#pragma once #include "serializer.h" class PClassActor; struct FState; class FRazeSerializer : public FSerializer { public: FSerializer &Sprite(const char *key, int32_t &spritenum, int32_t *def) override; FSerializer& StatePointer(const char* key, void* ptraddr, bool *res) override; }; template<> FSerializer &Serialize(FSerializer &arc, const char *key, PClassActor *&clst, PClassActor **def); FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def, bool *retcode); template<> inline FSerializer &Serialize(FSerializer &arc, const char *key, FState *&state, FState **def) { return Serialize(arc, key, state, def, nullptr); }