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