#include "creaturelevliststate.hpp" #include "esmreader.hpp" #include "esmwriter.hpp" namespace ESM { void CreatureLevListState::load(ESMReader& esm) { ObjectState::load(esm); if (esm.getFormatVersion() <= MaxActorIdSaveGameFormatVersion) { mSpawnedActor.mIndex = static_cast(-1); esm.getHNOT(mSpawnedActor.mIndex, "SPAW"); } else if (esm.peekNextSub("SPAW")) mSpawnedActor = esm.getFormId(true, "SPAW"); mSpawn = false; esm.getHNOT(mSpawn, "RESP"); } void CreatureLevListState::save(ESMWriter& esm, bool inInventory) const { ObjectState::save(esm, inInventory); if (mSpawnedActor.isSet()) esm.writeFormId(mSpawnedActor, true, "SPAW"); if (mSpawn) esm.writeHNT("RESP", mSpawn); } }