#include namespace Assets { void IComWorld::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Game::ComWorld* asset = header.comWorld; if (asset->lights) { for (int i = 0; i < asset->lightCount; ++i) { if (asset->lights[i].name) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_LIGHT_DEF, std::string(asset->lights[i].name), false); } } } } void IComWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::ComWorld, 16); Utils::Stream* buffer = builder->getBuffer(); Game::ComWorld* asset = header.comWorld; Game::ComWorld* 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->lights) { AssertSize(Game::ComPrimaryLight, 68); buffer->align(Utils::Stream::ALIGN_4); Game::ComPrimaryLight* destLights = buffer->dest(); buffer->saveArray(asset->lights, asset->lightCount); for (int i = 0; i < asset->lightCount; ++i) { Game::ComPrimaryLight* destLight = &destLights[i]; Game::ComPrimaryLight* light = &asset->lights[i]; if (light->name) { buffer->saveString(light->name); Utils::Stream::ClearPointer(&destLight->name); } } Utils::Stream::ClearPointer(&dest->lights); } buffer->popBlock(); } }