Example #1
0
void CommandObject::Save( ILTMessage_Write *pMsg )
{
	GameBaseLite::Save( pMsg );

	m_Timer.Save( pMsg );
	
	SAVE_FLOAT( m_fTotalTime );
	SAVE_HSTRING( m_hstrFinishedCmd );
	SAVE_bool( m_bLocked );
	SAVE_INT( m_nNumActivations );
	SAVE_INT( m_nNumTimesActivated );

	// Save every Event command struct...

	SAVE_INT( (int32)(m_lstEventCmds.size()) );

	EVENT_CMD_LIST::iterator iter;
	EVENT_CMD_STRUCT	*pEvntCmdStruct = LTNULL;

	for( iter = m_lstEventCmds.begin(); iter != m_lstEventCmds.end(); ++iter )
	{
		pEvntCmdStruct = *iter; 

		SAVE_FLOAT( pEvntCmdStruct->m_fTime );
		SAVE_BOOL( pEvntCmdStruct->m_bProcessed );
		SAVE_HSTRING( pEvntCmdStruct->m_hstrCommand );

	}
}
Example #2
0
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 CAIGoalDisappearReappear::Save(ILTMessage_Write *pMsg)
{
	super::Save(pMsg);

	SAVE_FLOAT( m_fDisappearDistMinSqr );
	SAVE_FLOAT( m_fDisappearDistMaxSqr );
}
void Breakable::Save(HMESSAGEWRITE hWrite)
{
	if (!hWrite) return;

	SAVE_HOBJECT(m_hBreakObj);
	SAVE_BOOL(m_bStarted);
	SAVE_BOOL(m_bFalling);
	SAVE_BOOL(m_bDestroyOnImpact);
	SAVE_BOOL(m_bDestroyAfterBreak);
	SAVE_BOOL(m_bCrushObjects);
	SAVE_BOOL(m_bTouchActivate);
	SAVE_FLOAT(m_fBreakTime);
	SAVE_FLOAT(m_fBreakSoundRadius);
	SAVE_FLOAT(m_fImpactSoundRadius);
	SAVE_FLOAT(m_fRotVel);
	SAVE_HSTRING(m_hstrBreakSound);
	SAVE_HSTRING(m_hstrImpactSound);
	SAVE_VECTOR(m_vStartingPitchYawRoll);
	SAVE_VECTOR(m_vPitchYawRoll);
	SAVE_VECTOR(m_vTotalDelta);
	SAVE_VECTOR(m_vDelta);
	SAVE_VECTOR(m_vSign);
	SAVE_VECTOR(m_vFinalPos);
	SAVE_VECTOR(m_vShakeAmount);
	SAVE_VECTOR(m_vAdjust);
	SAVE_VECTOR(m_vVel);

	m_BreakTimer.Save(hWrite);
}
Example #5
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 #6
0
void CAIGoalCharge::Save(ILTMessage_Write *pMsg)
{
	super::Save(pMsg);

	SAVE_FLOAT(m_fAttackDistanceSqr);
	SAVE_FLOAT(m_fYellDistanceSqr);
	SAVE_FLOAT(m_fStopDistanceSqr);
}
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 CAIGoalDisappearReappearEvasive::Save(ILTMessage_Write *pMsg)
{
	super::Save(pMsg);

	SAVE_BOOL( m_bFirstTime );
	SAVE_BOOL( m_bForceDisappear );
	SAVE_FLOAT( m_fReappearDistOverride );
	SAVE_FLOAT( m_fReappearDelay );
}
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 );
}
void CAISenseMgr::Save(HMESSAGEWRITE hWrite)
{
	SAVE_BOOL(m_bEnabled);
	SAVE_FLOAT(m_fNextUpdateTime);
	SAVE_FLOAT(m_fUpdateRate);

	for ( int iSense = 0 ; iSense < CAISense::kNumSenses ; iSense++ )
	{
		m_apSenses[iSense]->Save(hWrite);
	}
}
Example #11
0
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 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 CAnimationContext::Save(HMESSAGEWRITE hWrite)
{
	m_Props.Save(hWrite);

	SAVE_DWORD(m_eState);
	SAVE_INT(m_iAnimation);
	SAVE_INT(m_iAnimationFrom);
	SAVE_INT(m_iTransition);
	SAVE_BOOL(m_bLocked);

	SAVE_BOOL(m_bHackToAvoidTheUsualOneFrameOffBullshit);
	SAVE_FLOAT(m_fPitchTarget);
	SAVE_FLOAT(m_fPitch);
}
Example #14
0
void CDeathScene::Save(ILTMessage_Write *pMsg)
{
    if ( !pMsg || !g_pLTServer ) return;

	SAVE_DWORD(m_eCharacterDeath);
	SAVE_HOBJECT(m_hSceneObject);
	SAVE_FLOAT(m_fNoiseVolume);
    SAVE_TIME(m_fNoiseTime);
    SAVE_TIME(m_fLastPainTime);
    SAVE_FLOAT(m_fLastPainVolume);
	SAVE_BOOL(m_bWasPlayer);
	
	m_pObjectRelationMgr->Save(pMsg);
}
Example #15
0
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);
}
Example #16
0
void CoreDump::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags)
{
	if (!pMsg) return;

	SAVE_FLOAT(m_fTotalEnergy);
	SAVE_FLOAT(m_fCurrentEnergy);

	for(int i=0;i<MAX_CORE_DUMP_FX;i++)
	{
		SAVE_HOBJECT(m_collFX[i]);
	}

	// We specifically don't save/load the player because we don't support
	// saving/loading during a transfer
}
//----------------------------------------------------------------------------
//              
//	ROUTINE:	CAIHumanStateResurrecting::Save()
//              
//	PURPOSE:	
//              
//----------------------------------------------------------------------------
/*virtual*/ void CAIHumanStateResurrecting::Save(ILTMessage_Write *pMsg)
{
	CAIHumanState::Save(pMsg);
	SAVE_TIME(m_fResurrectCompleteTime);
	SAVE_FLOAT(m_fResurrectCompleteDuration);
	SAVE_BOOL(m_bEntryCanDistruct);
}
Example #18
0
//----------------------------------------------------------------------------
//
//	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 );
}
Example #19
0
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]);
			}
		}
	}
}
Example #20
0
//----------------------------------------------------------------------------
//              
//	ROUTINE:	CAIGoalResurrecting::Save()
//              
//	PURPOSE:	
//              
//----------------------------------------------------------------------------
/*virtual*/ void CAIGoalResurrecting::Save(ILTMessage_Write *pMsg)
{
	CAIGoalAbstractSearch::Save(pMsg);
	
	SAVE_FLOAT(m_fTimeToResurrect);
	SAVE_BOOL(m_bReactivateGoalOnUpdate);
}
Example #21
0
void ExitTrigger::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags)
{
	if (!pMsg) return;

	SAVE_FLOAT(m_fFadeOutTime);
	SAVE_bool(m_bExitMission);
}
Example #22
0
void CAISensorDamageFX::Save(ILTMessage_Write *pMsg)
{
	super::Save(pMsg);

	SAVE_bool( m_bDamageFXInitialized );
	SAVE_FLOAT( m_fFullHealth );
	SAVE_DWORD( m_eDamageFXState );
}
Example #23
0
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 CAIHumanStateAttackProne::Save(ILTMessage_Write *pMsg)
{
	super::Save(pMsg);

	m_pStrategyShoot->Save(pMsg);
	SAVE_TIME( m_fStayProneTime );
	SAVE_TIME( m_fLastFiredTime );
	SAVE_FLOAT( m_fHalfMinDistSqr );
}
Example #25
0
void Spawner::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags)
{
    if (!pMsg) return;

    SAVE_FLOAT(m_fSoundRadius);
    SAVE_STDSTRING( m_sSpawnSound );
    SAVE_STDSTRING( m_sTarget );
    SAVE_STDSTRING( m_sInitialCommand );
}
void CAIVolumeNeighbor::Save(HMESSAGEWRITE hWrite)
{
	SAVE_INT(m_iVolume);
	SAVE_VECTOR(m_vConnectionPos);
	SAVE_VECTOR(m_avConnectionEndpoints[0]);
	SAVE_VECTOR(m_avConnectionEndpoints[1]);
	SAVE_VECTOR(m_vConnectionPerpDir);
	SAVE_VECTOR(m_vConnectionDir);
	SAVE_FLOAT(m_fConnectionLength);
}
Example #27
0
void Camera::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags)
{
	if (!pMsg) return;

	SAVE_INT		( sm_nActiveCamera );
	SAVE_bool		( m_bOn );
	SAVE_bool		( m_bIsListener );
	SAVE_bool		( m_bAllowPlayerMovement );
	SAVE_bool		( m_bOneTime );
	SAVE_BYTE		( m_nCameraType);
	SAVE_bool		( m_bStartActive );
	SAVE_FLOAT		( m_fActiveTime );
	SAVE_TIME		( m_fTurnOffTime );
	SAVE_bool		( m_bCanSkip );
	SAVE_bool		( m_bOnSkipCleanupOnly );
	SAVE_STDSTRING	( m_sCleanupCmd );
	SAVE_FLOAT		( m_fFovY );
	SAVE_FLOAT		( m_fFovAspectScale );
}
Example #28
0
void AI_Helicopter::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags)
{
	CAIVehicle::Save(hWrite, dwSaveFlags);

	// Save state...

    uint32 dwState = (uint32)-1;
	if (m_pHelicopterState)
	{
        dwState = (uint32) m_pHelicopterState->GetType();
	}

	SAVE_DWORD(dwState);

	if (m_pHelicopterState)
	{
		m_pHelicopterState->Save(hWrite);
	}

	SAVE_FLOAT(m_fSpeed);
	SAVE_FLOAT(m_fFlySpeed);
	SAVE_ROTATION(m_rRotSearchlight);
	SAVE_VECTOR(m_vPosSearchlight);
	SAVE_INT(m_iObjectSearchLight);
	SAVE_ROTATION(m_rRotGunner);
	SAVE_VECTOR(m_vPosGunner);
	SAVE_INT(m_iObjectGunner);

	SAVE_BOOL(m_bWantsRightDoorOpened);
	SAVE_BOOL(m_bWantsRightDoorClosed);
	SAVE_BOOL(m_bRightDoorOpened);
	SAVE_BOOL(m_bWantsLeftDoorOpened);
	SAVE_BOOL(m_bWantsLeftDoorClosed);
	SAVE_BOOL(m_bLeftDoorOpened);

	SAVE_FLOAT(m_fDeathDelay);
	SAVE_HSTRING(m_hstrDeathMessage);
	SAVE_HSTRING(m_hstrDeath2_3rdMessage);
	SAVE_HSTRING(m_hstrDeath1_3rdMessage);
	SAVE_HSTRING(m_hstrDeath0_3rdMessage);
	SAVE_BOOL(m_bExploded);
}
Example #29
0
void CMusicMgr::Save(ILTMessage_Write *pMsg)
{
	for ( uint32 iMood = 0 ; iMood < kNumMoods ; iMood++ )
	{
		SAVE_FLOAT(m_afMoods[iMood]);
	}

	SAVE_BOOL(m_bLockedMood);
	SAVE_BOOL(m_bLockedEvent);
	SAVE_INT(m_iRestoreMusicIntensity);
}
Example #30
0
void CDestructibleModel::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags)
{
	if (!g_pLTServer || !pMsg) return;

	SAVE_BYTE( m_nDebrisId );
	SAVE_BOOL( m_bCreatedDebris );
	SAVE_BOOL( m_bCreateExplosion );
	SAVE_BYTE( m_nExplosionWeaponId );
	SAVE_BOOL( m_bFireAlongForward );
	SAVE_FLOAT( m_fDamageFactor );
	SAVE_BOOL( m_bRemoveOnDeath );
	SAVE_HSTRING( m_hstrSpawn );
	SAVE_HSTRING( m_hstrSurfaceOverride );
	SAVE_DWORD( m_dwOriginalFlags );
	SAVE_BOOL( m_bSaveNeverDestroy );
	SAVE_BOOL( m_bSaveCanDamage );
	SAVE_DWORD( m_eStimID );
	SAVE_FLOAT( m_fStimRadius );
	SAVE_DWORD( m_nDestroyAlarmLevel );
}