#include #include "IMaterialVertexDeclaration.hpp" #define IW4X_TECHSET_VERSION 1 namespace Assets { void IMaterialVertexDeclaration::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one } void IMaterialVertexDeclaration::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/) { header->vertexDecl = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).vertexDecl; } void IMaterialVertexDeclaration::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { header->vertexDecl = builder->getIW4OfApi()->read(Game::XAssetType::ASSET_TYPE_VERTEXDECL, name); } void IMaterialVertexDeclaration::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::MaterialVertexDeclaration, 100); Utils::Stream* buffer = builder->getBuffer(); Game::MaterialVertexDeclaration* asset = header.vertexDecl; Game::MaterialVertexDeclaration* 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); } AssertSize(Game::MaterialVertexStreamRouting, 92); buffer->popBlock(); } }