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45 lines
1.2 KiB
C++
45 lines
1.2 KiB
C++
#ifndef OPENMW_ESM_LTEX_H
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#define OPENMW_ESM_LTEX_H
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#include <string>
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namespace ESM
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{
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class ESMReader;
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class ESMWriter;
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/*
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* Texture used for texturing landscape.
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*
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* They are probably indexed by 'num', not 'id', but I don't know for
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* sure. And num is not unique between files, so one option is to keep
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* a separate list for each input file (that has LTEX records, of
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* course.) We also need to resolve references to already existing
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* land textures to save space.
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* I'm not sure if it is even possible to override existing land
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* textures, probably not. I'll have to try it, and have to mimic the
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* behaviour of morrowind. First, check what you are allowed to do in
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* the editor. Then make an esp which changes a commonly used land
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* texture, and see if it affects the game.
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*/
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struct LandTexture
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{
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static unsigned int sRecordId;
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/// Return a string descriptor for this record type. Currently used for debugging / error logs only.
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static std::string getRecordType() { return "LandTexture"; }
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std::string mId, mTexture;
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int mIndex;
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void load(ESMReader &esm, bool &isDeleted);
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void save(ESMWriter &esm, bool isDeleted = false) const;
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void blank();
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///< Set record to default state (does not touch the ID).
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};
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}
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#endif
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