void GameScreenSet::serialize(GameState *gs, SerializeBuffer &serializer) { // int current_screen = -1; // // For non-drawing purposes: // GameMapState* simulation_map = NULL; // std::vector<GameScreen> screens; serializer.write_int(current_screen); write_gamemap(gs, serializer, simulation_map); serializer.write_container(screens, [&](const GameScreen& screen) { screen.serialize(gs, serializer); }); }
void MonsterController::serialize(SerializeBuffer& serializer) { serializer.write_container(mids); serializer.write(monsters_wandering_flag); }