33 lines
787 B
C++
33 lines
787 B
C++
#include <STDInclude.hpp>
|
|
|
|
namespace Assets
|
|
{
|
|
void IPhysPreset::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
|
|
{
|
|
Assert_Size(Game::PhysPreset, 44);
|
|
|
|
Utils::Stream* buffer = builder->GetBuffer();
|
|
Game::PhysPreset* asset = header.physPreset;
|
|
Game::PhysPreset* dest = buffer->Dest<Game::PhysPreset>();
|
|
buffer->Save(asset);
|
|
|
|
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
|
|
|
|
// TODO: I think we have to write them, even if they are NULL
|
|
|
|
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();
|
|
}
|
|
}
|