/* ================ repairBotArm_t::Save ================ */ void repairBotArm_t::Save ( idSaveGame* savefile ) const { savefile->WriteInt ( repairTime ); savefile->WriteBool ( repairing ); effectRepair.Save ( savefile ); effectImpact.Save ( savefile ); savefile->WriteInt ( periodicEndTime ); }
/* ================ rvMonsterStroggHover::Save ================ */ void rvMonsterStroggHover::Save ( idSaveGame *savefile ) const { savefile->WriteInt ( shots ); savefile->WriteInt ( strafeTime ); savefile->WriteBool ( strafeRight ); savefile->WriteBool ( circleStrafing ); savefile->WriteFloat ( deathPitch ); savefile->WriteFloat ( deathRoll ); savefile->WriteFloat ( deathPitchRate ); savefile->WriteFloat ( deathYawRate ); savefile->WriteFloat ( deathRollRate ); savefile->WriteFloat ( deathSpeed ); savefile->WriteFloat ( deathGrav ); savefile->WriteInt ( markerCheckTime ); savefile->WriteVec3( attackPosOffset ); // actionRocketAttack.Save ( savefile ); // actionBlasterAttack.Save ( savefile ); actionMGunAttack.Save ( savefile ); actionMissileAttack.Save ( savefile ); actionBombAttack.Save ( savefile ); actionStrafe.Save ( savefile ); actionCircleStrafe.Save ( savefile ); for ( int i = 0; i < numHoverJoints; i++ ) { effectHover[i].Save ( savefile ); } effectDust.Save ( savefile ); effectHeadlight.Save ( savefile ); marker.Save( savefile ); savefile->WriteBool ( inPursuit ); savefile->WriteInt ( holdPosTime ); savefile->WriteInt ( nextMGunFireTime ); savefile->WriteInt ( nextMissileFireTime ); savefile->WriteInt ( nextBombFireTime ); savefile->WriteRenderLight ( renderLight ); savefile->WriteInt ( lightHandle ); savefile->WriteInt( evadeDebounce ); }