#include "STDInclude.hpp" namespace Assets { void IMaterialVertexShader::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::MaterialVertexShader, 16); Utils::Stream* buffer = builder->getBuffer(); Game::MaterialVertexShader* asset = header.vertexShader; Game::MaterialVertexShader* dest = buffer->dest(); buffer->save(asset); buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->name) { buffer->saveString(builder->getAssetName(this->getType(), asset->name)); Utils::Stream::ClearPointer(&dest->name); } if (asset->loadDef.physicalPart) { buffer->align(Utils::Stream::ALIGN_4); buffer->save(asset->loadDef.physicalPart, 4, asset->loadDef.cachedPartSize & 0xFFFF); Utils::Stream::ClearPointer(&dest->loadDef.physicalPart); } buffer->popBlock(); } }