#include #include "IRawFile.hpp" #include namespace Assets { void IRawFile::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { header->rawfile = builder->getIW4OfApi()->read(Game::XAssetType::ASSET_TYPE_RAWFILE, name); } void IRawFile::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::RawFile, 16); auto* buffer = builder->getBuffer(); auto* asset = header.rawfile; auto* 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->buffer) { if (asset->compressedLen) { buffer->save(asset->buffer, asset->compressedLen); } else { buffer->save(asset->buffer, asset->len + 1); } Utils::Stream::ClearPointer(&dest->buffer); } buffer->popBlock(); } }