Example #1
0
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 );
	}
}
Example #2
0
void PropType::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags)
{
	if (!pMsg)
		return;

	SAVE_CHARSTRING( m_sPropType.c_str( ));
}
Example #3
0
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 );
}
Example #4
0
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 );
}
Example #5
0
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);
}
Example #6
0
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 );
	}
}
Example #7
0
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);
}
Example #8
0
void RelationDescription::Save(ILTMessage_Write *pMsg)
{
    SAVE_BYTE( eTrait );
    SAVE_CHARSTRING( szValue );
    SAVE_BYTE( eAlignment );
}
Example #9
0
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 );
}