[ZoneBuilder] Add GfxLightDef interface
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@ -397,6 +397,7 @@ namespace Components
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AssetHandler::RegisterInterface(new Assets::IXAnimParts());
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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::IFxEffectDef());
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AssetHandler::RegisterInterface(new Assets::IGameWorldMp());
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AssetHandler::RegisterInterface(new Assets::IGameWorldMp());
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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::ILoadedSound());
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AssetHandler::RegisterInterface(new Assets::IPhysCollmap());
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AssetHandler::RegisterInterface(new Assets::IPhysCollmap());
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AssetHandler::RegisterInterface(new Assets::IStringTable());
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AssetHandler::RegisterInterface(new Assets::IStringTable());
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@ -84,6 +84,7 @@ namespace Components
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#include "AssetInterfaces\IXAnimParts.hpp"
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#include "AssetInterfaces\IXAnimParts.hpp"
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#include "AssetInterfaces\IFxEffectDef.hpp"
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#include "AssetInterfaces\IFxEffectDef.hpp"
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#include "AssetInterfaces\IGameWorldMp.hpp"
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#include "AssetInterfaces\IGameWorldMp.hpp"
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#include "AssetInterfaces\IGfxLightDef.hpp"
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#include "AssetInterfaces\ILoadedSound.hpp"
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#include "AssetInterfaces\ILoadedSound.hpp"
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#include "AssetInterfaces\IPhysCollmap.hpp"
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#include "AssetInterfaces\IPhysCollmap.hpp"
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#include "AssetInterfaces\IStringTable.hpp"
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#include "AssetInterfaces\IStringTable.hpp"
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40
src/Components/Modules/AssetInterfaces/IGfxLightDef.cpp
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40
src/Components/Modules/AssetInterfaces/IGfxLightDef.cpp
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@ -0,0 +1,40 @@
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#include <STDInclude.hpp>
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namespace Assets
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{
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void IGfxLightDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::GfxLightDef* asset = header.lightDef;
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if (asset->attenuation.image)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->attenuation.image);
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}
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}
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void IGfxLightDef::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::GfxLightDef, 16);
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AssertSize(Game::GfxLightImage, 8);
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Utils::Stream* buffer = builder->getBuffer();
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Game::GfxLightDef* asset = header.lightDef;
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Game::GfxLightDef* dest = buffer->dest<Game::GfxLightDef>();
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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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if (asset->attenuation.image)
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{
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dest->attenuation.image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->attenuation.image).image;
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}
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buffer->popBlock();
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}
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}
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11
src/Components/Modules/AssetInterfaces/IGfxLightDef.hpp
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11
src/Components/Modules/AssetInterfaces/IGfxLightDef.hpp
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@ -0,0 +1,11 @@
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namespace Assets
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{
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class IGfxLightDef : 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_LIGHTDEF; };
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virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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};
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}
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