mark up sprites for uStore loading. critical is for ones needed for proper gameplay, checksum is for ones where the game will desync if they don't match. will add checksumming next...
#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QMainWindow>
namespace Ui {
class MainWindow;
}
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = 0);
~MainWindow();
private slots:
void on_pbLoad_clicked();
void on_pbSave_clicked();
private:
Ui::MainWindow *ui;
};
#endif // MAINWINDOW_H