#include namespace Assets { void IRawFile::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Assert_AssetStruct(Game::RawFile, 16); Utils::Stream* buffer = builder->GetBuffer(); Game::RawFile* asset = header.rawfile; Game::RawFile* dest = (Game::RawFile*)buffer->At(); buffer->Save(asset, sizeof(Game::RawFile)); buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->name) { buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name)); dest->name = (char *)-1; } if (asset->compressedData) { if (asset->sizeCompressed) { buffer->SaveString(asset->compressedData, asset->sizeCompressed); } else { buffer->SaveString(asset->compressedData, asset->sizeUnCompressed); } dest->compressedData = (char*)-1; } buffer->PopBlock(); } }