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