13 #include "lcf/rpg/savescreen.h"
18 std::ostream&
operator<<(std::ostream& os,
const SaveScreen& obj) {
20 os <<
"tint_finish_red="<< obj.tint_finish_red;
21 os <<
", tint_finish_green="<< obj.tint_finish_green;
22 os <<
", tint_finish_blue="<< obj.tint_finish_blue;
23 os <<
", tint_finish_sat="<< obj.tint_finish_sat;
24 os <<
", tint_current_red="<< obj.tint_current_red;
25 os <<
", tint_current_green="<< obj.tint_current_green;
26 os <<
", tint_current_blue="<< obj.tint_current_blue;
27 os <<
", tint_current_sat="<< obj.tint_current_sat;
28 os <<
", tint_time_left="<< obj.tint_time_left;
29 os <<
", flash_continuous="<< obj.flash_continuous;
30 os <<
", flash_red="<< obj.flash_red;
31 os <<
", flash_green="<< obj.flash_green;
32 os <<
", flash_blue="<< obj.flash_blue;
33 os <<
", flash_current_level="<< obj.flash_current_level;
34 os <<
", flash_time_left="<< obj.flash_time_left;
35 os <<
", shake_continuous="<< obj.shake_continuous;
36 os <<
", shake_strength="<< obj.shake_strength;
37 os <<
", shake_speed="<< obj.shake_speed;
38 os <<
", shake_position="<< obj.shake_position;
39 os <<
", shake_position_y="<< obj.shake_position_y;
40 os <<
", shake_time_left="<< obj.shake_time_left;
41 os <<
", pan_x="<< obj.pan_x;
42 os <<
", pan_y="<< obj.pan_y;
43 os <<
", battleanim_id="<< obj.battleanim_id;
44 os <<
", battleanim_target="<< obj.battleanim_target;
45 os <<
", battleanim_frame="<< obj.battleanim_frame;
46 os <<
", battleanim_active="<< obj.battleanim_active;
47 os <<
", battleanim_global="<< obj.battleanim_global;
48 os <<
", weather="<< obj.weather;
49 os <<
", weather_strength="<< obj.weather_strength;
std::ostream & operator<<(std::ostream &os, const Actor &obj)