Esempio n. 1
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void Item::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(UniqueEntity) & SUBCLASS(Renderable)
    & SVAR(attributes)
    & SVAR(discarded)
    & SVAR(shopkeeper)
    & SVAR(fire);
}
Esempio n. 2
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 void serialize(Archive& ar, const unsigned int version) {
   ar& SUBCLASS(GuardTarget)
     & SUBCLASS(EventListener)
     & SVAR(target) 
     & SVAR(levelChanges)
     & SVAR(dieTime);
   CHECK_SERIAL;
 }
Esempio n. 3
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void Player::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(Controller)
    & SUBCLASS(EventListener) 
    & SVAR(creature)
    & SVAR(travelling)
    & SVAR(travelDir)
    & SVAR(target)
    & SVAR(lastLocation)
    & SVAR(specialCreatures)
    & SVAR(displayGreeting)
    & SVAR(levelMemory)
    & SVAR(model);
  CHECK_SERIAL;
}
Esempio n. 4
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void Monster::serialize(Archive& ar, const unsigned int version) {
  ar & SUBCLASS(Controller)
     & SVAR(creature)
     & SVAR(actor)
     & SVAR(enemies);
  CHECK_SERIAL;
}
Esempio n. 5
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void Task::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(UniqueEntity)
    & SVAR(position)
    & SVAR(done)
    & SVAR(collective);
  CHECK_SERIAL;
}
Esempio n. 6
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 void serialize(Archive& ar, const unsigned int version) {
   ar& SUBCLASS(Trigger)
     & SVAR(startTime)
     & SVAR(active)
     & SVAR(other)
     & SVAR(previous);
   CHECK_SERIAL;
 }
Esempio n. 7
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void Technology::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(Singleton)
    & SVAR(name)
    & SVAR(cost)
    & SVAR(prerequisites)
    & SVAR(research)
    & SVAR(skill);
  CHECK_SERIAL;
}
Esempio n. 8
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void PlayerMessage::serialize(Archive& ar, const unsigned int version) { 
  ar & SUBCLASS(UniqueEntity) 
     & SVAR(text)
     & SVAR(priority)
     & SVAR(freshness)
     & SVAR(position)
     & SVAR(creature)
     & SVAR(location);
}
Esempio n. 9
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 void serialize(Archive& ar, const unsigned int version) {
   ar& SUBCLASS(NonTransferable)
     & SVAR(items)
     & SVAR(pickedUp)
     & SVAR(position)
     & SVAR(tries)
     & SVAR(callback);
   CHECK_SERIAL;
 }
Esempio n. 10
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void VillageControl::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(CollectiveControl)
    & SVAR(villains)
    & SVAR(victims)
    & SVAR(myItems)
    & SVAR(stolenItemCount)
    & SVAR(attackSizes)
    & SVAR(entries);
}
Esempio n. 11
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void Item::serialize(Archive& ar, const unsigned int version) {
    ItemAttributes::serialize(ar, version);
    ar& SUBCLASS(UniqueEntity)
    & SVAR(viewObject)
    & SVAR(discarded)
    & SVAR(inspected)
    & SVAR(shopkeeper)
    & SVAR(fire);
    CHECK_SERIAL;
}
Esempio n. 12
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void VillageControl::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(EventListener)
    & SVAR(allCreatures)
    & SVAR(villain)
    & SVAR(level)
    & SVAR(name)
    & SVAR(tribe)
    & SVAR(attackTrigger)
    & SVAR(atWar);
  CHECK_SERIAL;
}
Esempio n. 13
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 void serialize(Archive& ar, const unsigned int version) {
   ar& SUBCLASS(VillageControl::AttackTrigger)
     & SVAR(killedPoints)
     & SVAR(killedCoeff)
     & SVAR(powerCoeff)
     & SVAR(lastAttack)
     & SVAR(lastMyAttack)
     & SVAR(lastAttackLaunched)
     & SVAR(triggerAmounts);
   CHECK_SERIAL;
 }
Esempio n. 14
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void Tribe::serialize(Archive& ar, const unsigned int version) {
  ar& SUBCLASS(EventListener)
    & SVAR(diplomatic)
    & SVAR(standing)
    & SVAR(attacks)
    & SVAR(leader)
    & SVAR(members)
    & SVAR(enemyTribes)
    & SVAR(name)
    & SVAR(handicap);
  CHECK_SERIAL;
}
Esempio n. 15
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void Level::serialize(Archive& ar, const unsigned int version) { 
  ar& SUBCLASS(UniqueEntity)
    & SVAR(squares)
    & SVAR(landingSquares)
    & SVAR(locations)
    & SVAR(tickingSquares)
    & SVAR(creatures)
    & SVAR(model)
    & SVAR(fieldOfView)
    & SVAR(entryMessage)
    & SVAR(name)
    & SVAR(player)
    & SVAR(backgroundLevel)
    & SVAR(backgroundOffset)
    & SVAR(coverInfo)
    & SVAR(bucketMap)
    & SVAR(lightAmount);
  CHECK_SERIAL;
}  
Esempio n. 16
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void Square::serialize(Archive& ar, const unsigned int version) { 
  ar& SUBCLASS(Renderable)
    & SVAR(inventory)
    & SVAR(name)
    & SVAR(level)
    & SVAR(position)
    & SVAR(creature)
    & SVAR(triggers)
    & SVAR(backgroundObject)
    & SVAR(vision)
    & SVAR(hide)
    & SVAR(strength)
    & SVAR(height)
    & SVAR(travelDir)
    & SVAR(landingLink)
    & SVAR(fire)
    & SVAR(poisonGas)
    & SVAR(constructions)
    & SVAR(ticking)
    & SVAR(fog)
    & SVAR(movementType)
    & SVAR(dirty);
  CHECK_SERIAL;
}
Esempio n. 17
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(heartPos);
   CHECK_SERIAL;
 }
Esempio n. 18
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(behaviours) & SVAR(weights);
   CHECK_SERIAL;
 }
Esempio n. 19
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour);
 }
Esempio n. 20
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(GuardTarget) & SVAR(pos);
   CHECK_SERIAL;
 }
Esempio n. 21
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(location) & SVAR(area);
   CHECK_SERIAL;
 }
Esempio n. 22
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(maxPowerRatio) & SVAR(courage) 
     & SVAR(chase) & SVAR(lastSeen);
   CHECK_SERIAL;
 }
Esempio n. 23
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(memory) & SVAR(memSize);
   CHECK_SERIAL;
 }
Esempio n. 24
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Location) & SVAR(entered);
   CHECK_SERIAL;
 }
Esempio n. 25
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void Equipment::serialize(Archive& ar, const unsigned int version) {
  ar & SUBCLASS(Inventory) & SVAR(items);
  CHECK_SERIAL;
}
Esempio n. 26
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(villageControl) & SVAR(guardArea);
   CHECK_SERIAL;
 }
Esempio n. 27
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Tribe) & SVAR(standing);
   CHECK_SERIAL;
 }
Esempio n. 28
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 void serialize(Archive& ar, const unsigned int version) {
   ar & SUBCLASS(Behaviour) & SVAR(minDist) & SVAR(maxDist);
   CHECK_SERIAL;
 }
Esempio n. 29
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void RangedWeapon::serialize(Archive& ar, const unsigned int version) {
  ar & SUBCLASS(Item);
}
Esempio n. 30
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void Monster::serialize(Archive& ar, const unsigned int version) {
    ar & SUBCLASS(Controller)
    & SVAR(monsterAI)
    & SVAR(enemies);
}