Example #1
0
inline void WatchEntity::Archive(Archiver& arc) {
	Behavior::Archive(arc);

	// Archive Parameters
	arc.ArchiveFloat(&_time);
	arc.ArchiveFloat(&_turnspeed);
	arc.ArchiveFloat(&_oldTurnSpeed);
	arc.ArchiveString(&_anim);
	arc.ArchiveSafePointer(&_ent);
	arc.ArchiveUnsigned(&_waitForAnim);
	arc.ArchiveString(&_holdAnim);
	arc.ArchiveBool(&_forcePlayer);

	// Archive Member Vars      
	arc.ArchiveUnsigned(&_state);
	arc.ArchiveUnsigned(&_animDone);
}
Example #2
0
inline void WatchEntityEX::Archive(Archiver& arc) {
	Behavior::Archive(arc);

	// Archive Parameters
	arc.ArchiveString(&_stance);
	arc.ArchiveString(&_shuffleAnim);
	arc.ArchiveString(&_torsoAnim);
	arc.ArchiveSafePointer(&_ent);

	// Archive Components	
	arc.ArchiveObject(&_rotateToEntity);

	// Archive Member Vars      
	arc.ArchiveUnsigned(&_state);
	arc.ArchiveFloat(&_time);
	arc.ArchiveFloat(&_turnspeed);

}
Example #3
0
inline void Work::Archive(Archiver& arc) {
	Behavior::Archive(arc);

	// Archive Parameters
	arc.ArchiveString(&_gotoWorkAnimName);
	arc.ArchiveFloat(&_maxDistance);

	// Archive Components
	arc.ArchiveObject(&_gotoHelperNode);


	// Archive Member Vars
	arc.ArchiveSafePointer(&_node);
	arc.ArchiveUnsigned(&_state);
	arc.ArchiveBool(&_animDone);
	arc.ArchiveFloat(&_endTime);
	arc.ArchiveObjectPointer((Class**)&_self);
}
inline void MoveRandomDirection::Archive(Archiver& arc) {
	Behavior::Archive(arc);

	// Archive Parameters
	arc.ArchiveString(&anim);

	// Archive Components
	arc.ArchiveObject(&_chase);

	// Archive Member Vars
	arc.ArchiveVector(&_destination);
	arc.ArchiveUnsigned(&_mode);
	arc.ArchiveFloat(&_dist);
	arc.ArchiveFloat(&_minDistance);
	arc.ArchiveFloat(&_nextChangeTime);
	arc.ArchiveBool(&_foundGoodDestination);
	arc.ArchiveBool(&_forever);
	arc.ArchiveBool(&_faceEnemy);
	arc.ArchiveString(&_torsoAnim);
}