#pragma once namespace Assets { class IFxWorld : public Components::AssetHandler::IAsset { public: Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FXWORLD; }; void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void loadFromDisk(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void generate(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); }; }