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lsd_saveactor.cpp File Reference
#include "lsd_reader.h"
#include "lsd_chunks.h"
#include "reader_struct.h"
+ Include dependency graph for lsd_saveactor.cpp:

Go to the source code of this file.

Macros

#define LCF_CHUNK_SUFFIX   LSD_Reader
 
#define LCF_CURRENT_STRUCT   SaveActor
 

Functions

 LCF_STRUCT_TYPED_FIELD (std::string, name)
 
 LCF_STRUCT_TYPED_FIELD (std::string, title)
 
 LCF_STRUCT_TYPED_FIELD (std::string, sprite_name)
 
 LCF_STRUCT_TYPED_FIELD (int, sprite_id)
 
 LCF_STRUCT_TYPED_FIELD (int, sprite_flags)
 
 LCF_STRUCT_TYPED_FIELD (std::string, face_name)
 
 LCF_STRUCT_TYPED_FIELD (int, face_id)
 
 LCF_STRUCT_TYPED_FIELD (int, level)
 
 LCF_STRUCT_TYPED_FIELD (int, exp)
 
 LCF_STRUCT_TYPED_FIELD (int, hp_mod)
 
 LCF_STRUCT_TYPED_FIELD (int, sp_mod)
 
 LCF_STRUCT_TYPED_FIELD (int, attack_mod)
 
 LCF_STRUCT_TYPED_FIELD (int, defense_mod)
 
 LCF_STRUCT_TYPED_FIELD (int, spirit_mod)
 
 LCF_STRUCT_TYPED_FIELD (int, agility_mod)
 
 LCF_STRUCT_TYPED_FIELD (int, skills_size)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< int16_t >, skills)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< int16_t >, equipped)
 
 LCF_STRUCT_TYPED_FIELD (int, current_hp)
 
 LCF_STRUCT_TYPED_FIELD (int, current_sp)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< uint32_t >, battle_commands)
 
 LCF_STRUCT_TYPED_FIELD (int, status_size)
 
 LCF_STRUCT_TYPED_FIELD (std::vector< int16_t >, status)
 
 LCF_STRUCT_TYPED_FIELD (bool, changed_class)
 
 LCF_STRUCT_TYPED_FIELD (int, class_id)
 
 LCF_STRUCT_TYPED_FIELD (int, row)
 
 LCF_STRUCT_TYPED_FIELD (bool, two_weapon)
 
 LCF_STRUCT_TYPED_FIELD (bool, lock_equipment)
 
 LCF_STRUCT_TYPED_FIELD (bool, auto_battle)
 
 LCF_STRUCT_TYPED_FIELD (bool, mighty_guard)
 
 LCF_STRUCT_TYPED_FIELD (int, unknown_60)
 

Macro Definition Documentation

#define LCF_CHUNK_SUFFIX   LSD_Reader

Definition at line 16 of file lsd_saveactor.cpp.

#define LCF_CURRENT_STRUCT   SaveActor

Definition at line 17 of file lsd_saveactor.cpp.

Function Documentation

LCF_STRUCT_TYPED_FIELD ( std::string  ,
name   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
title   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
sprite_name   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
sprite_id   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
sprite_flags   
)
LCF_STRUCT_TYPED_FIELD ( std::string  ,
face_name   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
face_id   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
level   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
exp   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
hp_mod   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
sp_mod   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
attack_mod   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
defense_mod   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
spirit_mod   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
agility_mod   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
skills_size   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< int16_t >  ,
skills   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< int16_t >  ,
equipped   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
current_hp   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
current_sp   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< uint32_t >  ,
battle_commands   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
status_size   
)
LCF_STRUCT_TYPED_FIELD ( std::vector< int16_t >  ,
status   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
changed_class   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
class_id   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
row   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
two_weapon   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
lock_equipment   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
auto_battle   
)
LCF_STRUCT_TYPED_FIELD ( bool  ,
mighty_guard   
)
LCF_STRUCT_TYPED_FIELD ( int  ,
unknown_60   
)