- os<<"hp_max="<<hp_max;
- os<<", physical="<<physical;
- os<<", weight="<<weight;
- os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
- os<<", visual="<<visual;
- os<<", mesh="<<mesh;
- os<<", animation_frames="<<animation_frames.X<<","<<animation_frames.Y;
- os<<", animation_speed="<<animation_speed;
- os<<", animation_blend="<<animation_blend;
- os<<", visual_size="<<PP2(visual_size);
-
- os<<", animation_bone_position=[";
- for(std::map<std::string, v3f>::const_iterator ii = animation_bone_position.begin(); ii != animation_bone_position.end(); ++ii){
- std::string bone_name = (*ii).first;
- v3f bone_pos = (*ii).second;
- os<<bone_name<<" "<<bone_pos.X<<","<<bone_pos.Y<<","<<bone_pos.Z<<"\"";
- }
- os<<"]";
- os<<", animation_bone_rotation=[";
- for(std::map<std::string, v3f>::const_iterator ii = animation_bone_rotation.begin(); ii != animation_bone_rotation.end(); ++ii){
- std::string bone_name = (*ii).first;
- v3f bone_rot = (*ii).second;
- os<<bone_name<<" "<<bone_rot.X<<","<<bone_rot.Y<<","<<bone_rot.Z<<"\"";
+ os << "hp_max=" << hp_max;
+ os << ", breath_max=" << breath_max;
+ os << ", physical=" << physical;
+ os << ", collideWithObjects=" << collideWithObjects;
+ os << ", weight=" << weight;
+ os << ", collisionbox=" << PP(collisionbox.MinEdge) << "," << PP(collisionbox.MaxEdge);
+ os << ", visual=" << visual;
+ os << ", mesh=" << mesh;
+ os << ", visual_size=" << PP2(visual_size);
+ os << ", textures=[";
+ for (const std::string &texture : textures) {
+ os << "\"" << texture << "\" ";