ScummVM API documentation
spells_state.h
1 /* ScummVM - Graphic Adventure Engine
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21 
22 #ifndef MM1_DATA_SPELLS_H
23 #define MM1_DATA_SPELLS_H
24 
25 #include "common/serializer.h"
26 #include "mm/mm1/data/character.h"
27 
28 namespace MM {
29 namespace MM1 {
30 
31 struct SpellsState {
32  byte _mmVal1 = 0;
33  byte _resistanceIndex = 0;
34  byte _mmVal5 = 0;
35  byte _mmVal7 = 0;
36 
37  // This can hold both a resistance type, or count of monsters to affect
38  byte _resistanceTypeOrTargetCount = RESISTANCE_MAGIC;
39 
40  // TODO: Is this variable different in different contexts?
41  // In some places it's used to hold a new condition,
42  // but others, like moonRay, uses it to hold Hp
43  byte _damage = 0;
44 
49  s.syncAsByte(_mmVal1);
50  s.syncAsByte(_resistanceIndex);
51  s.syncAsByte(_mmVal5);
52  s.syncAsByte(_mmVal7);
53  s.syncAsByte(_resistanceTypeOrTargetCount);
54  s.syncAsByte(_damage);
55  }
56 };
57 
58 } // namespace MM1
59 } // namespace MM
60 
61 #endif
Definition: spells_state.h:31
Definition: serializer.h:79
Definition: detection.h:27
void synchronize(Common::Serializer &s)
Definition: spells_state.h:48