Ejemplo n.º 1
0
/*
================
repairBotArm_t::Restore
================
*/
void repairBotArm_t::Restore ( idRestoreGame* savefile ) {
	savefile->ReadInt ( repairTime );
	savefile->ReadBool ( repairing );
	effectRepair.Restore ( savefile );
	effectImpact.Restore ( savefile );

    savefile->ReadInt ( periodicEndTime );
}
Ejemplo n.º 2
0
/*
================
rvMonsterStroggHover::Restore
================
*/
void rvMonsterStroggHover::Restore ( idRestoreGame *savefile ) {
	savefile->ReadInt ( shots );
	savefile->ReadInt ( strafeTime	);
	savefile->ReadBool ( strafeRight );
	savefile->ReadBool ( circleStrafing );
	savefile->ReadFloat ( deathPitch );
	savefile->ReadFloat ( deathRoll );
	savefile->ReadFloat ( deathPitchRate );
	savefile->ReadFloat ( deathYawRate );
	savefile->ReadFloat ( deathRollRate );
	savefile->ReadFloat ( deathSpeed );
	savefile->ReadFloat ( deathGrav );
	savefile->ReadInt	( markerCheckTime );

	savefile->ReadVec3( attackPosOffset );
	
//	actionRocketAttack.Restore ( savefile );
//	actionBlasterAttack.Restore ( savefile );
	actionMGunAttack.Restore ( savefile );
	actionMissileAttack.Restore ( savefile );
	actionBombAttack.Restore ( savefile );
	actionStrafe.Restore ( savefile );
	actionCircleStrafe.Restore ( savefile );
	
	InitSpawnArgsVariables();
	//NOTE: if the def file changes the the number of numHoverJoints, this will be BAD...
	for ( int i = 0; i < numHoverJoints; i++ ) {
		effectHover[i].Restore ( savefile );
	}
	
	effectDust.Restore ( savefile );
	effectHeadlight.Restore ( savefile );

	marker.Restore( savefile );
	savefile->ReadBool ( inPursuit );
	savefile->ReadInt ( holdPosTime );
	savefile->ReadInt ( nextMGunFireTime );
	savefile->ReadInt ( nextMissileFireTime );
	savefile->ReadInt ( nextBombFireTime );

	savefile->ReadRenderLight ( renderLight );
	savefile->ReadInt ( lightHandle );
	if ( lightHandle != -1 ) {
		//get the handle again as it's out of date after a restore!
		lightHandle = gameRenderWorld->AddLightDef( &renderLight );
	}

	savefile->ReadInt ( evadeDebounce );
}