void SecurityCamera::Save(ILTMessage_Write *pMsg) { if (!pMsg) return; m_LightTimer.Save(pMsg); SAVE_VECTOR(m_vPos); SAVE_HOBJECT(m_hDisablerModel); SAVE_HOBJECT(m_hLight); SAVE_DWORD(m_eState); SAVE_DWORD(m_ePreviousState); SAVE_FLOAT(m_fYaw); SAVE_FLOAT(m_fYaw1); SAVE_FLOAT(m_fYaw2); SAVE_FLOAT(m_fYawSpeed); SAVE_FLOAT(m_fYaw1PauseTime); SAVE_FLOAT(m_fYaw2PauseTime); SAVE_FLOAT(m_fYawPauseTimer); SAVE_FLOAT(m_fSoundRadius); SAVE_BOOL(m_bDisabled); SAVE_BOOL(m_bTripped); SAVE_BYTE((uint8)m_eLightColor); }
void CAIGoalMountedFlashlight::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_BOOL( m_bLightOn ); SAVE_BOOL( m_bCheckedForRangedWeapon ); SAVE_BOOL( m_bHasRangedWeapon ); }
void CAIGoalDisappearReappearEvasive::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_BOOL( m_bFirstTime ); SAVE_BOOL( m_bForceDisappear ); SAVE_FLOAT( m_fReappearDistOverride ); SAVE_FLOAT( m_fReappearDelay ); }
void CMusicMgr::Save(ILTMessage_Write *pMsg) { for ( uint32 iMood = 0 ; iMood < kNumMoods ; iMood++ ) { SAVE_FLOAT(m_afMoods[iMood]); } SAVE_BOOL(m_bLockedMood); SAVE_BOOL(m_bLockedEvent); SAVE_INT(m_iRestoreMusicIntensity); }
void Body::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags) { if (!hWrite) return; LTAnimTracker* pTracker = LTNULL; if ( (LT_OK == g_pModelLT->GetMainTracker(m_hObject, pTracker)) && pTracker ) { uint32 dwTime; g_pModelLT->GetCurAnimTime(pTracker, dwTime); SAVE_DWORD(dwTime); } else { SAVE_DWORD(0); } SAVE_DWORD(m_eBodyStatePrevious); SAVE_HOBJECT(m_hHitBox); SAVE_VECTOR(m_vColor); SAVE_VECTOR(m_vDeathDir); SAVE_FLOAT(m_fStartTime); SAVE_FLOAT(m_fLifetime); SAVE_BOOL(m_bFirstUpdate); SAVE_BYTE(m_eModelId); SAVE_BYTE(m_eModelSkeleton); SAVE_BYTE(m_eDeathType); SAVE_BYTE(m_eDamageType); SAVE_BYTE(m_eModelStyle); SAVE_DWORD(m_eBodyState); SAVE_HOBJECT(m_hChecker); SAVE_HOBJECT(m_hWeaponItem); if ( m_pState ) { m_pState->Save(hWrite); } SAVE_BOOL(!!m_pAttachments); if ( m_pAttachments ) { SAVE_DWORD(m_pAttachments->GetType()); } SAVE_INT(m_cSpears); for ( uint32 iSpear = 0 ; iSpear < kMaxSpears ; iSpear++ ) { SAVE_HOBJECT(m_ahSpears[iSpear]); } m_DeathScene.Save(hWrite); }
void SpecialMove::Save( ILTMessage_Write* pMsg, uint32 nFlags ) { if( !pMsg ) return; SAVE_INT(m_eAnimation); SAVE_FLOAT(m_fActivateDist); SAVE_BOOL(m_bOn); SAVE_BOOL(m_bRadial); SAVE_STDSTRING(m_sActivateCommand); SAVE_STDSTRING(m_sReleaseCommand); SAVE_STDSTRING(m_sLookedAtCommand); m_ActivateTypeHandler.Save( pMsg ); }
void CAnimationContext::Save(HMESSAGEWRITE hWrite) { m_Props.Save(hWrite); SAVE_DWORD(m_eState); SAVE_INT(m_iAnimation); SAVE_INT(m_iAnimationFrom); SAVE_INT(m_iTransition); SAVE_BOOL(m_bLocked); SAVE_BOOL(m_bHackToAvoidTheUsualOneFrameOffBullshit); SAVE_FLOAT(m_fPitchTarget); SAVE_FLOAT(m_fPitch); }
void ScaleSprite::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_VECTOR(m_vScale); SAVE_VECTOR(m_vColor); SAVE_FLOAT(m_fAlpha); SAVE_BOOL(m_bFlushWithWorld); SAVE_BOOL(m_bRotatable); SAVE_BOOL(m_bStartOn); SAVE_DWORD(m_dwAdditionalFlags); SAVE_HSTRING(m_hstrDamagedFile); SAVE_HSTRING(m_hstrDestroyedFile); }
void CAIGoalTalk::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_DWORD(m_eMood); SAVE_DWORD(m_eMovement); SAVE_HSTRING(m_hstrGesture); SAVE_FLOAT(m_fFaceTime); SAVE_BOOL(m_bStartedDialog); SAVE_BOOL(m_bInTalkPosition); SAVE_BOOL(m_bRetriggerDialogue); SAVE_BOOL(m_bDisposableDialogue); SAVE_BOOL(m_bTalking); SAVE_HOBJECT(m_hDialogue); }
void CAIState::Save(ILTMessage_Write *pMsg) { SAVE_DWORD(m_eStateStatus); SAVE_BOOL(m_bNoCinematics); SAVE_FLOAT(m_fElapsedTime); SAVE_BOOL(m_bFirstUpdate); SAVE_BOOL(m_bPlayFirstSound); SAVE_HSTRING(m_hstrReturn); SAVE_HSTRING(m_hstrFirst); SAVE_INT(m_cNexts); for ( int iNext = 0 ; iNext < kMaxNexts ; iNext++ ) { SAVE_HSTRING(m_ahstrNexts[iNext]); } }
void CAIState::Save(HMESSAGEREAD hWrite) { SAVE_BOOL(m_bAlert); SAVE_BOOL(m_bNoCinematics); SAVE_FLOAT(m_fElapsedTime); SAVE_BOOL(m_bFirstUpdate); SAVE_BOOL(m_bPlayFirstSound); SAVE_HSTRING(m_hstrReturn); SAVE_HSTRING(m_hstrFirst); SAVE_INT(m_cNexts); for ( int iNext = 0 ; iNext < kMaxNexts ; iNext++ ) { SAVE_HSTRING(m_ahstrNexts[iNext]); } }
void CommandObject::Save( ILTMessage_Write *pMsg ) { GameBaseLite::Save( pMsg ); m_Timer.Save( pMsg ); SAVE_FLOAT( m_fTotalTime ); SAVE_HSTRING( m_hstrFinishedCmd ); SAVE_bool( m_bLocked ); SAVE_INT( m_nNumActivations ); SAVE_INT( m_nNumTimesActivated ); // Save every Event command struct... SAVE_INT( (int32)(m_lstEventCmds.size()) ); EVENT_CMD_LIST::iterator iter; EVENT_CMD_STRUCT *pEvntCmdStruct = LTNULL; for( iter = m_lstEventCmds.begin(); iter != m_lstEventCmds.end(); ++iter ) { pEvntCmdStruct = *iter; SAVE_FLOAT( pEvntCmdStruct->m_fTime ); SAVE_BOOL( pEvntCmdStruct->m_bProcessed ); SAVE_HSTRING( pEvntCmdStruct->m_hstrCommand ); } }
void CAIGoalGuard::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_HOBJECT( m_hGuardNode ); SAVE_BOOL( m_bInRadius ); }
//---------------------------------------------------------------------------- // // ROUTINE: CAIHumanStateResurrecting::Save() // // PURPOSE: // //---------------------------------------------------------------------------- /*virtual*/ void CAIHumanStateResurrecting::Save(ILTMessage_Write *pMsg) { CAIHumanState::Save(pMsg); SAVE_TIME(m_fResurrectCompleteTime); SAVE_FLOAT(m_fResurrectCompleteDuration); SAVE_BOOL(m_bEntryCanDistruct); }
void CAIDogStrategyOneShotAni::Save(HMESSAGEREAD hWrite) { super::Save(hWrite); SAVE_BOOL(m_bAnimating); SAVE_DWORD(m_eMain); }
void CAICentralKnowledgeRecord::Save(ILTMessage_Write *pMsg) { SAVE_DWORD( m_eKnowledgeType ); SAVE_COBJECT( m_pAI ); SAVE_COBJECT( m_pKnowledgeTarget ); SAVE_BOOL( m_bLinkKnowledge ); SAVE_BOOL( m_bKnowledgeDataIsTime ); if( m_bKnowledgeDataIsTime ) { SAVE_TIME( m_fKnowledgeData ); } else { SAVE_FLOAT( m_fKnowledgeData ); } }
void Controller::Save(ILTMessage_Write *pMsg) { FadeState *pState; uint32 i; GameBaseLite::Save( pMsg ); SAVE_BOOL(m_bFirstUpdate); SAVE_DWORD((uint32)m_State); // Write FLICKER vars. SAVE_TIME(m_fNextFlickerTime); SAVE_FLOAT(m_fIntervalMin); SAVE_FLOAT(m_fIntervalMax); SAVE_DWORD(m_FlickerCounter); SAVE_CHARSTRING(m_FlickerMsg); // Write FADE vars. SAVE_TIME(m_fStartTime); SAVE_FLOAT(m_fDuration); SAVE_DWORD((uint32)m_WaveType); SAVE_DWORD((uint32)m_ParamType); m_DestValue.Save(pMsg); for(i=0; i < MAX_CONTROLLER_TARGETS; i++) { pState = &m_Fades[i]; pState->m_StartVal.Save(pMsg); SAVE_HOBJECT(pState->m_hTarget); SAVE_CHARSTRING( pState->m_ObjectName ); } }
//---------------------------------------------------------------------------- // // ROUTINE: CAIGoalResurrecting::Save() // // PURPOSE: // //---------------------------------------------------------------------------- /*virtual*/ void CAIGoalResurrecting::Save(ILTMessage_Write *pMsg) { CAIGoalAbstractSearch::Save(pMsg); SAVE_FLOAT(m_fTimeToResurrect); SAVE_BOOL(m_bReactivateGoalOnUpdate); }
//---------------------------------------------------------------------------- // // ROUTINE: CAIHumanStrategyShootStream::Save() // // PURPOSE: // //---------------------------------------------------------------------------- /*virtual*/ void CAIHumanStrategyShootStream::Save(ILTMessage_Write *pMsg) { CAIHumanStrategyShoot::Save(pMsg); SAVE_BOOL(m_bFiringStream); SAVE_TIME(m_flStreamTime); }
void CAIGoalAbstractSearch::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_BOOL(m_bSearch); SAVE_BOOL(m_bFaceSearch); SAVE_BOOL(m_bEngageSearch); HOBJECT hRegion; AISEARCHREGION_LIST::iterator it; SAVE_DWORD( m_lstRegions.size() ); for( it = m_lstRegions.begin(); it != m_lstRegions.end(); ++it ) { hRegion = *it; SAVE_HOBJECT( hRegion ); } }
void CAIVolumeMgr::Save(HMESSAGEWRITE hWrite) { SAVE_BOOL(m_bInitialized); SAVE_INT(m_cVolumes); for ( int32 iVolume = 0 ; iVolume < m_cVolumes ; iVolume++ ) { m_aVolumes[iVolume].Save(hWrite); } }
bool UserDefaultUtils::isUserDefaultInitialized() { if (LOAD_BOOL("FIRST_LOAD") == false) { SAVE_BOOL("FIRST_LOAD", true); return false; } return true; }
void CAISenseMgr::Save(HMESSAGEWRITE hWrite) { SAVE_BOOL(m_bEnabled); SAVE_FLOAT(m_fNextUpdateTime); SAVE_FLOAT(m_fUpdateRate); for ( int iSense = 0 ; iSense < CAISense::kNumSenses ; iSense++ ) { m_apSenses[iSense]->Save(hWrite); } }
void CAIStateAnimate::Save( ILTMessage_Write *pMsg ) { super::Save(pMsg); SAVE_BOOL(m_bLoop); SAVE_INT(m_eSpecialType); m_animProps.Save(pMsg); SAVE_bool( m_bCheckDepartedNode ); SAVE_VECTOR( m_vInitialPos ); }
void CAIHumanStateAttackMove::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); m_pStrategyShoot->Save(pMsg); m_pStrategyFollowPath->Save(pMsg); SAVE_DWORD( m_eAttackMove ); SAVE_VECTOR( m_vAttackMoveDest ); SAVE_BOOL( m_bTurnedAround ); }
void AINodeInterest::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_BOOL(m_bIgnoreDir); SAVE_FLOAT( m_fLookTime ); m_LockedByOthersValidator.Save( pMsg ); m_OwnerNotLockedValidator.Save( pMsg ); m_AIBackToNodeValidator.Save( pMsg ); m_AIOutsideFOVValidator.Save( pMsg ); }
void DisplayTimer::Save(ILTMessage_Write *pMsg) { if (!pMsg) return; SAVE_HSTRING(m_hstrStartCmd); SAVE_HSTRING(m_hstrEndCmd); SAVE_BOOL(m_bRemoveWhenDone); m_Timer.Save(pMsg); SAVE_BYTE( m_nTeamId ); }
void CAISense::Save(HMESSAGEWRITE hWrite) { SAVE_HOBJECT(m_hObject); SAVE_BOOL(m_bEnabled); SAVE_FLOAT(m_fDistance); SAVE_FLOAT(m_fDistanceSqr); SAVE_BOOL(m_bUpdated); SAVE_DWORD(m_soOutcome); SAVE_HOBJECT(m_hStimulus); SAVE_VECTOR(m_vStimulusPosition); SAVE_FLOAT(m_fStimulation); SAVE_FLOAT(m_fStimulationIncreaseRateAlert); SAVE_FLOAT(m_fStimulationDecreaseRateAlert); SAVE_FLOAT(m_fStimulationIncreaseRateUnalert); SAVE_FLOAT(m_fStimulationDecreaseRateUnalert); SAVE_FLOAT(m_fStimulationTime); SAVE_RANGE(m_rngStimulationThreshhold); SAVE_BOOL(m_bStimulationPartial); SAVE_BOOL(m_bStimulationFull); SAVE_BOOL(m_bIncreasedStimulation); SAVE_DWORD(m_cFalseStimulation); SAVE_DWORD(m_nFalseStimulationLimit); SAVE_BOOL(m_bReacting); SAVE_FLOAT(m_fReactionDelay); SAVE_FLOAT(m_fReactionDelayTimer); SAVE_FLOAT(m_fTimestamp); }
void Breakable::Save(HMESSAGEWRITE hWrite) { if (!hWrite) return; SAVE_HOBJECT(m_hBreakObj); SAVE_BOOL(m_bStarted); SAVE_BOOL(m_bFalling); SAVE_BOOL(m_bDestroyOnImpact); SAVE_BOOL(m_bDestroyAfterBreak); SAVE_BOOL(m_bCrushObjects); SAVE_BOOL(m_bTouchActivate); SAVE_FLOAT(m_fBreakTime); SAVE_FLOAT(m_fBreakSoundRadius); SAVE_FLOAT(m_fImpactSoundRadius); SAVE_FLOAT(m_fRotVel); SAVE_HSTRING(m_hstrBreakSound); SAVE_HSTRING(m_hstrImpactSound); SAVE_VECTOR(m_vStartingPitchYawRoll); SAVE_VECTOR(m_vPitchYawRoll); SAVE_VECTOR(m_vTotalDelta); SAVE_VECTOR(m_vDelta); SAVE_VECTOR(m_vSign); SAVE_VECTOR(m_vFinalPos); SAVE_VECTOR(m_vShakeAmount); SAVE_VECTOR(m_vAdjust); SAVE_VECTOR(m_vVel); m_BreakTimer.Save(hWrite); }
void Alarm::Save(ILTMessage_Write *pMsg) { if (!g_pLTServer || !pMsg) return; SAVE_DWORD(m_eState); SAVE_BOOL(m_bPlayerUsable); SAVE_BOOL(m_bLocked); SAVE_FLOAT(m_fAlarmSoundTime); SAVE_HSTRING(m_hstrPlayerActivateCommand); SAVE_HSTRING(m_hstrAlertRegions); SAVE_HSTRING(m_hstrRespondRegions); SAVE_HSTRING(m_hstrSearchRegions); AIREGION_LIST::iterator it; SAVE_DWORD( (uint32)(m_lstAlertRegions.size()) ); for( it = m_lstAlertRegions.begin(); it != m_lstAlertRegions.end(); ++it ) { SAVE_HOBJECT( *it ); } SAVE_DWORD( (uint32)(m_lstRespondRegions.size()) ); for( it = m_lstRespondRegions.begin(); it != m_lstRespondRegions.end(); ++it ) { SAVE_HOBJECT( *it ); } SAVE_DWORD( (uint32)(m_lstSearchRegions.size()) ); for( it = m_lstSearchRegions.begin(); it != m_lstSearchRegions.end(); ++it ) { SAVE_HOBJECT( *it ); } SAVE_VECTOR( m_vRegionsGroupExtentsMin ); SAVE_VECTOR( m_vRegionsGroupExtentsMax ); SAVE_VECTOR( m_vRegionsGroupCenter ); SAVE_FLOAT( m_fRegionsGroupRadius ); }