os << ", zoom_fov=" << zoom_fov;
os << ", use_texture_alpha=" << use_texture_alpha;
os << ", damage_texture_modifier=" << damage_texture_modifier;
+ os << ", shaded=" << shaded;
return os.str();
}
writeF32(os, zoom_fov);
writeU8(os, use_texture_alpha);
os << serializeString(damage_texture_modifier);
+ writeU8(os, shaded);
// Add stuff only at the bottom.
// Never remove anything, because we don't want new versions of this
use_texture_alpha = readU8(is);
try {
damage_texture_modifier = deSerializeString(is);
+ u8 tmp = readU8(is);
+ if (is.eof())
+ throw SerializationError("");
+ shaded = tmp;
} catch (SerializationError &e) {}
}