#ifndef OPENMW_ESM_CREATURELEVLISTSTATE_H #define OPENMW_ESM_CREATURELEVLISTSTATE_H #include "objectstate.hpp" namespace ESM { // format 0, saved games only struct CreatureLevListState : public ObjectState { int mSpawnActorId; bool mSpawn; virtual void load (ESMReader &esm); virtual void save (ESMWriter &esm, bool inInventory = false) const; virtual CreatureLevListState& asCreatureLevListState() { return *this; } virtual const CreatureLevListState& asCreatureLevListState() const { return *this; } }; } #endif