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 PropType::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_CHARSTRING( m_sPropType.c_str( )); }
void GunMount::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if( !pMsg ) return; SAVE_CHARSTRING( m_sWeapon.c_str( )); SAVE_DWORD( m_nRoundsToFire ); SAVE_BYTE( m_eFiringState ); SAVE_bool( m_bVisible ); }
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 SpecialFX::OnSave(ILTMessage_Write *pMsg, uint32 dwFlags) { SAVE_CHARSTRING(m_sFxName); SAVE_DWORD(m_dwFxFlags); SAVE_bool(m_bStartOn); SAVE_bool(m_bLoop); SAVE_bool(m_bIsOn); SAVE_bool(m_bOneTime); SAVE_HSTRING(m_hstrTargetName); SAVE_HOBJECT(m_hTargetObj); SAVE_bool(m_bRemoveTarget); }
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 ); } }
void PickupItem::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_HOBJECT(m_hPlayerObj); SAVE_FLOAT(m_fRespawnDelay); SAVE_BOOL(m_bRotate); SAVE_BOOL(m_bBounce); SAVE_BOOL(m_bRespawn); SAVE_DWORD(m_dwUserFlags); SAVE_DWORD(m_dwFlags); SAVE_HSTRING(m_hstrPickupCommand); SAVE_HSTRING(m_hstrSoundFile); SAVE_HSTRING(m_hstrRespawnSoundFile); SAVE_HSTRING(m_hstrModelOverride); SAVE_VECTOR(m_vScale); SAVE_BOOL(m_bTouchPickup); SAVE_BOOL(m_bActivatePickup); SAVE_bool(m_bWasPickedUp); SAVE_CHARSTRING(m_sWorldAniName.c_str()); SAVE_BYTE(m_nTeamId); }
void RelationDescription::Save(ILTMessage_Write *pMsg) { SAVE_BYTE( eTrait ); SAVE_CHARSTRING( szValue ); SAVE_BYTE( eAlignment ); }
void Prop::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; m_ActivateTypeHandler.Save( pMsg ); SAVE_FLOAT(m_fAlpha); SAVE_BOOL(m_bMoveToFloor); SAVE_BOOL(m_bFirstUpdate); SAVE_bool( m_bCanDeactivate ); SAVE_VECTOR(m_vScale); SAVE_VECTOR(m_vObjectColor); m_damage.Save(pMsg, dwSaveFlags); SAVE_BOOL(m_bTouchable); SAVE_DWORD(m_eState); /* THESE SHOULD NOT NEED TO BE SAVED - THEY ARE USED FOR INITIALIZING THE OBJECT ONLY!!! // 8/4/02 - Remove after testing SAVE_DWORD(m_dwUsrFlgs); SAVE_DWORD(m_dwFlags); SAVE_DWORD(m_dwFlags2); */ SAVE_DWORD(m_lstWorldAnims.size()); for( HMODELANIM_LIST::iterator it = m_lstWorldAnims.begin(); it != m_lstWorldAnims.end(); ++it ) { SAVE_DWORD(*it); } if(m_pDisturb != LTNULL) { SAVE_bool(true); m_pDisturb->Save(pMsg); } else { SAVE_bool(false); } SAVE_bool( m_bActivatedOn ); SAVE_CHARSTRING( m_sActivateOnCommand.c_str( )); SAVE_CHARSTRING( m_sActivateOffCommand.c_str( )); SAVE_bool( m_bAttachmentShotOff ); SAVE_HOBJECT( m_hAttachmentOwner ); SAVE_FLOAT( m_fPitch ); SAVE_FLOAT( m_fYaw ); SAVE_FLOAT( m_fRoll ); SAVE_FLOAT( m_fPitchVel ); SAVE_FLOAT( m_fYawVel ); SAVE_FLOAT( m_fRollVel ); SAVE_bool( m_bRotatedToRest ); SAVE_bool( m_bRotating ); SAVE_bool( m_bFading ); SAVE_FLOAT( m_fFadeStartTime ); SAVE_FLOAT( m_fFadeDuration ); SAVE_FLOAT( m_fStartAlpha ); SAVE_FLOAT( m_fEndAlpha ); SAVE_bool( m_bFadeRemoveWhenDone ); SAVE_bool( m_bCanTransition ); }