#include "STDInclude.hpp" namespace Assets { void ITracerDef::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { return; // don't load from filesystem right now } void ITracerDef::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Game::TracerDef* asset = header.tracerDef; if (asset->material) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->material); } } void ITracerDef::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::TracerDef, 0x70); Utils::Stream* buffer = builder->getBuffer(); Game::TracerDef* asset = header.tracerDef; Game::TracerDef* 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->material) { dest->material = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->material).material; } buffer->popBlock(); } }