Example #1
0
void ScreenShake::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags)
{
    ILTServer* pServerDE = GetServerDE();
	if (!pServerDE || !hWrite) return;

	pServerDE->WriteToMessageVector(hWrite, &m_vAmount);
    pServerDE->WriteToMessageFloat(hWrite, (LTFLOAT) m_nNumShakes);
	pServerDE->WriteToMessageFloat(hWrite, m_fAreaOfEffect);
	pServerDE->WriteToMessageFloat(hWrite, m_fFrequency);
	pServerDE->WriteToMessageFloat(hWrite, m_fSoundRadius);
	pServerDE->WriteToMessageHString(hWrite, m_hstrSound);
}
void CinematicTrigger::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags)
{
    ILTServer* pServerDE = GetServerDE();
	if (!pServerDE || !hWrite) return;

	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hCurSpeaker);
	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hLastSpeaker);
	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hCamera);
	pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hKeyFramer);

	pServerDE->WriteToMessageByte(hWrite, m_nCurMessage);

	pServerDE->WriteToMessageByte(hWrite, m_bOn);
	pServerDE->WriteToMessageByte(hWrite, m_bNotified);
	pServerDE->WriteToMessageByte(hWrite, m_bCreateCamera);
	pServerDE->WriteToMessageByte(hWrite, m_bCreateKeyFramer);
	pServerDE->WriteToMessageByte(hWrite, m_bStartOn);
	pServerDE->WriteToMessageByte(hWrite, m_bRemoveBadAI);
	pServerDE->WriteToMessageByte(hWrite, m_bOneTimeOnly);
	pServerDE->WriteToMessageByte(hWrite, m_bCanSkip);
	pServerDE->WriteToMessageByte(hWrite, m_bAllWindows);
	pServerDE->WriteToMessageByte(hWrite, m_bDialogueDone);
	pServerDE->WriteToMessageByte(hWrite, m_bLeaveCameraOn);

	pServerDE->WriteToMessageFloat(hWrite, m_fNextDialogueStart);

	for (int i=0; i < MAX_CT_MESSAGES; i++)
	{
		pServerDE->WriteToMessageFloat(hWrite, m_fDelay[i]);
		pServerDE->WriteToMessageHString(hWrite, m_hstrDialogue[i]);
		pServerDE->WriteToMessageHString(hWrite, m_hstrWhoPlaysDialogue[i]);
		pServerDE->WriteToMessageHString(hWrite, m_hstrTargetName[i]);
		pServerDE->WriteToMessageHString(hWrite, m_hstrMessageName[i]);
		pServerDE->WriteToMessageHString(hWrite, m_hstrWhoPlaysDecisions[i]);
		pServerDE->WriteToMessageHString(hWrite, m_hstrDecisions[i]);
		pServerDE->WriteToMessageHString(hWrite, m_hstrReplies[i]);
		pServerDE->WriteToMessageHString(hWrite, m_hstrRepliesTarget[i]);
		pServerDE->WriteToMessageHString(hWrite, m_hstrRepliesMsg[i]);
		pServerDE->WriteToMessageByte(hWrite, m_bWindow[i]);
	}

	pServerDE->WriteToMessageHString(hWrite, m_hstrCleanUpTriggerTarget);
	pServerDE->WriteToMessageHString(hWrite, m_hstrCleanUpTriggerMsg);
	pServerDE->WriteToMessageHString(hWrite, m_hstrDialogueDoneTarget);
	pServerDE->WriteToMessageHString(hWrite, m_hstrDialogueDoneMsg);
	pServerDE->WriteToMessageHString(hWrite, m_hstrDialogueStartTarget);
	pServerDE->WriteToMessageHString(hWrite, m_hstrDialogueStartMsg);
}
void Spawner::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags)
{
    ILTServer* pServerDE = GetServerDE();
	if (!pServerDE || !hWrite) return;

	pServerDE->WriteToMessageFloat(hWrite, m_fSoundRadius);
	pServerDE->WriteToMessageHString(hWrite, m_hstrSpawnSound);
	pServerDE->WriteToMessageHString(hWrite, m_hstrDefaultSpawn);
}
void WorldModelDebris::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags)
{
    ILTServer* pServerDE = GetServerDE();
	if (!pServerDE || !hWrite) return;

	pServerDE->WriteToMessageByte(hWrite, m_bRotate);
	pServerDE->WriteToMessageFloat(hWrite, m_fXRotVel);
	pServerDE->WriteToMessageFloat(hWrite, m_fYRotVel);
	pServerDE->WriteToMessageFloat(hWrite, m_fZRotVel);
	pServerDE->WriteToMessageFloat(hWrite, m_fPitch);
	pServerDE->WriteToMessageFloat(hWrite, m_fYaw);
	pServerDE->WriteToMessageFloat(hWrite, m_fRoll);
	pServerDE->WriteToMessageFloat(hWrite, m_fLastTime);
}