#include namespace Assets { void IXModelSurfs::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Assert_Size(Game::XModelSurfs, 36); Utils::Stream* buffer = builder->GetBuffer(); Game::XModelSurfs* asset = header.surfaces; Game::XModelSurfs* dest = buffer->Dest(); buffer->Save(asset, sizeof(Game::PhysPreset)); buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->name) { buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name)); dest->name = reinterpret_cast(-1); } if (asset->surfaces) { Assert_Size(Game::XSurface, 64); buffer->Align(Utils::Stream::ALIGN_4); buffer->SaveArray(asset->surfaces, asset->numSurfaces); for (int i = 0; i < asset->numSurfaces; ++i) { } dest->surfaces = reinterpret_cast(-1); } buffer->PopBlock(); } }