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#ifndef OPENMW_ESM_CREATURELEVLISTSTATE_H
#define OPENMW_ESM_CREATURELEVLISTSTATE_H
#include "objectstate.hpp"
namespace ESM
{
// format 0, saved games only
struct CreatureLevListState final : public ObjectState
{
int32_t mSpawnActorId;
bool mSpawn;
void load(ESMReader& esm) override;
void save(ESMWriter& esm, bool inInventory = false) const override;
CreatureLevListState& asCreatureLevListState() override { return *this; }
const CreatureLevListState& asCreatureLevListState() const override { return *this; }
};
}
#endif
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