#include namespace Assets { void IPhysCollmap::Save_BrushWrapper(Components::ZoneBuilder::Zone* builder, Game::BrushWrapper* brush) { Assert_Size(Game::BrushWrapper, 68); Utils::Stream* buffer = builder->GetBuffer(); Game::BrushWrapper* destBrush = buffer->Dest(); buffer->Save(brush); // Save_cbrushWrapper_t { Assert_Size(Game::cbrushWrapper_t, 36); if (brush->brush.brushSide) { Assert_Size(Game::cbrushside_t, 8); buffer->Align(Utils::Stream::ALIGN_4); Game::cbrushside_t* destBrushSide = buffer->Dest(); buffer->SaveArray(brush->brush.brushSide, brush->brush.count); // Save_cbrushside_tArray for (short i = 0; i < brush->brush.count; ++i) { Game::cbrushside_t* destSide = &destBrushSide[i]; Game::cbrushside_t* side = &brush->brush.brushSide[i]; if (side->side) { if (builder->HasPointer(side->side)) { destSide->side = builder->GetPointer(side->side); } else { buffer->Align(Utils::Stream::ALIGN_4); builder->StorePointer(side->side); buffer->Save(side->side, sizeof(Game::cplane_t)); Utils::Stream::ClearPointer(&destSide->side); } } } Utils::Stream::ClearPointer(&destBrush->brush.brushSide); } if (brush->brush.brushEdge) { buffer->Save(brush->brush.brushEdge, brush->totalEdgeCount); Utils::Stream::ClearPointer(&destBrush->brush.brushEdge); } } if (brush->planes) { Assert_Size(Game::cplane_t, 20); if (builder->HasPointer(brush->planes)) { destBrush->planes = builder->GetPointer(brush->planes); } else { buffer->Align(Utils::Stream::ALIGN_4); builder->StorePointer(brush->planes); buffer->Save(brush->planes, sizeof(Game::cplane_t)); Utils::Stream::ClearPointer(&destBrush->planes); } } } void IPhysCollmap::Save_PhysGeomInfoArray(Components::ZoneBuilder::Zone* builder, Game::PhysGeomInfo* geoms, unsigned int count) { Assert_Size(Game::PhysGeomInfo, 68); Utils::Stream* buffer = builder->GetBuffer(); Game::PhysGeomInfo* destGeoms = buffer->Dest(); buffer->SaveArray(geoms, count); for (unsigned int i = 0; i < count; ++i) { Game::PhysGeomInfo* destGeom = &destGeoms[i]; Game::PhysGeomInfo* geom = &geoms[i]; if (geom->brush) { buffer->Align(Utils::Stream::ALIGN_4); IPhysCollmap::Save_BrushWrapper(builder, geom->brush); Utils::Stream::ClearPointer(&destGeom->brush); } } } void IPhysCollmap::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Assert_Size(Game::XModel, 304); Utils::Stream* buffer = builder->GetBuffer(); Game::PhysCollmap* asset = header.physCollmap; Game::PhysCollmap* dest = buffer->Dest(); buffer->Save(asset, sizeof(Game::PhysCollmap)); buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->name) { buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name)); Utils::Stream::ClearPointer(&dest->name); } if (asset->geoms) { buffer->Align(Utils::Stream::ALIGN_4); IPhysCollmap::Save_PhysGeomInfoArray(builder, asset->geoms, asset->count); Utils::Stream::ClearPointer(&dest->geoms); } buffer->PopBlock(); } }