Finish work in drag&drop of Actions
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#include "projectserialization.h"
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#include "stdserialization.h"
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QDataStream &operator<<(QDataStream &ds, const GlobalGameSettings &globalGameSettings)
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{
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Q_UNUSED(globalGameSettings);
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//ds << globalGameSettings.;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, GlobalGameSettings &globalGameSettings)
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{
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Q_UNUSED(globalGameSettings);
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//ds >> globalGameSettings.;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const Sprite &sprite)
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{
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ds << sprite.name
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<< sprite.pixmaps
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<< sprite.origin.x
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<< sprite.origin.y
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<< sprite.preciseCollisionChecking
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<< sprite.separateCollisionMasks;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, Sprite &sprite)
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{
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ds >> sprite.name
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>> sprite.pixmaps
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>> sprite.origin.x
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>> sprite.origin.y
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>> sprite.preciseCollisionChecking
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>> sprite.separateCollisionMasks;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const Sound &sound)
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{
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ds << sound.name
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<< sound.type
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<< sound.path
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<< sound.effects.chorus
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<< sound.effects.flanger
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<< sound.effects.gargle
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<< sound.effects.echo
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<< sound.effects.reverb
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<< sound.volume
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<< sound.pan
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<< sound.preload;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, Sound &sound)
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{
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ds >> sound.name
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>> sound.type
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>> sound.path
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>> sound.effects.chorus
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>> sound.effects.flanger
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>> sound.effects.gargle
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>> sound.effects.echo
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>> sound.effects.reverb
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>> sound.volume
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>> sound.pan
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>> sound.preload;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const Background &background)
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{
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ds << background.name
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<< background.pixmap
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<< background.tileset;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, Background &background)
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{
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ds >> background.name
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>> background.pixmap
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>> background.tileset;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const Path::Point &point)
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{
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ds << point.point
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<< point.sp;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, Path::Point &point)
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{
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ds >> point.point
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>> point.sp;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const Path &path)
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{
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ds << path.name
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<< path.points
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<< path.type
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<< path.closed
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<< path.precision
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<< path.snapX
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<< path.snapY
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<< path.gridEnabled;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, Path &path)
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{
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ds >> path.name
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>> path.points
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>> path.type
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>> path.closed
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>> path.precision
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>> path.snapX
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>> path.snapY
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>> path.gridEnabled;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const Script &script)
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{
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ds << script.name
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<< script.script;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, Script &script)
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{
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ds >> script.name
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>> script.script;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const Font &font)
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{
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ds << font.name
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<< font.font;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, Font &font)
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{
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ds >> font.name
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>> font.font;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const MoveFixedAction &action)
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{
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Q_UNUSED(action);
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// ds << action.;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, MoveFixedAction &action)
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{
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Q_UNUSED(action);
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// ds >> action.;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const MoveFreeAction &action)
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{
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Q_UNUSED(action);
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// ds << action.;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, MoveFreeAction &action)
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{
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Q_UNUSED(action);
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// ds >> action.;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const MoveTowardsAction &action)
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{
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Q_UNUSED(action);
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// ds << action.;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, MoveTowardsAction &action)
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{
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Q_UNUSED(action);
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// ds >> action.;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const ExecuteCodeAction &action)
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{
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ds << action.script;
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ds << action.appliesTo;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, ExecuteCodeAction &action)
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{
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ds >> action.script;
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ds >> action.appliesTo;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const TimeLine &timeLine)
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{
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ds << timeLine.name
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<< timeLine.moments;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, TimeLine &timeLine)
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{
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ds >> timeLine.name
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>> timeLine.moments;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const Object &object)
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{
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ds << object.name
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<< object.spriteName
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<< object.visible
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<< object.solid
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<< object.depth
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<< object.persistent
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<< object.parentName
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<< object.events
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<< object.collisionEvents;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, Object &object)
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{
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ds >> object.name
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>> object.spriteName
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>> object.visible
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>> object.solid
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>> object.depth
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>> object.persistent
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>> object.parentName
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>> object.events
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>> object.collisionEvents;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const Room::Object &object)
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{
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ds << object.objectName
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<< object.pos;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, Room::Object &object)
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{
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ds >> object.objectName
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>> object.pos;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const Room &room)
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{
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ds << room.name
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<< room.caption
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<< room.width
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<< room.height
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<< room.speed
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<< room.persistent
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<< room.creationCode
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<< room.snapX
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<< room.snapY
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<< room.gridEnabled
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<< room.isometricGrid
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<< room.objects;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, Room &room)
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{
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ds >> room.name
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>> room.caption
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>> room.width
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>> room.height
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>> room.speed
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>> room.persistent
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>> room.creationCode
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>> room.snapX
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>> room.snapY
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>> room.gridEnabled
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>> room.isometricGrid
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>> room.objects;
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return ds;
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}
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QDataStream &operator<<(QDataStream &ds, const ProjectContainer &project)
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{
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ds << project.globalGameSettings
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<< project.sprites
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<< project.sounds
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<< project.backgrounds
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<< project.paths
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<< project.scripts
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<< project.fonts
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<< project.timeLines
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<< project.objects
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<< project.rooms;
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return ds;
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}
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QDataStream &operator>>(QDataStream &ds, ProjectContainer &project)
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{
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ds >> project.globalGameSettings
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>> project.sprites
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>> project.sounds
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>> project.backgrounds
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>> project.paths
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>> project.scripts
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>> project.fonts
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>> project.timeLines
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>> project.objects
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>> project.rooms;
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return ds;
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}
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