void GunMount::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if( !pMsg ) return; char szString[256]; LOAD_CHARSTRING( szString, ARRAY_LEN( szString )); m_sWeapon = szString; LOAD_DWORD_CAST( m_nRoundsToFire, int32 ); LOAD_BYTE_CAST( m_eFiringState, FiringState ); LOAD_bool( m_bVisible ); // Restart the firing state. switch( m_eFiringState ) { case eNotFiring: case ePostFiring: StartNotFiring( ); break; case ePreFiring: case eFiring: StartPreFiring( ); break; } }
void SecurityCamera::Load(ILTMessage_Read *pMsg) { if (!pMsg) return; m_LightTimer.Load(pMsg); LOAD_VECTOR(m_vPos); LOAD_HOBJECT(m_hDisablerModel); LOAD_HOBJECT(m_hLight); LOAD_DWORD_CAST(m_eState, State); LOAD_DWORD_CAST(m_ePreviousState, State); LOAD_FLOAT(m_fYaw); LOAD_FLOAT(m_fYaw1); LOAD_FLOAT(m_fYaw2); LOAD_FLOAT(m_fYawSpeed); LOAD_FLOAT(m_fYaw1PauseTime); LOAD_FLOAT(m_fYaw2PauseTime); LOAD_FLOAT(m_fYawPauseTimer); LOAD_FLOAT(m_fSoundRadius); LOAD_BOOL(m_bDisabled); LOAD_BOOL(m_bTripped); LOAD_BYTE_CAST(m_eLightColor, LightColor); // Restore our sounds... if (m_eState == eStateFocusing) { StartFocusingSound(); } }
void GameBase::Load(ILTMessage_Read *pMsg) { uint32 nSaveVersion; LOAD_DWORD(nSaveVersion); g_pVersionMgr->SetCurrentSaveVersion( nSaveVersion ); LOAD_DWORD(m_dwOriginalFlags); LOAD_BYTE_CAST( m_eOriginalShadowLOD, EEngineLOD ); }
void CAIGoalAbstractStimulated::Load(ILTMessage_Read *pMsg) { super::Load(pMsg); LOAD_DWORD_CAST(m_eSenseType, EnumAISenseType); LOAD_HOBJECT(m_hStimulusSource); LOAD_HOBJECT(m_hStimulusTarget); LOAD_TIME(m_fStimulusTime); LOAD_BYTE_CAST(m_eOnRelationChangeAction, RelationReactions); }
void DoomsDayDevice::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if( !pMsg ) return; LOAD_BYTE_CAST( m_eDoomsDayDeviceState, DoomsDayDeviceState ); m_Timer.Load( pMsg ); LOAD_BYTE( m_nOwningTeamID ); LOAD_FLOAT( m_fDropZoneRadius ); uint32 dwTargets; LOAD_DWORD( dwTargets ); for( uint32 i = 0; i < dwTargets; ++i ) { LOAD_HOBJECT( m_lsthTargets[i] ); } }
void PlayerVehicle::Load(ILTMessage_Read *pMsg) { if (!pMsg) return; LOAD_VECTOR(m_vOriginalPos); LOAD_VECTOR(m_vOriginalDims); LOAD_ROTATION(m_rOriginalRot); LOAD_FLOAT(m_fRespawnTime); LOAD_BYTE_CAST(m_ePPhysicsModel, PlayerPhysicsModel); LOAD_bool( m_bLocked ); LOAD_bool( m_bRidden ); LOAD_HSTRING( m_hstrLockedCommand ); LOAD_DWORD(m_dwSavedFlags); LOAD_TIME( m_fLastRideTime ); LOAD_bool( m_bVirgin ); m_RespawnTimer.Load(pMsg); }
void Body::Load(HMESSAGEREAD hRead, uint32 dwLoadFlags) { if (!hRead) return; uint32 dwTime; LOAD_DWORD(dwTime); LTAnimTracker* pTracker = LTNULL; if ( (LT_OK == g_pModelLT->GetMainTracker(m_hObject, pTracker)) && pTracker ) { g_pModelLT->SetCurAnimTime(pTracker, dwTime); } LOAD_DWORD_CAST(m_eBodyStatePrevious, BodyState); LOAD_HOBJECT(m_hHitBox); LOAD_VECTOR(m_vColor); LOAD_VECTOR(m_vDeathDir); LOAD_FLOAT(m_fStartTime); LOAD_FLOAT(m_fLifetime); LOAD_BOOL(m_bFirstUpdate); LOAD_BYTE_CAST(m_eModelId, ModelId); LOAD_BYTE_CAST(m_eModelSkeleton, ModelSkeleton); LOAD_BYTE_CAST(m_eDeathType, CharacterDeath); LOAD_BYTE_CAST(m_eDamageType, DamageType); LOAD_BYTE_CAST(m_eModelStyle, ModelStyle); LOAD_DWORD_CAST(m_eBodyState, BodyState); LOAD_HOBJECT(m_hChecker); LOAD_HOBJECT(m_hWeaponItem); SetState(m_eBodyState, LTTRUE); if ( m_pState ) { m_pState->Load(hRead); } LTBOOL bAttachments; LOAD_BOOL(bAttachments); if ( bAttachments ) { uint32 dwAttachmentsType; LOAD_DWORD(dwAttachmentsType); m_pAttachments = CAttachments::Create(dwAttachmentsType); _ASSERT(m_pAttachments); if (m_pAttachments) { AddAggregate(m_pAttachments); } } LOAD_INT(m_cSpears); for ( uint32 iSpear = 0 ; iSpear < kMaxSpears ; iSpear++ ) { LOAD_HOBJECT(m_ahSpears[iSpear]); } m_DeathScene.Load(hRead); g_pCharacterMgr->AddDeathScene(&m_DeathScene); }
void RelationDescription::Load(ILTMessage_Read *pMsg) { LOAD_BYTE_CAST( eTrait, RelationTraits::eRelationTraits ); LOAD_CHARSTRING( szValue, sizeof(szValue) ); LOAD_BYTE_CAST( eAlignment, CharacterAlignment ); }