#include #include "IPhysPreset.hpp" namespace Assets { void IPhysPreset::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::PhysPreset, 44); auto* buffer = builder->getBuffer(); auto* asset = header.physPreset; auto* 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->sndAliasPrefix) { buffer->saveString(asset->sndAliasPrefix); Utils::Stream::ClearPointer(&dest->sndAliasPrefix); } buffer->popBlock(); } void IPhysPreset::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { loadFromDisk(header, name, builder); } void IPhysPreset::loadFromDisk(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { header->physPreset = builder->getIW4OfApi()->read(Game::XAssetType::ASSET_TYPE_PHYSPRESET, name); } }