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	The 'fixing' for so-called dirty GMSTs does not work properly in its current state anyway, so it should be removed. Fixing the 'GMST fixing' might not be possible, because whether or not a GMST is 'dirty' depends on the language version of MW. Therefore different 'fixing' algorithms would be required for the different MW localisations, and I do not see a good reason why GMST values should be hard-coded in the GMST load procedure. In my opinion, it only clutters the code. Last but not least, I believe that it is not the task of the engine to clean ESM files from dirty entries. That is a job for the modders, who should only release clean ESM/ESP files in the first place. The engine should not need to worry about whether a file is 'dirty' or not. That is why I believe a feature for cleaning ESM/ESP files shall not be part of the engine.
		
			
				
	
	
		
			42 lines
		
	
	
	
		
			757 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			42 lines
		
	
	
	
		
			757 B
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef OPENMW_ESM_GMST_H
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| #define OPENMW_ESM_GMST_H
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| 
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| #include <string>
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| 
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| #include "defs.hpp"
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| 
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| namespace ESM
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| {
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| 
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| class ESMReader;
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| class ESMWriter;
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| 
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| /*
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|  *  Game setting, with automatic cleaning of "dirty" entries.
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|  *
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|  */
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| 
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| struct GameSetting
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| {
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|     std::string mId;
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|     // One of these is used depending on the variable type
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|     std::string mStr;
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|     int mI;
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|     float mF;
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|     VarType mType;
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| 
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|     void load(ESMReader &esm);
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|     
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|     int getInt() const;
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|     ///< Throws an exception if GMST is not of type int or float.
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|     
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|     float getFloat() const;
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|     ///< Throws an exception if GMST is not of type int or float.
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|     
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|     std::string getString() const;
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|     ///< Throwns an exception if GMST is not of type string.
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| 
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|     void save(ESMWriter &esm);
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| };
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| }
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| #endif
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