namespace Assets { class IStringTable : public Components::AssetHandler::IAsset { public: virtual Game::XAssetType GetType() override { return Game::XAssetType::ASSET_TYPE_STRINGTABLE; }; virtual void Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; private: void Save_StringTableCellArray(Components::ZoneBuilder::Zone* builder, Game::StringTableCell* values, int count); }; }