#include #define IW4X_CLIPMAP_VERSION 1 namespace Assets { void IclipMap_t::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::clipMap_t, 256); SaveLogEnter("clipMap_t"); Utils::Stream* buffer = builder->getBuffer(); Game::clipMap_t* asset = header.clipMap; Game::clipMap_t* 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->cPlanes) { AssertSize(Game::cplane_t, 20); SaveLogEnter("cplane_t"); if (builder->hasPointer(asset->cPlanes)) { dest->cPlanes = builder->getPointer(asset->cPlanes); } else { buffer->align(Utils::Stream::ALIGN_4); // not sure if this is neede but both brushside and brushedge need it and it can't hurt for (int i = 0; i < asset->numCPlanes; i++) { builder->storePointer(&asset->cPlanes[i]); buffer->save(&asset->cPlanes[i]); } Utils::Stream::ClearPointer(&dest->cPlanes); } SaveLogExit(); } if (asset->staticModelList) { AssertSize(Game::cStaticModel_t, 76); SaveLogEnter("cStaticModel_t"); // xmodel is already stored buffer->align(Utils::Stream::ALIGN_4); Game::cStaticModel_t* destStaticModelList = buffer->dest(); buffer->saveArray(asset->staticModelList, asset->numStaticModels); for (int i = 0; i < asset->numStaticModels; ++i) { if (asset->staticModelList[i].xmodel) { destStaticModelList[i].xmodel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->staticModelList[i].xmodel).model; } } Utils::Stream::ClearPointer(&dest->staticModelList); SaveLogExit(); } if (asset->materials) { AssertSize(Game::ClipMaterial, 12); SaveLogEnter("ClipMaterial"); buffer->align(Utils::Stream::ALIGN_4); Game::ClipMaterial* mats = buffer->dest(); buffer->saveArray(asset->materials, asset->numMaterials); for (int i = 0; i < asset->numMaterials; ++i) { buffer->saveString(asset->materials[i].name); Utils::Stream::ClearPointer(&mats[i].name); } Utils::Stream::ClearPointer(&dest->materials); SaveLogExit(); } if (asset->cBrushSides) { AssertSize(Game::cbrushside_t, 8); SaveLogEnter("cbrushside_t"); buffer->align(Utils::Stream::ALIGN_4); Game::cbrushside_t* sides = buffer->dest(); // we need the pointer to each of these to be stored so we can't write them all at once for (int i = 0; i < asset->numCBrushSides; ++i) { builder->storePointer(&asset->cBrushSides[i]); // for reference in cBrush buffer->save(&asset->cBrushSides[i]); } for (int i = 0; i < asset->numCBrushSides; ++i) { if (sides[i].side) { AssertSize(Game::cplane_t, 20); if (builder->hasPointer(sides[i].side)) { sides[i].side = builder->getPointer(sides[i].side); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(sides[i].side); buffer->save(sides[i].side); Utils::Stream::ClearPointer(&sides[i].side); } } } Utils::Stream::ClearPointer(&dest->cBrushSides); SaveLogExit(); } if (asset->cBrushEdges) { SaveLogEnter("cBrushEdge"); // no align for char for (int i = 0; i < asset->numCBrushEdges; ++i) { builder->storePointer(&asset->cBrushEdges[i]); // for reference in cBrush buffer->save(&asset->cBrushEdges[i]); } Utils::Stream::ClearPointer(&dest->cBrushEdges); SaveLogExit(); } if (asset->cNodes) { AssertSize(Game::cNode_t, 8); SaveLogEnter("cNode_t"); buffer->align(Utils::Stream::ALIGN_4); Game::cNode_t* nodes = buffer->dest(); buffer->saveArray(asset->cNodes, asset->numCNodes); for (int i = 0; i < asset->numCNodes; ++i) { if (nodes[i].plane) { if (builder->hasPointer(nodes[i].plane)) { nodes[i].plane = builder->getPointer(nodes[i].plane); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(nodes[i].plane); buffer->save(nodes[i].plane); Utils::Stream::ClearPointer(&nodes[i].plane); } } } Utils::Stream::ClearPointer(&dest->cNodes); SaveLogExit(); } if (asset->cLeaf) { AssertSize(Game::cLeaf_t, 40); SaveLogEnter("cLeaf_t"); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->cLeaf, asset->numCLeaf); Utils::Stream::ClearPointer(&dest->cLeaf); SaveLogExit(); } if (asset->leafBrushes) { SaveLogEnter("cLeafBrush_t"); buffer->align(Utils::Stream::ALIGN_2); buffer->saveArray(asset->leafBrushes, asset->numLeafBrushes); Utils::Stream::ClearPointer(&dest->leafBrushes); SaveLogExit(); } if (asset->cLeafBrushNodes) { AssertSize(Game::cLeafBrushNode_t, 20); SaveLogEnter("cLeafBrushNode_t"); buffer->align(Utils::Stream::ALIGN_4); Game::cLeafBrushNode_t* node = buffer->dest(); buffer->saveArray(asset->cLeafBrushNodes, asset->numCLeafBrushNodes); for (int i = 0; i < asset->numCLeafBrushNodes; ++i) { if (node[i].leafBrushCount > 0) { if (node[i].data.brushes) { if (builder->hasPointer(node[i].data.brushes)) { node[i].data.brushes = builder->getPointer(node[i].data.brushes); } else { buffer->align(Utils::Stream::ALIGN_2); for (short j = 0; j < node[i].leafBrushCount; ++j) { builder->storePointer(&node[i].data.brushes[j]); buffer->save(&node[i].data.brushes[j]); } Utils::Stream::ClearPointer(&node[i].data.brushes); } } } } Utils::Stream::ClearPointer(&dest->cLeafBrushNodes); SaveLogExit(); } if (asset->leafSurfaces) { SaveLogEnter("cLeafSurface_t"); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->leafSurfaces, asset->numLeafSurfaces); Utils::Stream::ClearPointer(&dest->leafSurfaces); SaveLogExit(); } if (asset->verts) { AssertSize(Game::vec3_t, 12); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->verts, asset->numVerts); Utils::Stream::ClearPointer(&dest->verts); } if (asset->triIndices) { buffer->align(Utils::Stream::ALIGN_2); buffer->save(asset->triIndices, 6, asset->numTriIndices); Utils::Stream::ClearPointer(&dest->triIndices); } if (asset->triEdgeIsWalkable) { // no align for char buffer->save(asset->triEdgeIsWalkable, 1, 4 * ((3 * asset->numTriIndices + 31) >> 5)); Utils::Stream::ClearPointer(&dest->triEdgeIsWalkable); } if (asset->collisionBorders) { AssertSize(Game::CollisionBorder, 28); SaveLogEnter("CollisionBorder"); buffer->align(Utils::Stream::ALIGN_4); for (int i = 0; i < asset->numCollisionBorders; ++i) { builder->storePointer(&asset->collisionBorders[i]); buffer->save(&asset->collisionBorders[i]); } Utils::Stream::ClearPointer(&dest->collisionBorders); SaveLogExit(); } if (asset->collisionPartitions) { AssertSize(Game::CollisionPartition, 12); SaveLogEnter("CollisionPartition"); buffer->align(Utils::Stream::ALIGN_4); Game::CollisionPartition* destPartitions = buffer->dest(); buffer->saveArray(asset->collisionPartitions, asset->numCollisionPartitions); for (int i = 0; i < asset->numCollisionPartitions; ++i) { Game::CollisionPartition* destPartition = &destPartitions[i]; Game::CollisionPartition* partition = &asset->collisionPartitions[i]; if (partition->borders) { if (builder->hasPointer(partition->borders)) { destPartition->borders = builder->getPointer(partition->borders); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(partition->borders); buffer->save(partition->borders); Utils::Stream::ClearPointer(&destPartition->borders); } } } Utils::Stream::ClearPointer(&dest->collisionPartitions); SaveLogExit(); } if (asset->collisionAABBTrees) { AssertSize(Game::CollisionAabbTree, 32); SaveLogEnter("CollisionAabbTree"); buffer->align(Utils::Stream::ALIGN_16); buffer->saveArray(asset->collisionAABBTrees, asset->numCollisionAABBTrees); Utils::Stream::ClearPointer(&dest->collisionAABBTrees); SaveLogExit(); } if (asset->cModels) { AssertSize(Game::cmodel_t, 68); SaveLogEnter("cmodel_t"); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->cModels, asset->numCModels); Utils::Stream::ClearPointer(&dest->cModels); SaveLogExit(); } if (asset->cBrushes) { AssertSize(Game::cbrush_t, 36); SaveLogEnter("cbrush_t"); buffer->align(Utils::Stream::ALIGN_128); Game::cbrush_t* destBrushes = buffer->dest(); buffer->saveArray(asset->cBrushes, asset->numCBrushes); for (short i = 0; i < asset->numCBrushes; ++i) { Game::cbrush_t* destBrush = &destBrushes[i]; Game::cbrush_t* brush = &asset->cBrushes[i]; if (brush->sides) { if (builder->hasPointer(brush->sides)) { destBrush->sides = builder->getPointer(brush->sides); } else { AssertSize(Game::cbrushside_t, 8); MessageBoxA(0, "BrushSide shouldn't be written in cBrush!", "WARNING", MB_ICONEXCLAMATION); buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(brush->sides); Game::cbrushside_t* side = buffer->dest(); buffer->save(brush->sides); if (brush->sides->side) { if (builder->hasPointer(brush->sides->side)) { side->side = builder->getPointer(brush->sides->side); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(brush->sides->side); buffer->save(brush->sides->side); Utils::Stream::ClearPointer(&side->side); } } Utils::Stream::ClearPointer(&destBrush->sides); } } if (brush->baseAdjacentSide) { if (builder->hasPointer(brush->baseAdjacentSide)) { destBrush->baseAdjacentSide = builder->getPointer(brush->baseAdjacentSide); } else { builder->storePointer(brush->baseAdjacentSide); buffer->save(brush->baseAdjacentSide); Utils::Stream::ClearPointer(&destBrush->baseAdjacentSide); } } } Utils::Stream::ClearPointer(&dest->cBrushes); SaveLogExit(); } if (asset->cBrushBounds) { AssertSize(Game::Bounds, 24); SaveLogEnter("Bounds"); buffer->align(Utils::Stream::ALIGN_128); buffer->saveArray(asset->cBrushBounds, asset->numCBrushes); Utils::Stream::ClearPointer(&dest->cBrushBounds); SaveLogExit(); } if (asset->cBrushContents) { buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->cBrushContents, asset->numCBrushes); Utils::Stream::ClearPointer(&dest->cBrushContents); } if (asset->unknown4) { AssertSize(Game::SModelAabbNode, 28); SaveLogEnter("SModelAabbNode"); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->unknown4, asset->unkCount4); Utils::Stream::ClearPointer(&dest->unknown4); SaveLogExit(); } if (asset->mapEnts) { dest->mapEnts = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset->mapEnts).mapEnts; } for (int i = 0; i < 2; ++i) { if (asset->dynEntDefList[i]) { AssertSize(Game::DynEntityDef, 92); buffer->align(Utils::Stream::ALIGN_4); Game::DynEntityDef* dynEntDest = buffer->dest(); buffer->saveArray(asset->dynEntDefList[i], asset->dynEntCount[i]); Game::DynEntityDef* dynEnt = asset->dynEntDefList[i]; for (int j = 0; j < asset->dynEntCount[i]; ++j) { if (dynEnt[j].xModel) { dynEntDest[j].xModel = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_XMODEL, dynEnt[j].xModel).model; } if (dynEnt[j].destroyFx) { dynEntDest[j].destroyFx = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_FX, dynEnt[j].destroyFx).fx; } if (dynEnt[j].physPreset) { dynEntDest[j].physPreset = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, dynEnt[j].physPreset).physPreset; } } Utils::Stream::ClearPointer(&dest->dynEntDefList[i]); } } buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME); for (int i = 0; i < 2; ++i) { if (asset->dynEntPoseList[i]) { AssertSize(Game::DynEntityPose, 32); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->dynEntPoseList[i], asset->dynEntCount[i]); Utils::Stream::ClearPointer(&dest->dynEntPoseList[i]); } } for (int i = 0; i < 2; ++i) { if (asset->dynEntClientList[i]) { AssertSize(Game::DynEntityClient, 12); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->dynEntClientList[i], asset->dynEntCount[i]); Utils::Stream::ClearPointer(&dest->dynEntClientList[i]); } } for (int i = 0; i < 2; ++i) { if (asset->dynEntCollList[i]) { AssertSize(Game::DynEntityColl, 20); buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->dynEntCollList[i], asset->dynEntCount[i]); Utils::Stream::ClearPointer(&dest->dynEntCollList[i]); } } buffer->popBlock(); buffer->popBlock(); SaveLogExit(); } void IclipMap_t::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Game::clipMap_t* asset = header.clipMap; for (int i = 0; i < asset->numStaticModels; ++i) { Game::XModel* m = asset->staticModelList[i].xmodel; if (m) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, m); } } for (int j = 0; j < 2; ++j) { Game::DynEntityDef* def = asset->dynEntDefList[j]; for (int i = 0; i < asset->dynEntCount[j]; ++i) { if (def[i].xModel) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, def[i].xModel); } if (def[i].destroyFx) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_FX, def[i].destroyFx); } if (def[i].physPreset) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_PHYSPRESET, def[i].physPreset); } } } builder->loadAsset(Game::XAssetType::ASSET_TYPE_MAP_ENTS, asset); } void IclipMap_t::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) { Utils::String::Replace(name, "maps/mp/", ""); Utils::String::Replace(name, ".d3dbsp", ""); Components::FileSystem::File clipFile(fmt::sprintf("clipmap/%s.iw4xClipMap", name.data())); if (!clipFile.exists()) { return; } Game::clipMap_t* clipMap = builder->getAllocator()->allocate(); if (!clipMap) { Components::Logger::Print("Error allocating memory for clipMap_t structure!\n"); return; } Utils::Stream::Reader reader(builder->getAllocator(), clipFile.getBuffer()); if (reader.read<__int64>() != *reinterpret_cast<__int64*>("IW4xClip")) { Components::Logger::Error(0, "Reading clipMap_t '%s' failed, header is invalid!", name.data()); } int version = reader.read(); if (version != IW4X_CLIPMAP_VERSION) { Components::Logger::Error(0, "Reading clipmap '%s' failed, expected version is %d, but it was %d!", name.data(), IW4X_CLIPMAP_VERSION, version); } clipMap->name = reader.readCString(); clipMap->numCPlanes = reader.read(); clipMap->numStaticModels = reader.read(); clipMap->numMaterials = reader.read(); clipMap->numCBrushSides = reader.read(); clipMap->numCBrushEdges = reader.read(); clipMap->numCNodes = reader.read(); clipMap->numCLeaf = reader.read(); clipMap->numCLeafBrushNodes = reader.read(); clipMap->numLeafBrushes = reader.read(); clipMap->numLeafSurfaces = reader.read(); clipMap->numVerts = reader.read(); clipMap->numTriIndices = reader.read(); clipMap->numCollisionBorders = reader.read(); clipMap->numCollisionPartitions = reader.read(); clipMap->numCollisionAABBTrees = reader.read(); clipMap->numCModels = reader.read(); clipMap->numCBrushes = reader.read(); clipMap->dynEntCount[0] = reader.read(); clipMap->dynEntCount[1] = reader.read(); if (clipMap->numCPlanes) { clipMap->cPlanes = reader.readArray(clipMap->numCPlanes); } if (clipMap->numStaticModels) { clipMap->staticModelList = builder->getAllocator()->allocateArray(clipMap->numStaticModels); for (int i = 0; i < clipMap->numStaticModels; ++i) { std::string modelName = reader.readString(); if (modelName != "NONE"s) { clipMap->staticModelList[i].xmodel = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_XMODEL, modelName, builder).model; } float* buf = reader.readArray(18); memcpy(&clipMap->staticModelList[i].origin, buf, sizeof(float) * 18); } } if (clipMap->numMaterials) { clipMap->materials = builder->getAllocator()->allocateArray(clipMap->numMaterials); for (int j = 0; j < clipMap->numMaterials; ++j) { clipMap->materials[j].name = reader.readArray(64); clipMap->materials[j].unk = reader.read(); clipMap->materials[j].unk2 = reader.read(); } } if (clipMap->numCBrushSides) { clipMap->cBrushSides = builder->getAllocator()->allocateArray(clipMap->numCBrushSides); for (int i = 0; i < clipMap->numCBrushSides; ++i) { int planeIndex = reader.read(); if (planeIndex < 0 || planeIndex > clipMap->numCBrushSides) { Components::Logger::Error("invalid plane index"); return; } clipMap->cBrushSides[i].side = &clipMap->cPlanes[planeIndex]; reader.read(); // materialNum reader.read(); // firstAdjacentSide reader.read(); // edgeCount // not sure how to fill out texInfo and dispInfo // just leave zero for now } } if (clipMap->numCBrushEdges) { clipMap->cBrushEdges = reader.readArray(clipMap->numCBrushEdges); } if (clipMap->numCNodes) { clipMap->cNodes = builder->getAllocator()->allocateArray(clipMap->numCNodes); for (int i = 0; i < clipMap->numCNodes; ++i) { int planeIndex = reader.read(); if (planeIndex < 0 || planeIndex > clipMap->numCPlanes) { Components::Logger::Error("invalid plane index\n"); return; } clipMap->cNodes[i].plane = &clipMap->cPlanes[planeIndex]; clipMap->cNodes[i].children[0] = reader.read(); clipMap->cNodes[i].children[1] = reader.read(); } } if (clipMap->numCLeaf) { clipMap->cLeaf = reader.readArray(clipMap->numCLeaf); } if (clipMap->numCLeafBrushNodes) { clipMap->cLeafBrushNodes = builder->getAllocator()->allocateArray(clipMap->numCLeafBrushNodes); for (int i = 0; i < clipMap->numCLeafBrushNodes; ++i) { Game::cLeafBrushNode_t tmp = reader.read(); memcpy(&clipMap->cLeafBrushNodes[i], &tmp, sizeof(Game::cLeafBrushNode_t)); if (tmp.leafBrushCount > 0) { clipMap->cLeafBrushNodes[i].data.brushes = reader.readArray(tmp.leafBrushCount); } } } if (clipMap->numLeafBrushes) { clipMap->leafBrushes = reader.readArray(clipMap->numLeafBrushes); } if (clipMap->numLeafSurfaces) { clipMap->leafSurfaces = reader.readArray(clipMap->numLeafSurfaces); } if (clipMap->numVerts) { clipMap->verts = reader.readArray(clipMap->numVerts); } if (clipMap->numTriIndices) { clipMap->triIndices = reader.readArray(clipMap->numTriIndices * 3); clipMap->triEdgeIsWalkable = reader.readArray(4 * ((3 * clipMap->numTriIndices + 31) >> 5)); } if (clipMap->numCollisionBorders) { clipMap->collisionBorders = reader.readArray(clipMap->numCollisionBorders); } if (clipMap->numCollisionPartitions) { clipMap->collisionPartitions = builder->getAllocator()->allocateArray(clipMap->numCollisionPartitions); for (int i = 0; i < clipMap->numCollisionPartitions; ++i) { clipMap->collisionPartitions[i].triCount = reader.read(); clipMap->collisionPartitions[i].borderCount = reader.read(); clipMap->collisionPartitions[i].firstTri = reader.read(); if (clipMap->collisionPartitions[i].borderCount > 0) { int index = reader.read(); if (index < 0 || index > clipMap->numCollisionBorders) { Components::Logger::Error("invalid border index\n"); return; } clipMap->collisionPartitions[i].borders = &clipMap->collisionBorders[index]; } } } if (clipMap->numCollisionAABBTrees) { clipMap->collisionAABBTrees = reader.readArray(clipMap->numCollisionAABBTrees); } if (clipMap->numCModels) { clipMap->cModels = reader.readArray(clipMap->numCModels); } if (clipMap->numCBrushes) { clipMap->cBrushes = builder->getAllocator()->allocateArray(clipMap->numCBrushes); memset(clipMap->cBrushes, 0, sizeof(Game::cbrush_t) * clipMap->numCBrushes); for (int i = 0; i < clipMap->numCBrushes; ++i) { clipMap->cBrushes[i].numsides = reader.read() & 0xFFFF; // todo: check for overflow here if (clipMap->cBrushes[i].numsides > 0) { int index = reader.read(); if (index < 0 || index > clipMap->numCBrushSides) { Components::Logger::Error("invalid side index\n"); return; } clipMap->cBrushes[i].sides = &clipMap->cBrushSides[index]; } else { clipMap->cBrushes[i].sides = nullptr; } int index = reader.read(); if (index > clipMap->numCBrushEdges) { Components::Logger::Error("invalid edge index\n"); return; } clipMap->cBrushes[i].baseAdjacentSide = &clipMap->cBrushEdges[index]; char* tmp = reader.readArray(12); memcpy(&clipMap->cBrushes[i].axialMaterialNum, tmp, 12); //todo check for overflow for (int r = 0; r < 2; ++r) { for (int c = 0; c < 3; ++c) { clipMap->cBrushes[i].firstAdjacentSideOffsets[r][c] = reader.read() & 0xFF; } } tmp = reader.readArray(6); memcpy(&clipMap->cBrushes[i].edgeCount, tmp, 6); } clipMap->cBrushBounds = reader.readArray(clipMap->numCBrushes); clipMap->cBrushContents = reader.readArray(clipMap->numCBrushes); } for (int x = 0; x < 2; ++x) { if (clipMap->dynEntCount[x]) { clipMap->dynEntDefList[x] = builder->getAllocator()->allocateArray(clipMap->dynEntCount[x]); for (int i = 0; i < clipMap->dynEntCount[x]; ++i) { clipMap->dynEntDefList[x][i].type = reader.read(); clipMap->dynEntDefList[x][i].pose = reader.read(); std::string tempName = reader.readString(); if (tempName != "NONE"s) { clipMap->dynEntDefList[x][i].xModel = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_XMODEL, tempName, builder).model; } clipMap->dynEntDefList[x][i].brushModel = reader.read(); clipMap->dynEntDefList[x][i].physicsBrushModel = reader.read(); tempName = reader.readString(); if (tempName != "NONE"s) { clipMap->dynEntDefList[x][i].destroyFx = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_FX, tempName, builder).fx; } tempName = reader.readString(); if (tempName != "NONE"s) { clipMap->dynEntDefList[x][i].physPreset = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_PHYSPRESET, tempName, builder).physPreset; } clipMap->dynEntDefList[x][i].health = reader.read(); clipMap->dynEntDefList[x][i].mass = reader.read(); clipMap->dynEntDefList[x][i].contents = reader.read(); } } } clipMap->checksum = reader.read(); clipMap->mapEnts = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_MAP_ENTS, Utils::String::VA("maps/mp/%s.d3dbsp", name.c_str()), builder).mapEnts; header->clipMap = clipMap; } }