/* ================ repairBotArm_t::Restore ================ */ void repairBotArm_t::Restore ( idRestoreGame* savefile ) { savefile->ReadInt ( repairTime ); savefile->ReadBool ( repairing ); effectRepair.Restore ( savefile ); effectImpact.Restore ( savefile ); savefile->ReadInt ( periodicEndTime ); }
/* ================ rvMonsterStroggHover::Restore ================ */ void rvMonsterStroggHover::Restore ( idRestoreGame *savefile ) { savefile->ReadInt ( shots ); savefile->ReadInt ( strafeTime ); savefile->ReadBool ( strafeRight ); savefile->ReadBool ( circleStrafing ); savefile->ReadFloat ( deathPitch ); savefile->ReadFloat ( deathRoll ); savefile->ReadFloat ( deathPitchRate ); savefile->ReadFloat ( deathYawRate ); savefile->ReadFloat ( deathRollRate ); savefile->ReadFloat ( deathSpeed ); savefile->ReadFloat ( deathGrav ); savefile->ReadInt ( markerCheckTime ); savefile->ReadVec3( attackPosOffset ); // actionRocketAttack.Restore ( savefile ); // actionBlasterAttack.Restore ( savefile ); actionMGunAttack.Restore ( savefile ); actionMissileAttack.Restore ( savefile ); actionBombAttack.Restore ( savefile ); actionStrafe.Restore ( savefile ); actionCircleStrafe.Restore ( savefile ); InitSpawnArgsVariables(); //NOTE: if the def file changes the the number of numHoverJoints, this will be BAD... for ( int i = 0; i < numHoverJoints; i++ ) { effectHover[i].Restore ( savefile ); } effectDust.Restore ( savefile ); effectHeadlight.Restore ( savefile ); marker.Restore( savefile ); savefile->ReadBool ( inPursuit ); savefile->ReadInt ( holdPosTime ); savefile->ReadInt ( nextMGunFireTime ); savefile->ReadInt ( nextMissileFireTime ); savefile->ReadInt ( nextBombFireTime ); savefile->ReadRenderLight ( renderLight ); savefile->ReadInt ( lightHandle ); if ( lightHandle != -1 ) { //get the handle again as it's out of date after a restore! lightHandle = gameRenderWorld->AddLightDef( &renderLight ); } savefile->ReadInt ( evadeDebounce ); }