#include namespace Assets { void IPhysPreset::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Assert_Size(Game::PhysPreset, 44); Utils::Stream* buffer = builder->GetBuffer(); Game::PhysPreset* asset = header.physPreset; Game::PhysPreset* dest = buffer->Dest(); buffer->Save(asset, sizeof(Game::PhysPreset)); buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL); // TODO: I think we have to write them, even if they are NULL if (asset->name) { buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name)); Utils::Stream::ClearPointer(&dest->name); } if (asset->sndAliasPrefix) { buffer->SaveString(asset->sndAliasPrefix); Utils::Stream::ClearPointer(&dest->sndAliasPrefix); } buffer->PopBlock(); } }