Esempio n. 1
0
void ESoundSource::Save(IWriter& F)
{
	inherited::Save	(F);

	F.open_chunk	(SOUND_CHUNK_VERSION);
	F.w_u16			(SOUND_SOURCE_VERSION);
	F.close_chunk	();

    F.w_chunk		(SOUND_CHUNK_TYPE,&m_Type,sizeof(m_Type));

    F.open_chunk	(SOUND_CHUNK_SOURCE_NAME);
    F.w_stringZ		(m_WAVName);
    F.close_chunk	();

    F.w_chunk		(SOUND_CHUNK_SOURCE_FLAGS,&m_Flags,sizeof(m_Flags));
    
    F.open_chunk	(SOUND_CHUNK_SOURCE_PARAMS3);
    F.w_fvector3	(m_Params.position);
    F.w_float		(m_Params.volume);
    F.w_float		(m_Params.freq);
    F.w_float		(m_Params.min_distance);
    F.w_float		(m_Params.max_distance);
    F.w_float		(m_Params.max_ai_distance);
    F.close_chunk	();

    F.open_chunk	(SOUND_CHUNK_GAME_PARAMS);
    F.w_fvector2	(m_RandomPause);
    F.w_fvector2	(m_ActiveTime);
    F.w_fvector2	(m_PlayTime);
    F.close_chunk	();
}
Esempio n. 2
0
void _face::write( IWriter &w ) const
{
	base_Face::write( w );
	w.w_fvector2( tc[0] );
	w.w_fvector2( tc[1] );
	w.w_fvector2( tc[2] );
	w.w_fvector3( N );
	w.w_u32( sm_group );
}
Esempio n. 3
0
void ESceneLightTools::Save(IWriter& F)
{
	inherited::Save	(F);

	F.w_chunk		(CHUNK_VERSION,(u16*)&LIGHT_TOOLS_VERSION,sizeof(LIGHT_TOOLS_VERSION));

	F.open_chunk	(CHUNK_FLAGS);
    F.w_u32			(m_Flags.get());
	F.close_chunk	();

	F.open_chunk	(CHUNK_SUN_SHADOW);
    F.w_u8			(0);
    F.w_fvector2	(m_SunShadowDir);
    F.close_chunk	();

	F.open_chunk	(CHUNK_LCONTROLS_LAST);
	F.w_u32			(lcontrol_last_idx);
    F.close_chunk	();

	F.open_chunk	(CHUNK_LCONTROLS);
	RTokenVecIt		_I 	= lcontrols.begin();
    RTokenVecIt		_E 	= lcontrols.end();
    for (;_I!=_E; _I++){
        F.w_stringZ	(_I->name);
        F.w_u32		(_I->id);
    }
    F.close_chunk	();
}