Co-authored-by: Louvenarde <louve@louve.systems> Co-authored-by: Roxanne <roxanne@thegamebakers.com> Co-authored-by: FutureRave <edoardo.sanguineti222@gmail.com>
25 lines
1.2 KiB
C++
25 lines
1.2 KiB
C++
#pragma once
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namespace Assets
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{
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class IFxEffectDef : public Components::AssetHandler::IAsset
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{
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public:
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Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_FX; }
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void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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private:
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void markFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder);
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void saveFxElemVisuals(Game::FxElemVisuals* visuals, Game::FxElemVisuals* destVisuals, char elemType, Components::ZoneBuilder::Zone* builder);
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void loadEfx(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadFromIW4OF(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadFxElemVisuals(Game::FxElemVisuals* visuals, char elemType, Components::ZoneBuilder::Zone* builder, Utils::Stream::Reader* reader);
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};
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}
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