void CAISense::Save(HMESSAGEWRITE hWrite) { SAVE_HOBJECT(m_hObject); SAVE_BOOL(m_bEnabled); SAVE_FLOAT(m_fDistance); SAVE_FLOAT(m_fDistanceSqr); SAVE_BOOL(m_bUpdated); SAVE_DWORD(m_soOutcome); SAVE_HOBJECT(m_hStimulus); SAVE_VECTOR(m_vStimulusPosition); SAVE_FLOAT(m_fStimulation); SAVE_FLOAT(m_fStimulationIncreaseRateAlert); SAVE_FLOAT(m_fStimulationDecreaseRateAlert); SAVE_FLOAT(m_fStimulationIncreaseRateUnalert); SAVE_FLOAT(m_fStimulationDecreaseRateUnalert); SAVE_FLOAT(m_fStimulationTime); SAVE_RANGE(m_rngStimulationThreshhold); SAVE_BOOL(m_bStimulationPartial); SAVE_BOOL(m_bStimulationFull); SAVE_BOOL(m_bIncreasedStimulation); SAVE_DWORD(m_cFalseStimulation); SAVE_DWORD(m_nFalseStimulationLimit); SAVE_BOOL(m_bReacting); SAVE_FLOAT(m_fReactionDelay); SAVE_FLOAT(m_fReactionDelayTimer); SAVE_FLOAT(m_fTimestamp); }
void Controller::Save(ILTMessage_Write *pMsg) { FadeState *pState; uint32 i; GameBaseLite::Save( pMsg ); SAVE_BOOL(m_bFirstUpdate); SAVE_DWORD((uint32)m_State); // Write FLICKER vars. SAVE_TIME(m_fNextFlickerTime); SAVE_FLOAT(m_fIntervalMin); SAVE_FLOAT(m_fIntervalMax); SAVE_DWORD(m_FlickerCounter); SAVE_CHARSTRING(m_FlickerMsg); // Write FADE vars. SAVE_TIME(m_fStartTime); SAVE_FLOAT(m_fDuration); SAVE_DWORD((uint32)m_WaveType); SAVE_DWORD((uint32)m_ParamType); m_DestValue.Save(pMsg); for(i=0; i < MAX_CONTROLLER_TARGETS; i++) { pState = &m_Fades[i]; pState->m_StartVal.Save(pMsg); SAVE_HOBJECT(pState->m_hTarget); SAVE_CHARSTRING( pState->m_ObjectName ); } }
void SecurityCamera::Save(ILTMessage_Write *pMsg) { if (!pMsg) return; m_LightTimer.Save(pMsg); SAVE_VECTOR(m_vPos); SAVE_HOBJECT(m_hDisablerModel); SAVE_HOBJECT(m_hLight); SAVE_DWORD(m_eState); SAVE_DWORD(m_ePreviousState); SAVE_FLOAT(m_fYaw); SAVE_FLOAT(m_fYaw1); SAVE_FLOAT(m_fYaw2); SAVE_FLOAT(m_fYawSpeed); SAVE_FLOAT(m_fYaw1PauseTime); SAVE_FLOAT(m_fYaw2PauseTime); SAVE_FLOAT(m_fYawPauseTimer); SAVE_FLOAT(m_fSoundRadius); SAVE_BOOL(m_bDisabled); SAVE_BOOL(m_bTripped); SAVE_BYTE((uint8)m_eLightColor); }
void CAIMovement::Save(ILTMessage_Write *pMsg) { m_stackAnimations.Save(pMsg, FnSaveAnimationProp); SAVE_DWORD(m_eState); SAVE_BOOL(m_bUnderwater); SAVE_VECTOR(m_vDest); SAVE_COBJECT(m_pDestVolume); SAVE_VECTOR(m_vLastValidVolumePos); SAVE_BOOL(m_bClimbing); SAVE_BOOL(m_bFaceDest); SAVE_FLOAT(m_fSetSpeed); SAVE_BOOL(m_bIgnoreVolumes); SAVE_DWORD(m_eLastMovementType); SAVE_FLOAT(m_fAnimRate); SAVE_BOOL(m_bMovementLocked); SAVE_BOOL(m_bRotationLocked); SAVE_BOOL(m_bNoDynamicPathfinding); SAVE_BOOL(m_bMoved); SAVE_BOOL(m_bNewPathSet); SAVE_VECTOR(m_vBoundPts[0]); SAVE_VECTOR(m_vBoundPts[1]); SAVE_VECTOR(m_vBoundPts[2]); SAVE_DWORD(m_cBoundPts); SAVE_DWORD(m_iBoundPt); SAVE_BOOL(m_bDoParabola); SAVE_VECTOR(m_vParabolaOrigin); SAVE_FLOAT(m_fParabolaPeakDist); SAVE_FLOAT(m_fParabolaPeakHeight); SAVE_FLOAT(m_fParabola_a); SAVE_BOOL(m_bParabolaPeaked); }
void AINodeGuard::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); // Save guarded node names. HSTRING hstrNodeName; HSTRING_LIST::iterator hstr_it; SAVE_DWORD( m_lstGuardedNodeNames.size() ); for ( hstr_it = m_lstGuardedNodeNames.begin(); hstr_it != m_lstGuardedNodeNames.end(); ++hstr_it ) { hstrNodeName = *hstr_it; SAVE_HSTRING( hstrNodeName ); } // Save guarded nodes. HOBJECT hNode; HOBJECT_LIST::iterator h_it; SAVE_DWORD( m_lstGuardedNodes.size() ); for ( h_it = m_lstGuardedNodes.begin(); h_it != m_lstGuardedNodes.end(); ++h_it ) { hNode = *h_it; SAVE_HOBJECT( hNode ); } }
void CAISenseRecord::Save(HMESSAGEWRITE hWrite) { SAVE_HOBJECT(m_hObject); SAVE_DWORD(m_stType); SAVE_DWORD(m_soOutcome); SAVE_FLOAT(m_fTimestamp); SAVE_FLOAT(m_fLifetime); }
void CAIGoalGoto::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_HOBJECT(m_hDestNode); SAVE_DWORD(m_eMovement); SAVE_DWORD(m_eAwareness); }
void CAnimatorPlayer::Save(HMESSAGEWRITE hWrite) { SAVE_DWORD(m_eLastMain); SAVE_DWORD(m_eLastWeapon); SAVE_DWORD(m_eLastPosture); SAVE_DWORD(m_eLastMovement); SAVE_DWORD(m_eLastDirection); }
void AINodeStimulus::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_DWORD( m_eStimulusType ); SAVE_DWORD( m_eStimulusID ); SAVE_FLOAT( m_fStimulusDuration ); SAVE_DWORD(m_eAISoundType); }
void CAIGoalRespondToBackup::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_HOBJECT(m_hNodeBackup); SAVE_VECTOR(m_vEnemySeenPos); SAVE_DWORD(m_cResponses); SAVE_DWORD(m_cArrivalCount); }
void CAIPoodleStrategyFollowPath::Save(HMESSAGEREAD hWrite) { super::Save(hWrite); m_pPath->Save(hWrite); m_AIMovement.Save(hWrite); SAVE_DWORD(m_eState); SAVE_DWORD(m_eMovement); }
void CAICentralKnowledgeMgr::Save(ILTMessage_Write *pMsg) { AICENTRAL_KNOWLEDGE_MAP::iterator it; SAVE_DWORD( (uint32)(m_mapCentralKnowledge.size()) ); for( it = m_mapCentralKnowledge.begin(); it != m_mapCentralKnowledge.end(); ++it ) { SAVE_DWORD( it->first ); it->second->Save( pMsg ); } }
void CDestructibleModel::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!g_pLTServer || !pMsg) return; SAVE_BYTE( m_DestructibleModelFlags ); SAVE_DWORD( m_dwOriginalFlags ); SAVE_DWORD( m_eStimID ); SAVE_FLOAT( m_fStimRadius ); SAVE_DWORD( m_nDestroyAlarmLevel ); SAVE_CHARSTRING( m_pszDestroyedFXName ); }
void CAIBrain::Save(HMESSAGEWRITE hWrite) { SAVE_DWORD(m_eRangeStatusLast); SAVE_FLOAT(m_fRangeStatusCheckTime); SAVE_DWORD(m_eDodgeStatusLast); SAVE_FLOAT(m_fDodgeStatusCheckTimeVector); SAVE_FLOAT(m_fDodgeStatusCheckTimeProjectile); SAVE_HSTRING(m_hstrDodgeProjectileName); SAVE_VECTOR(m_vDodgeProjectilePosition); SAVE_FLOAT(m_fGrenadeStatusCheckTime); }
void CAIPathKnowledgeMgr::Save(ILTMessage_Write *pMsg) { AIPATH_KNOWLEDGE_MAP::iterator it; SAVE_DWORD( m_mapPathKnowledge.size() ); for( it = m_mapPathKnowledge.begin(); it != m_mapPathKnowledge.end(); ++it ) { SAVE_COBJECT( it->first ); SAVE_DWORD( it->second ); } SAVE_DWORD( m_nPathKnowledgeIndex ); }
void CAIGoalGoto::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_DWORD( m_NodeCurrent.eFactID ); SAVE_HOBJECT( m_NodeCurrent.hNode ); SAVE_bool( m_NodeCurrent.bTaskIsScripted ); SAVE_DWORD( m_NodePending.eFactID ); SAVE_HOBJECT( m_NodePending.hNode ); SAVE_bool( m_NodePending.bTaskIsScripted ); }
void Body::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags) { if (!hWrite) return; LTAnimTracker* pTracker = LTNULL; if ( (LT_OK == g_pModelLT->GetMainTracker(m_hObject, pTracker)) && pTracker ) { uint32 dwTime; g_pModelLT->GetCurAnimTime(pTracker, dwTime); SAVE_DWORD(dwTime); } else { SAVE_DWORD(0); } SAVE_DWORD(m_eBodyStatePrevious); SAVE_HOBJECT(m_hHitBox); SAVE_VECTOR(m_vColor); SAVE_VECTOR(m_vDeathDir); SAVE_FLOAT(m_fStartTime); SAVE_FLOAT(m_fLifetime); SAVE_BOOL(m_bFirstUpdate); SAVE_BYTE(m_eModelId); SAVE_BYTE(m_eModelSkeleton); SAVE_BYTE(m_eDeathType); SAVE_BYTE(m_eDamageType); SAVE_BYTE(m_eModelStyle); SAVE_DWORD(m_eBodyState); SAVE_HOBJECT(m_hChecker); SAVE_HOBJECT(m_hWeaponItem); if ( m_pState ) { m_pState->Save(hWrite); } SAVE_BOOL(!!m_pAttachments); if ( m_pAttachments ) { SAVE_DWORD(m_pAttachments->GetType()); } SAVE_INT(m_cSpears); for ( uint32 iSpear = 0 ; iSpear < kMaxSpears ; iSpear++ ) { SAVE_HOBJECT(m_ahSpears[iSpear]); } m_DeathScene.Save(hWrite); }
void AINavMeshLinkAbstract::Save(ILTMessage_Write *pMsg) { SAVE_STDSTRING(m_strName); SAVE_INT(m_eNMLinkID); SAVE_INT(m_eNMPolyID); std::string strSmartObject; strSmartObject = g_pAIDB->GetAISmartObjectRecordName( (ENUM_AISmartObjectID)m_nSmartObjectID ); SAVE_STDSTRING( strSmartObject ); SAVE_bool(m_bLinkActive); SAVE_bool(m_bLinkEnabled); SAVE_bool(m_bTraversalTimedOut); SAVE_TIME(m_fNextTraversalTime); SAVE_TIME(m_fNextPreferredTime); SAVE_FLOAT(m_fPreferredDelay); SAVE_DWORD(m_eEnabledAwarenessMod); SAVE_DWORD(m_eMinEnabledAwareness); SAVE_DWORD(m_eMaxEnabledAwareness); SAVE_DWORD(m_eMinActiveAwareness); SAVE_DWORD(m_eMaxActiveAwareness); // Don't save: // m_cLinkBounds // m_pvLinkBounds; SAVE_VECTOR(m_vLinkEdgeA0); SAVE_VECTOR(m_vLinkEdgeA1); SAVE_VECTOR(m_vMidPtLinkEdgeA); SAVE_VECTOR(m_vLinkEdgeB0); SAVE_VECTOR(m_vLinkEdgeB1); SAVE_VECTOR(m_vMidPtLinkEdgeB); SAVE_VECTOR(m_vLinkDirXZ); SAVE_FLOAT(m_fLinkDistXZ); SAVE_FLOAT(m_fEntryOffsetDistA); SAVE_FLOAT(m_fEntryOffsetDistB); SAVE_FLOAT(m_fExitOffsetDistA); SAVE_FLOAT(m_fExitOffsetDistB); SAVE_FLOAT(m_fFloorTop); SAVE_FLOAT(m_fFloorBottom); SAVE_HOBJECT(m_hReservingAI); }
void CAIGoalTalk::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_DWORD(m_eMood); SAVE_DWORD(m_eMovement); SAVE_HSTRING(m_hstrGesture); SAVE_FLOAT(m_fFaceTime); SAVE_BOOL(m_bStartedDialog); SAVE_BOOL(m_bInTalkPosition); SAVE_BOOL(m_bRetriggerDialogue); SAVE_BOOL(m_bDisposableDialogue); SAVE_BOOL(m_bTalking); SAVE_HOBJECT(m_hDialogue); }
void CAIWeaponAbstract::Save(ILTMessage_Write *pMsg) { HOBJECT hOwner = m_pWeapon->GetObject(); ASSERT(IsAI(hOwner)); SAVE_HOBJECT(hOwner); SAVE_HRECORD( m_pWeapon->GetWeaponRecord() ); SAVE_STDSTRING(m_szFireSocketName); SAVE_INT(m_eFiringState); SAVE_DWORD(m_iAnimRandomSeed); SAVE_TIME(m_fRandomSeedSelectionTime); SAVE_FLOAT(m_flWeaponContextInaccuracyScalar); SAVE_DWORD(m_hWeaponSocket); SAVE_bool(m_bCanDropWeapon); }
void CAISensorStatusCheck::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_TIME( m_fStatusCheckTime ); SAVE_DWORD( m_eStimulusIDToCheck ); SAVE_HOBJECT( m_hAlly ); }
//---------------------------------------------------------------------------- // // ROUTINE: CAISensorNode::Save/Load // // PURPOSE: Handle saving and restoring the CAISensorNode // //---------------------------------------------------------------------------- void CAISensorNode::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_FLOAT(m_fSearchMult); SAVE_DWORD( m_cNodesFound ); }
void CAIDogStrategyOneShotAni::Save(HMESSAGEREAD hWrite) { super::Save(hWrite); SAVE_BOOL(m_bAnimating); SAVE_DWORD(m_eMain); }
void TextureFX::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; //write out the changed flag and the values for(uint32 nCurrStage = 0; nCurrStage < NUM_STAGES; nCurrStage++) { //write out the stage ID SAVE_DWORD(m_Stages[nCurrStage].m_nID); //write out the changed SAVE_BYTE((uint8)m_Stages[nCurrStage].m_nChanged); //write out the variables for(uint32 nCurrVar = 0; nCurrVar < NUM_VARS; nCurrVar++) { //see if this variable was changed, if it wasn't, don't bother saving //it out if(m_Stages[nCurrStage].m_nChanged & (1 << nCurrVar)) { SAVE_FLOAT(m_Stages[nCurrStage].m_fVars[nCurrVar]); } } } }
void PropDisturbStruct::Save(ILTMessage_Write *pMsg) { SAVE_CHARSTRING( sTouchSoundName.c_str( ) ); SAVE_DWORD( eTouchAnimType ); SAVE_DWORD( hTouchAnim ); SAVE_DWORD( hHitAnim ); if( pPD ) { SAVE_DWORD( pPD->nPropTypeId ); } else { SAVE_DWORD( -1 ); } }
// ----------------------------------------------------------------------- // // // ROUTINE: SkeletonObject::Save // // PURPOSE: Save the object // // ----------------------------------------------------------------------- // void SkeletonObject::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; // Save our important data members SAVE_DWORD(m_dwSomeVariable); }
void CAIGoalPatrol::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_HOBJECT( m_hPatrolNode ); SAVE_DWORD( m_eAwareness ); }
void CAIHelicopterStateGoto::Save(HMESSAGEREAD hWrite) { CAIHelicopterState::Save(hWrite); m_pStrategyFollowPath->Save(hWrite); SAVE_VECTOR(m_vDest); SAVE_DWORD(m_cNodes); SAVE_DWORD(m_iNextNode); SAVE_BOOL(m_bLoop); for ( int iNode = 0 ; iNode < m_cNodes ; iNode++ ) { SAVE_DWORD(m_adwNodes[iNode]); } }
void CAISensorDamageFX::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_bool( m_bDamageFXInitialized ); SAVE_FLOAT( m_fFullHealth ); SAVE_DWORD( m_eDamageFXState ); }
void CAIHumanStateLaunch::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_FLOAT( m_fLaunchSpeed ); SAVE_FLOAT( m_fLaunchHeight ); SAVE_VECTOR( m_vLaunchDest ); SAVE_DWORD( m_eLaunchMovement ); }