#include #include "ISndCurve.hpp" namespace Assets { void ISndCurve::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::SndCurve, 136); auto* buffer = builder->getBuffer(); auto* asset = header.sndCurve; auto* dest = buffer->dest(); buffer->save(asset); buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->filename) { buffer->saveString(builder->getAssetName(this->getType(), asset->filename)); Utils::Stream::ClearPointer(&dest->filename); } buffer->popBlock(); } void ISndCurve::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { header->sndCurve = builder->getIW4OfApi()->read(Game::XAssetType::ASSET_TYPE_SOUND_CURVE, name); if (!header->sndCurve) { header->sndCurve = Components::AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_SOUND_CURVE, name.data()).sndCurve; } } }