[IComWorld] Mark light definition
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80883013d3
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7135ef2a60
@ -2,6 +2,21 @@
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namespace Assets
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{
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void IComWorld::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::ComWorld* asset = header.comWorld;
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if (asset->lights)
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{
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for (int i = 0; i < asset->lightCount; ++i)
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{
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if (asset->lights[i].name)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_LIGHT_DEF, std::string(asset->lights[i].name), false);
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}
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}
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}
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}
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void IComWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::ComWorld, 16);
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@ -6,5 +6,6 @@ namespace Assets
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_COMWORLD; };
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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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};
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}
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