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Finished ACTI, made ESM namespace
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parent
1ba62f309e
commit
288b9362ae
10 changed files with 153 additions and 9 deletions
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@ -14,6 +14,8 @@
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#include "../mangle/tools/str_exception.h"
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#include "../tools/stringops.h"
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namespace ESM {
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/* A structure used for holding fixed-length strings. In the case of
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LEN=4, it can be more efficient to match the string as a 32 bit
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number, therefore the struct is implemented as a union with an int.
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@ -532,5 +534,5 @@ private:
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MasterList masters;
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int spf; // Special file signifier (see SpecialFile below)
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};
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}
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#endif
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20
esm/loadacti.hpp
Normal file
20
esm/loadacti.hpp
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@ -0,0 +1,20 @@
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#ifndef _ESM_ACTI_H
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#define _ESM_ACTI_H
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#include "esm_reader.hpp"
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namespace ESM {
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struct Activator
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{
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std::string name, script, model;
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void load(ESMReader &esm)
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{
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model = esm.getHNString("MODL");
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name = esm.getHNString("FNAM");
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script = esm.getHNOString("SCRI");
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}
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};
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}
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#endif
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@ -3,6 +3,8 @@
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#include "esm_reader.hpp"
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namespace ESM {
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enum PartReferenceType
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{
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PRT_Head = 0,
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@ -98,5 +100,5 @@ struct Armor
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enchant = esm.getHNOString("ENAM");
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}
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};
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}
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#endif
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@ -3,6 +3,8 @@
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#include "esm_reader.hpp"
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namespace ESM {
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struct BodyPart
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{
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enum MeshPart
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@ -55,5 +57,5 @@ struct BodyPart
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esm.getHNT(data, "BYDT", 4);
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}
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};
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}
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#endif
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@ -2,14 +2,16 @@
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#define _ESM_BSGN_H
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#include "esm_reader.hpp"
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//#include "loadspel.hpp"
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#include "loadspel.hpp"
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namespace ESM {
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struct BirthSign
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{
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std::string name, description, texture;
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// List of powers and abilities that come with this birth sign.
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//SpellList powers;
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SpellList powers;
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void load(ESMReader &esm)
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{
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@ -17,8 +19,8 @@ struct BirthSign
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texture = esm.getHNOString("TNAM");
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description = esm.getHNOString("DESC");
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//powers.load(esm);
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powers.load(esm);
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};
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};
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}
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#endif
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@ -3,6 +3,8 @@
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#include "esm_reader.hpp"
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namespace ESM {
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struct Door
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{
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std::string name, model, script, openSound, closeSound;
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@ -16,4 +18,5 @@ struct Door
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closeSound = esm.getHNOString("ANAM");
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}
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};
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}
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#endif
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@ -3,6 +3,8 @@
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#include "esm_reader.hpp"
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namespace ESM {
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struct SOUNstruct
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{
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unsigned char volume, minRange, maxRange;
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@ -19,4 +21,5 @@ struct Sound
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esm.getHNT(data, "DATA", 3);
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}
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};
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}
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#endif
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76
esm/loadspel.hpp
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76
esm/loadspel.hpp
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@ -0,0 +1,76 @@
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#ifndef _ESM_SPEL_H
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#define _ESM_SPEL_H
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#include "esm_reader.hpp"
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namespace ESM {
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/** A list of references to spells and spell effects. This is shared
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between the records BSGN, NPC and RACE.
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TODO: This should also be part of a shared definition file
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*/
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struct SpellList
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{
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std::vector<std::string> list;
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void load(ESMReader &esm)
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{
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while(esm.isNextSub("NPCS"))
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list.push_back(esm.getHString());
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}
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};
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/* TODO: Not completely ported yet - depends on EffectList, which
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should be defined in a shared definition file.
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struct Spell
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{
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enum SpellType
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{
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ST_Spell = 0, // Normal spell, must be cast and costs mana
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ST_Ability = 1, // Inert ability, always in effect
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ST_Blight = 2, // Blight disease
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ST_Disease = 3, // Common disease
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ST_Curse = 4, // Curse (?)
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ST_Power = 5 // Power, can use once a day
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};
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enum Flags
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{
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F_Autocalc = 1,
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F_PCStart = 2,
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F_Always = 4 // Casting always succeeds
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};
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struct SPDTstruct
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{
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int type; // SpellType
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int cost; // Mana cost
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int flags; // Flags
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};
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SPDTstruct data;
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std::string name;
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EffectList effects;
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void load()
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{with(esFile){
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name = getHNOString("FNAM");
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getHNT(data, "SPDT", 12);
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effects = getRegion().getBuffer!(ENAMstruct)(0,1);
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while(isNextSub("ENAM"))
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{
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effects.length = effects.length + 1;
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readHExact(&effects.array[$-1], effects.array[$-1].sizeof);
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}
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}}
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}
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*/
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}
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#endif
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@ -1,11 +1,15 @@
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#ifndef _ESM_RECORDS_H
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#define _ESM_RECORDS_H
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#include "loadacti.hpp"
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#include "loadarmo.hpp"
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#include "loadbody.hpp"
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#include "loadbsgn.hpp"
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#include "loaddoor.hpp"
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#include "loadsoun.hpp"
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#include "loadspel.hpp"
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namespace ESM {
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// Integer versions of all the record names, used for faster lookup
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enum RecNameInts
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REC_STAT = 0x54415453,
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REC_WEAP = 0x50414557
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};
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}
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#endif
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@ -4,7 +4,9 @@
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#include "esmtool_cmd.h"
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#include <iostream>
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using namespace std;
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using namespace ESM;
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void printRaw(ESMReader &esm);
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@ -83,8 +85,36 @@ int main(int argc, char**argv)
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cout << " Mesh: " << bp.model << endl;
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break;
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}
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case REC_BSGN:
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{
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BirthSign bs;
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bs.load(esm);
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cout << " Name: " << bs.name << endl;
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cout << " Texture: " << bs.texture << endl;
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cout << " Description: " << bs.description << endl;
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break;
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}
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case REC_DOOR:
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{
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Door d;
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d.load(esm);
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cout << " Name: " << d.name << endl;
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cout << " Mesh: " << d.model << endl;
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cout << " Script: " << d.script << endl;
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cout << " OpenSound: " << d.openSound << endl;
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cout << " CloseSound: " << d.closeSound << endl;
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break;
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}
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case REC_SOUN:
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{
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Sound d;
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d.load(esm);
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cout << " Sound: " << d.sound << endl;
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cout << " Volume: " << (int)d.data.volume << endl;
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break;
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}
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default:
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//cout << " Skipping\n";
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cout << " Skipping\n";
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esm.skipRecord();
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}
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}
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