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#include "projectilestate.hpp"
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#include "esmwriter.hpp"
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#include "esmreader.hpp"
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namespace ESM
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{
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void BaseProjectileState::save(ESMWriter &esm) const
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{
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esm.writeHNString ("ID__", mId);
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esm.writeHNT ("VEC3", mPosition);
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esm.writeHNT ("QUAT", mOrientation);
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esm.writeHNT ("ACTO", mActorId);
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}
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void BaseProjectileState::load(ESMReader &esm)
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{
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mId = esm.getHNString("ID__");
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esm.getHNT (mPosition, "VEC3");
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esm.getHNT (mOrientation, "QUAT");
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esm.getHNT (mActorId, "ACTO");
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}
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void MagicBoltState::save(ESMWriter &esm) const
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{
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BaseProjectileState::save(esm);
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esm.writeHNString ("SPEL", mSpellId);
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esm.writeHNT ("SPED", mSpeed);
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}
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void MagicBoltState::load(ESMReader &esm)
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{
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BaseProjectileState::load(esm);
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mSpellId = esm.getHNString("SPEL");
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if (esm.isNextSub("SRCN")) // for backwards compatibility
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esm.skipHSub();
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ESM::EffectList().load(esm); // for backwards compatibility
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esm.getHNT (mSpeed, "SPED");
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if (esm.isNextSub("STCK")) // for backwards compatibility
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esm.skipHSub();
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if (esm.isNextSub("SOUN")) // for backwards compatibility
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esm.skipHSub();
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}
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void ProjectileState::save(ESMWriter &esm) const
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{
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BaseProjectileState::save(esm);
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esm.writeHNString ("BOW_", mBowId);
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esm.writeHNT ("VEL_", mVelocity);
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esm.writeHNT ("STR_", mAttackStrength);
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}
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void ProjectileState::load(ESMReader &esm)
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{
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BaseProjectileState::load(esm);
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mBowId = esm.getHNString ("BOW_");
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esm.getHNT (mVelocity, "VEL_");
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mAttackStrength = 1.f;
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esm.getHNOT(mAttackStrength, "STR_");
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}
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}
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