#ifndef COMPONENTS_ESM_MAGICEFFECTS_H #define COMPONENTS_ESM_MAGICEFFECTS_H #include <map> namespace ESM { class ESMReader; class ESMWriter; // format 0, saved games only struct MagicEffects { // <Effect Id, Base value> std::map<int, int> mEffects; void load (ESMReader &esm); void save (ESMWriter &esm) const; }; } #endif