Inventories: data for slots 6-7, JSON in save files
Weapon sets and combat-art slots 6-7 live in a shadow inventory per
inventory; the slot methods run the original code on it for slots >= 5,
so item references, icon resources and selection events stay the
game's own. Save games (cInventoryManager::Serialize) and hero files
(saveHero / loadHero) store inventories as JSON ("SRIJ" + length);
vanilla blocks are still read, which migrates old saves. Multiplayer
transfers keep the binary format. nlohmann/json fetched via git.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -17,6 +17,7 @@ set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
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add_compile_definitions(WIN32_LEAN_AND_MEAN NOMINMAX _CRT_SECURE_NO_WARNINGS)
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include(cmake/Detours.cmake)
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include(cmake/Json.cmake)
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set(SACRED_RE_CXX_FLAGS /W4 /permissive- /utf-8)
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@@ -36,10 +37,12 @@ add_library(sacred_re SHARED
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src/mods/wasd.cpp
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src/mods/skillkeys.cpp
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src/mods/input.cpp
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src/mods/skillslots.cpp
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src/mods/inventory_save.cpp
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)
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target_include_directories(sacred_re PRIVATE src)
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target_compile_options(sacred_re PRIVATE ${SACRED_RE_CXX_FLAGS})
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target_link_libraries(sacred_re PRIVATE detours)
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target_link_libraries(sacred_re PRIVATE detours nlohmann_json::nlohmann_json)
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# --- sacred_re.exe: launches sacred.exe with sacred_re.dll injected ----------
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add_executable(sacred_re_launcher WIN32 src/launcher/main.cpp)
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