virtual void Serialize(ISerializer& serialize) { serialize.Bool("in world", m_InWorld); if (m_InWorld) { serialize.NumberFixed_Unbounded("x", m_X); serialize.NumberFixed_Unbounded("z", m_Z); serialize.NumberFixed_Unbounded("last x", m_LastX); serialize.NumberFixed_Unbounded("last z", m_LastZ); // TODO: for efficiency, we probably shouldn't actually store the last position - it doesn't // matter if we don't have smooth interpolation after reloading a game } serialize.NumberFixed_Unbounded("rot x", m_RotX); serialize.NumberFixed_Unbounded("rot y", m_RotY); serialize.NumberFixed_Unbounded("rot z", m_RotZ); serialize.NumberFixed_Unbounded("altitude", m_YOffset); serialize.Bool("relative", m_RelativeToGround); if (serialize.IsDebug()) { const char* anchor = "???"; switch (m_AnchorType) { case UPRIGHT: anchor = "upright"; break; case PITCH: anchor = "pitch"; break; case PITCH_ROLL: anchor = "pitch-roll"; break; } serialize.StringASCII("anchor", anchor, 0, 16); serialize.Bool("floating", m_Floating); } }
virtual void Serialize(ISerializer& serialize) { serialize.Bool("in world", m_InWorld); if (m_InWorld) { serialize.NumberFixed_Unbounded("x", m_X); serialize.NumberFixed_Unbounded("y", m_Y); serialize.NumberFixed_Unbounded("z", m_Z); serialize.NumberFixed_Unbounded("last x", m_LastX); serialize.NumberFixed_Unbounded("last y diff", m_LastYDifference); serialize.NumberFixed_Unbounded("last z", m_LastZ); } serialize.NumberI32_Unbounded("territory", m_Territory); serialize.NumberFixed_Unbounded("rot x", m_RotX); serialize.NumberFixed_Unbounded("rot y", m_RotY); serialize.NumberFixed_Unbounded("rot z", m_RotZ); serialize.NumberFixed_Unbounded("altitude", m_Y); serialize.Bool("relative", m_RelativeToGround); serialize.Bool("floating", m_Floating); serialize.NumberFixed_Unbounded("constructionprogress", m_ConstructionProgress); if (serialize.IsDebug()) { const char* anchor = "???"; switch (m_AnchorType) { case PITCH: anchor = "pitch"; break; case PITCH_ROLL: anchor = "pitch-roll"; break; case ROLL: anchor = "roll"; break; case UPRIGHT: // upright is the default default: anchor = "upright"; break; } serialize.StringASCII("anchor", anchor, 0, 16); } serialize.NumberU32_Unbounded("turret parent", m_TurretParent); if (m_TurretParent != INVALID_ENTITY) { serialize.NumberFixed_Unbounded("x", m_TurretPosition.X); serialize.NumberFixed_Unbounded("y", m_TurretPosition.Y); serialize.NumberFixed_Unbounded("z", m_TurretPosition.Z); } }
virtual void Serialize(ISerializer& serialize) { serialize.Bool("in world", m_InWorld); if (m_InWorld) { serialize.NumberFixed_Unbounded("x", m_X); serialize.NumberFixed_Unbounded("z", m_Z); serialize.NumberFixed_Unbounded("last x", m_LastX); serialize.NumberFixed_Unbounded("last z", m_LastZ); } serialize.NumberFixed_Unbounded("rot x", m_RotX); serialize.NumberFixed_Unbounded("rot y", m_RotY); serialize.NumberFixed_Unbounded("rot z", m_RotZ); serialize.NumberFixed_Unbounded("altitude", m_YOffset); serialize.Bool("relative", m_RelativeToGround); if (serialize.IsDebug()) { const char* anchor = "???"; switch (m_AnchorType) { case PITCH: anchor = "pitch"; break; case PITCH_ROLL: anchor = "pitch-roll"; break; case ROLL: anchor = "roll"; break; case UPRIGHT: // upright is the default default: anchor = "upright"; break; } serialize.StringASCII("anchor", anchor, 0, 16); serialize.Bool("floating", m_Floating); } }
virtual void Serialize(ISerializer& serialize) { // Territory state can be recomputed as required, so we don't need to serialize any of it. serialize.Bool("trigger event", m_TriggerEvent); }