Co-authored-by: Louvenarde <louve@louve.systems> Co-authored-by: Roxanne <roxanne@thegamebakers.com> Co-authored-by: FutureRave <edoardo.sanguineti222@gmail.com>
47 lines
1.0 KiB
C++
47 lines
1.0 KiB
C++
#include <STDInclude.hpp>
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#include "IRawFile.hpp"
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#include <Utils/Compression.hpp>
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namespace Assets
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{
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void IRawFile::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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header->rawfile = builder->getIW4OfApi()->read<Game::RawFile>(Game::XAssetType::ASSET_TYPE_RAWFILE, name);
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}
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void IRawFile::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::RawFile, 16);
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auto* buffer = builder->getBuffer();
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auto* asset = header.rawfile;
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auto* dest = buffer->dest<Game::RawFile>();
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buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->saveString(builder->getAssetName(this->getType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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if (asset->buffer)
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{
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if (asset->compressedLen)
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{
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buffer->save(asset->buffer, asset->compressedLen);
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}
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else
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{
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buffer->save(asset->buffer, asset->len + 1);
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}
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Utils::Stream::ClearPointer(&dest->buffer);
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}
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buffer->popBlock();
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}
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}
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