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@ -64,22 +64,22 @@ namespace ESM4
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{
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FormId mFormId; // from the header
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ESM::RefId mId;
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std::uint32_t mFlags; // from the header, see enum type RecordFlag for details
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std::uint32_t mFlags = 0; // from the header, see enum type RecordFlag for details
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ESM::RefId mParent; // world formId (for grouping cells), from the loading sequence
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std::string mEditorId;
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std::string mFullName;
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std::uint16_t mCellFlags; // TES5 can also be 8 bits
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std::uint16_t mCellFlags = 0; // TES5 can also be 8 bits
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std::int32_t mX;
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std::int32_t mY;
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std::int32_t mX = 0;
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std::int32_t mY = 0;
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FormId mOwner;
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FormId mGlobal;
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FormId mClimate;
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FormId mWater;
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float mWaterHeight;
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float mWaterHeight = 0;
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std::vector<FormId> mRegions;
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Lighting mLighting;
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@ -91,9 +91,9 @@ namespace ESM4
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FormId mAcousticSpace; // FO3/FONV
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// TES4: 0 = default, 1 = public, 2 = dungeon
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// FO3/FONV have more types (not sure how they are used, however)
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std::uint8_t mMusicType;
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std::uint8_t mMusicType = 0;
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CellGroup* mCellGroup;
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CellGroup* mCellGroup = nullptr;
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ESM4::ReaderContext mReaderContext;
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