#include namespace Assets { void IMaterialPixelShader::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Assert_Size(Game::MaterialPixelShader, 16); Utils::Stream* buffer = builder->GetBuffer(); Game::MaterialPixelShader* asset = header.pixelShader; Game::MaterialPixelShader* dest = buffer->Dest(); buffer->Save(asset, sizeof(Game::MaterialPixelShader)); buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->name) { buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name)); dest->name = reinterpret_cast(-1); } if (asset->loadDef.physicalPart) { buffer->Align(Utils::Stream::ALIGN_4); buffer->Save(asset->loadDef.physicalPart, 4, asset->loadDef.cachedPartSize & 0xFFFF); dest->loadDef.physicalPart = reinterpret_cast(-1); } buffer->PopBlock(); } }