Louve f409b881e2
IW4OF integration (#772)
Co-authored-by: Louvenarde <louve@louve.systems>
Co-authored-by: Roxanne <roxanne@thegamebakers.com>
Co-authored-by: FutureRave <edoardo.sanguineti222@gmail.com>
2023-02-15 11:58:31 +00:00

47 lines
1.0 KiB
C++

#include <STDInclude.hpp>
#include "IRawFile.hpp"
#include <Utils/Compression.hpp>
namespace Assets
{
void IRawFile::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
header->rawfile = builder->getIW4OfApi()->read<Game::RawFile>(Game::XAssetType::ASSET_TYPE_RAWFILE, name);
}
void IRawFile::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::RawFile, 16);
auto* buffer = builder->getBuffer();
auto* asset = header.rawfile;
auto* dest = buffer->dest<Game::RawFile>();
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->buffer)
{
if (asset->compressedLen)
{
buffer->save(asset->buffer, asset->compressedLen);
}
else
{
buffer->save(asset->buffer, asset->len + 1);
}
Utils::Stream::ClearPointer(&dest->buffer);
}
buffer->popBlock();
}
}