void noBaseBuilding::Serialize_noBaseBuilding(SerializedGameData * sgd) const { Serialize_noRoadNode(sgd); sgd->PushUnsignedChar(static_cast<unsigned char>(type)); sgd->PushUnsignedChar(nation); sgd->PushSignedInt(door_point_x); sgd->PushSignedInt(door_point_y); }
/** * * * @author OLiver */ void noFlag::Serialize_noFlag(SerializedGameData* sgd) const { Serialize_noRoadNode(sgd); sgd->PushUnsignedChar(static_cast<unsigned char>(flagtype)); for(unsigned char i = 0; i < 8; ++i) sgd->PushObject(wares[i], true); // BWUs speichern for(unsigned char i = 0; i < MAX_BWU; ++i) { sgd->PushUnsignedInt(bwus[i].id); sgd->PushUnsignedInt(bwus[i].last_gf); } }