void noSign::Serialize_noSign(SerializedGameData& sgd) const { Serialize_noDisappearingEnvObject(sgd); sgd.PushUnsignedChar(type); sgd.PushUnsignedChar(quantity); }
void noDisappearingMapEnvObject::Serialize_noDisappearingMapEnvObject(SerializedGameData* sgd) const { Serialize_noDisappearingEnvObject(sgd); sgd->PushUnsignedShort(map_id); }