Exemple #1
0
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;
	}
}
Exemple #2
0
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();
	}
}
Exemple #3
0
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);
}
Exemple #5
0
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] );
	}
}
Exemple #6
0
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 );
}