namespace Assets { class IGameWorldSp : public Components::AssetHandler::IAsset { public: virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GAMEWORLD_SP; }; virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; private: void savepathnode_tree_info_t(Game::pathnode_tree_t* nodeTree, Game::pathnode_tree_t* destNodeTree, Components::ZoneBuilder::Zone* builder); void saveVehicleTrackSegment(Game::VehicleTrackSegment* trackSegment, Game::VehicleTrackSegment* destTrackSegment, Components::ZoneBuilder::Zone* builder); void saveVehicleTrackSegment_ptrArray(Game::VehicleTrackSegment** trackSegmentPtrs, int count, Components::ZoneBuilder::Zone* builder); }; }