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#ifndef OPENMW_ESM_CREATURESTATE_H
#define OPENMW_ESM_CREATURESTATE_H
#include "creaturestats.hpp"
#include "inventorystate.hpp"
#include "objectstate.hpp"
namespace ESM
{
// format 0, saved games only
struct CreatureState final : public ObjectState
{
InventoryState mInventory;
CreatureStats mCreatureStats;
/// Initialize to default state
void blank() override;
void load(ESMReader& esm) override;
void save(ESMWriter& esm, bool inInventory = false) const override;
CreatureState& asCreatureState() override { return *this; }
const CreatureState& asCreatureState() const override { return *this; }
};
}
#endif
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