#pragma once namespace Assets { class IFxWorld : public Components::AssetHandler::IAsset { public: virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FX_MAP; }; virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override; }; }