#pragma once namespace Assets { class IWeapon : public Components::AssetHandler::IAsset { public: virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_WEAPON; }; virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; private: void writeWeaponDef(Game::WeaponDef* def, Components::ZoneBuilder::Zone* builder, Utils::Stream* buffer); }; }