#pragma once /* PatchElementModelInfo(RslElement *,void *) ChunkName(char const*) DestroyAndFreeResourceImage(void) WriteOrder(char const*) UnpatchTextures(void) IsChunked(int) SaveResourceImage(void) LoadResourceImage(void) SaveResource(RslNode *,base::cRelocatableChunkWriter &) SaveResource(RslTAnimTree *,base::cRelocatableChunkWriter &) SaveResource(RslSkin *,base::cRelocatableChunkWriter &) SaveResource(CAnimBlendTree *,base::cRelocatableChunkWriter &) PatchElementTextures(RslElement *) PatchElementGroupTextures(RslElementGroup *) */ void LoadResource(RpAtomic *atomic); void LoadResource(RpClump *clump); /* cRelocatableChunkWriterGTA::Save(char const*,uint,uint,bool) cRelocatableChunkGTA::cRelocatableChunkGTA(char const*,uint,uint,bool) SaveAnimBlock(int) SaveModel(int,bool) */ void SaveResource(RwTexture *tex, base::cRelocatableChunkWriter &writer); void SaveResource(RwTexDictionary *txd, base::cRelocatableChunkWriter &writer); void SaveResource(RpMaterial *mat, base::cRelocatableChunkWriter &writer); void SaveResource(RpMaterialList *matlist, base::cRelocatableChunkWriter &writer); void SaveResource(RpGeometry *geo, base::cRelocatableChunkWriter &writer); void SaveResource(RpAtomic *atomic, base::cRelocatableChunkWriter &writer); void SaveResource(RpClump *clump, base::cRelocatableChunkWriter &writer);