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

25 lines
1.2 KiB
C++

#pragma once
namespace Assets
{
class IFxEffectDef : public Components::AssetHandler::IAsset
{
public:
Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FX; }
void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
private:
void markFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder);
void saveFxElemVisuals(Game::FxElemVisuals* visuals, Game::FxElemVisuals* destVisuals, char elemType, Components::ZoneBuilder::Zone* builder);
void loadEfx(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
void loadFromIW4OF(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
void loadFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder, Utils::Stream::Reader* reader);
};
}