os << ", static_save=" << static_save;
os << ", eye_height=" << eye_height;
os << ", zoom_fov=" << zoom_fov;
+ os << ", use_texture_alpha=" << use_texture_alpha;
return os.str();
}
writeU16(os, breath_max);
writeF1000(os, eye_height);
writeF1000(os, zoom_fov);
+ writeU8(os, use_texture_alpha);
// Add stuff only at the bottom.
// Never remove anything, because we don't want new versions of this
makes_footstep_sound = readU8(is);
automatic_rotate = readF1000(is);
mesh = deSerializeString(is);
+ colors.clear();
u32 color_count = readU16(is);
for (u32 i = 0; i < color_count; i++){
colors.push_back(readARGB8(is));
breath_max = readU16(is);
eye_height = readF1000(is);
zoom_fov = readF1000(is);
+ use_texture_alpha = readU8(is);
}