@ namespace Utils
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char* save(const void * _str, size_t size, size_t count = 1);
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char* save(Game::XFILE_BLOCK_TYPES stream, const void * _str, size_t size, size_t count);
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char* save(Game::XFILE_BLOCK_TYPES stream, int value, size_t count);
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template <typename T> char* save(T* object)
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template <typename T> inline char* save(T* object)
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{
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return saveArray<T>(object, 1);
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}
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template <typename T> char* saveArray(T* array, size_t count)
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template <typename T> inline char* saveArray(T* array, size_t count)
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{
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return save(array, sizeof(T), count);
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}
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