1 #ifndef OPENMW_ESM_OBJECTSTATE_H
2 #define OPENMW_ESM_OBJECTSTATE_H
43 virtual void save (
ESMWriter &esm,
bool inInventory =
false)
const;
bool mHasCustomState
Definition: objectstate.hpp:31
virtual void load(ESMReader &esm)
Definition: objectstate.cpp:6
unsigned char mHasLocals
Definition: objectstate.hpp:23
Definition: esmreader.hpp:21
unsigned char mEnabled
Definition: objectstate.hpp:25
Definition: animationstate.hpp:14
ObjectState()
Definition: objectstate.hpp:37
Definition: esmwriter.hpp:17
unsigned int mVersion
Definition: objectstate.hpp:33
<
Definition: objectstate.hpp:19
ESM::Position mPosition
Definition: objectstate.hpp:27
Definition: cellref.hpp:34
virtual void save(ESMWriter &esm, bool inInventory=false) const
Definition: objectstate.cpp:44
unsigned int mFlags
Definition: objectstate.hpp:28
virtual ~ObjectState()
Definition: objectstate.cpp:87
Storage structure for local variables (only used in saved games)
Definition: locals.hpp:18
CellRef mRef
Definition: objectstate.hpp:21
ESM::AnimationState mAnimationState
Definition: objectstate.hpp:35
int mCount
Definition: objectstate.hpp:26
Locals mLocals
Definition: objectstate.hpp:24
void blank()
Initialize to default state.
Definition: objectstate.cpp:72