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			42 lines
		
	
	
	
		
			1,010 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			42 lines
		
	
	
	
		
			1,010 B
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef OPENMW_ESM_SAVEDGAME_H
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#define OPENMW_ESM_SAVEDGAME_H
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#include <string>
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#include <vector>
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#include "components/esm/defs.hpp"
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#include "components/esm/refid.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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    // format 0, saved games only
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    struct SavedGame
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    {
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        constexpr static RecNameInts sRecordId = REC_SAVE;
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        std::vector<std::string> mContentFiles;
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        std::string mPlayerName;
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        int mPlayerLevel;
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        // ID of class
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        ESM::RefId mPlayerClassId;
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        // Name of the class. When using a custom class, the ID is not really meaningful prior
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        // to loading the savegame, so the name is stored separately.
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        std::string mPlayerClassName;
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        ESM::RefId mPlayerCell;
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        EpochTimeStamp mInGameTime;
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        double mTimePlayed;
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        std::string mDescription;
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        std::vector<char> mScreenshot; // raw jpg-encoded data
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        void load(ESMReader& esm);
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        void save(ESMWriter& esm) const;
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    };
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}
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#endif
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