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 CAIHumanStateAttackProne::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); m_pStrategyShoot->Save(pMsg); SAVE_TIME( m_fStayProneTime ); SAVE_TIME( m_fLastFiredTime ); SAVE_FLOAT( m_fHalfMinDistSqr ); }
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); }
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); }
//---------------------------------------------------------------------------- // // ROUTINE: CAIHumanStrategyShootStream::Save() // // PURPOSE: // //---------------------------------------------------------------------------- /*virtual*/ void CAIHumanStrategyShootStream::Save(ILTMessage_Write *pMsg) { CAIHumanStrategyShoot::Save(pMsg); SAVE_BOOL(m_bFiringStream); SAVE_TIME(m_flStreamTime); }
void CAIGoalFollowFootprint::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_VECTOR(m_vStimulusPos); SAVE_TIME(m_fStimulationTime); }
void CAISensorStatusCheck::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_TIME( m_fStatusCheckTime ); SAVE_DWORD( m_eStimulusIDToCheck ); SAVE_HOBJECT( m_hAlly ); }
//---------------------------------------------------------------------------- // // 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); }
void CAIGoalAbstractStimulated::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_DWORD(m_eSenseType); SAVE_HOBJECT(m_hStimulusSource); SAVE_HOBJECT(m_hStimulusTarget); SAVE_TIME(m_fStimulusTime); SAVE_BYTE(m_eOnRelationChangeAction); }
void CAIActivityAbstract::Save(ILTMessage_Write *pMsg) { SAVE_INT(m_eActStatus); SAVE_INT(m_nActivityPriority); SAVE_FLOAT(m_fActivityUpdateRate); SAVE_TIME(m_fNextActivityUpdateTime); SAVE_TIME(m_fActivityActivateTime); SAVE_TIME(m_fActivityTimeOut); SAVE_TIME(m_fActivityExpirationTime); SAVE_INT(m_cPotentialParticipants); for (int i = 0; i < MAX_PARTICIPANTS; ++i) { SAVE_HOBJECT(m_aPotentialParticipants[i]); } // Don't save: // m_pSquad; }
void SpinningWorldModel::OnSave( ILTMessage_Write *pMsg, uint32 dwSaveFlags ) { if( !pMsg ) return; // Send to base class ActiveWorldModel::OnSave( pMsg, dwSaveFlags ); SAVE_VECTOR( m_vVelocity ); SAVE_VECTOR( m_vFinalVelocity ); SAVE_BYTE( m_bUpdateSpin ); SAVE_TIME( m_fLastTime ); }
//---------------------------------------------------------------------------- // // ROUTINE: CAIPlan::Save/Load // // PURPOSE: Handle saving and restoring the CAIPlan // //---------------------------------------------------------------------------- void CAIPlan::Save(ILTMessage_Write *pMsg) { int nSteps = m_lstAIPlanSteps.size(); SAVE_INT(nSteps); for (int i = 0; i < nSteps; ++i) { m_lstAIPlanSteps[i]->wsWorldState.Save(pMsg); SAVE_INT(m_lstAIPlanSteps[i]->eAIAction); } SAVE_INT(m_iPlanStep); SAVE_COBJECT(m_pAI); SAVE_TIME(m_fPlanActivationTime); }
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 CAIGoalAbstractUseObject::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_HOBJECT(m_hNodeUseObject); SAVE_HOBJECT(m_hLastNodeUseObject); SAVE_TIME(m_fStimTime); SAVE_DWORD(m_eWeaponPosition); SAVE_BOOL(m_bRequireBareHands); SAVE_BOOL(m_bAllowDialogue); SAVE_BOOL(m_bTurnOnLights); SAVE_BOOL(m_bTurnOffLights); SAVE_BOOL(m_bHolstered); SAVE_BOOL(m_bLockedNode); SAVE_BOOL(m_bPlayedSpecialDeathAnim); }
void CAICentralKnowledgeRecord::Save(ILTMessage_Write *pMsg) { SAVE_DWORD( m_eKnowledgeType ); SAVE_COBJECT( m_pAI ); SAVE_COBJECT( m_pKnowledgeTarget ); SAVE_BOOL( m_bLinkKnowledge ); SAVE_BOOL( m_bKnowledgeDataIsTime ); if( m_bKnowledgeDataIsTime ) { SAVE_TIME( m_fKnowledgeData ); } else { SAVE_FLOAT( m_fKnowledgeData ); } }
void PlayerVehicle::Save(ILTMessage_Write *pMsg) { if (!pMsg) return; SAVE_VECTOR(m_vOriginalPos); SAVE_VECTOR(m_vOriginalDims); SAVE_ROTATION(m_rOriginalRot); SAVE_FLOAT(m_fRespawnTime); SAVE_BYTE((uint8)m_ePPhysicsModel); SAVE_bool( m_bLocked ); SAVE_bool( m_bRidden ); SAVE_HSTRING( m_hstrLockedCommand ); SAVE_DWORD(m_dwSavedFlags); SAVE_TIME( m_fLastRideTime ); SAVE_bool( m_bVirgin ); m_RespawnTimer.Save(pMsg); }
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 ); }
void AISenseRecord::Save(ILTMessage_Write *pMsg) { SAVE_DWORD(eSenseType); SAVE_DWORD(pAIBM_Last_Stimulus ? pAIBM_Last_Stimulus->eSenseType : kStim_InvalidType); SAVE_HOBJECT(hLastStimulusSource); SAVE_HOBJECT(hLastStimulusTarget); SAVE_DWORD(eLastTargetMatchID); SAVE_VECTOR(vLastStimulusPos); SAVE_VECTOR(vLastStimulusDir); SAVE_DWORD(nLastStimulusAlarmLevel); SAVE_DWORD(eLastStimulusID); SAVE_FLOAT(fSenseDistance); SAVE_FLOAT(fSenseDistanceSqr); SAVE_FLOAT(fCurStimulation); SAVE_FLOAT(fMaxStimulation); SAVE_FLOAT(fReactionDelayTimer); SAVE_FLOAT(fReactionDelayTime); SAVE_TIME(fLastStimulationTime); SAVE_DWORD(nCycle); SAVE_BYTE(cFalseStimulation); SAVE_INT(ptSightGrid.x); SAVE_INT(ptSightGrid.y); }
//---------------------------------------------------------------------------- // // ROUTINE: CAISensorMgr::Save/Load // // PURPOSE: Handle saving and restoring the CAISensorMgr and all of its // sensors. // //---------------------------------------------------------------------------- void CAISensorMgr::Save(ILTMessage_Write *pMsg) { SAVE_COBJECT(m_pAI); SAVE_INT(m_lstAISensors.size()); {for (std::size_t n = 0; n < m_lstAISensors.size(); ++n) { SAVE_INT(m_lstAISensors[n]->GetSensorClassType()); m_lstAISensors[n]->Save(pMsg); }} SAVE_bool(m_bSensorDeleted); SAVE_INT(m_iSensorToUpdate); SAVE_bool(m_bDoneProcessingStimuli); SAVE_TIME( m_fStimulusListNewIterationTime ); SAVE_INT(m_lstProcessedStimuli.size()); {for (std::size_t n = 0; n < m_lstProcessedStimuli.size(); ++n) { SAVE_INT(m_lstProcessedStimuli.size()); }} SAVE_INT(m_cIntersectSegmentCount); }
void AINodeValidatorExpiration::Save( ILTMessage_Write *pMsg ) { SAVE_FLOAT(m_fMinExpiration); SAVE_FLOAT(m_fMaxExpiration); SAVE_TIME(m_fExpirationTime); }
void CAIGoalAttackRangedDynamic::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_TIME( m_fMoveTime ); }