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32f051d61d
The 'fixing' for so-called dirty GMSTs does not work properly in its current state anyway, so it should be removed. Fixing the 'GMST fixing' might not be possible, because whether or not a GMST is 'dirty' depends on the language version of MW. Therefore different 'fixing' algorithms would be required for the different MW localisations, and I do not see a good reason why GMST values should be hard-coded in the GMST load procedure. In my opinion, it only clutters the code. Last but not least, I believe that it is not the task of the engine to clean ESM files from dirty entries. That is a job for the modders, who should only release clean ESM/ESP files in the first place. The engine should not need to worry about whether a file is 'dirty' or not. That is why I believe a feature for cleaning ESM/ESP files shall not be part of the engine.
42 lines
757 B
C++
42 lines
757 B
C++
#ifndef OPENMW_ESM_GMST_H
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#define OPENMW_ESM_GMST_H
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#include <string>
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#include "defs.hpp"
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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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* Game setting, with automatic cleaning of "dirty" entries.
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*
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*/
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struct GameSetting
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{
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std::string mId;
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// One of these is used depending on the variable type
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std::string mStr;
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int mI;
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float mF;
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VarType mType;
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void load(ESMReader &esm);
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int getInt() const;
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///< Throws an exception if GMST is not of type int or float.
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float getFloat() const;
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///< Throws an exception if GMST is not of type int or float.
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std::string getString() const;
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///< Throwns an exception if GMST is not of type string.
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void save(ESMWriter &esm);
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};
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}
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#endif
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