namespace SabreTools.Data.Models.BSP
{
///
/// The Pakfile lump (Lump 40) is a special lump that can contains
/// multiple files which are embedded into the bsp file. Usually,
/// they contain special texture (.vtf) and material (.vmt) files
/// which are used to store the reflection maps from env_cubemap
/// entities in the map; these files are built and placed in the
/// Pakfile lump when the buildcubemaps console command is executed.
/// The Pakfile can optionally contain such things as custom textures
/// and prop models used in the map, and are placed into the bsp file
/// by using the BSPZIP program (or alternate programs such as Pakrat).
/// These files are integrated into the game engine's file system
/// and will be loaded preferentially before externally located
/// files are used.
///
/// The format of the Pakfile lump is identical to that used by the
/// Zip compression utility when no compression is specified (i.e.,
/// the individual files are stored in uncompressed format). In some
/// branches, such as , LZMA compression can be used as well. If the
/// Pakfile lump is extracted and written to a file, it can therefore
/// be opened with WinZip and similar programs.
///
/// The header public/zip_uncompressed.h defines the structures
/// present in the Pakfile lump. The last element in the lump is a
/// ZIP_EndOfCentralDirRecord structure. This points to an array of
/// ZIP_FileHeader structures immediately preceeding it, one for each
/// file present in the Pak. Each of these headers then point to
/// ZIP_LocalFileHeader structures that are followed by that file's
/// data.
///
/// The Pakfile lump is usually the last element of the bsp file.
///
///
public sealed class PakfileLump
{
///
/// Pakfile data
///
/// TODO: Split and/or decompress data?
public byte[] Data { get; set; } = [];
}
}