#include "STDInclude.hpp" namespace Assets { void IGameWorldMp::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::GameWorldMp, 8); Utils::Stream* buffer = builder->getBuffer(); Game::GameWorldMp* asset = header.gameWorldMp; Game::GameWorldMp* 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->data) { buffer->align(Utils::Stream::ALIGN_4); // Save_G_GlassData { AssertSize(Game::G_GlassData, 128); Game::G_GlassData* destGlass = buffer->dest(); buffer->save(asset->data); if (asset->data->glassPieces) { AssertSize(Game::G_GlassPiece, 12); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->data->glassPieces, asset->data->pieceCount); Utils::Stream::ClearPointer(&destGlass->glassPieces); } if (asset->data->glassNames) { AssertSize(Game::G_GlassName, 12); buffer->align(Utils::Stream::ALIGN_4); Game::G_GlassName* destGlassNames = buffer->dest(); buffer->saveArray(asset->data->glassNames, asset->data->glassNameCount); for (unsigned int i = 0; i < asset->data->glassNameCount; ++i) { Game::G_GlassName* destGlassName = &destGlassNames[i]; Game::G_GlassName* glassName = &asset->data->glassNames[i]; if (glassName->nameStr) { buffer->saveString(glassName->nameStr); Utils::Stream::ClearPointer(&destGlassName->nameStr); } if (glassName->pieceIndices) { buffer->align(Utils::Stream::ALIGN_2); buffer->saveArray(glassName->pieceIndices, glassName->pieceCount); Utils::Stream::ClearPointer(&destGlassName->pieceIndices); } } Utils::Stream::ClearPointer(&destGlass->glassNames); } } Utils::Stream::ClearPointer(&dest->data); } buffer->popBlock(); } }