2016-06-10 14:50:03 +02:00

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();
}
}