void WeaponItem::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if (!pMsg) return; LOAD_BYTE(m_nWeaponId); LOAD_BYTE(m_nAmmoId); LOAD_INT(m_nAmmo); }
// ----------------------------------------------------------------------- // // // ROUTINE: CTronPlayerObj::Load // // PURPOSE: Load the object // // ----------------------------------------------------------------------- // void CTronPlayerObj::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { for(int i=0;i<NUM_RATINGS;i++) { LOAD_BYTE(m_iPerformanceRatings[i]); } LOAD_BYTE(m_byPSets); LOAD_BYTE(m_byOldPSets); LOAD_BYTE(m_nArmorPercentage); LOAD_WORD(m_nBuildPoints); LOAD_WORD(m_nOldBuildPoints); CPlayerObj::Load(pMsg, dwLoadFlags); }
void AISenseRecord::Load(ILTMessage_Read *pMsg) { LOAD_DWORD_CAST(eSenseType, EnumAISenseType); EnumAIStimulusType eStimulus; LOAD_DWORD_CAST(eStimulus, EnumAIStimulusType); if(eStimulus != kStim_InvalidType) { pAIBM_Last_Stimulus = g_pAIButeMgr->GetStimulus(eStimulus); } LOAD_HOBJECT(hLastStimulusSource); LOAD_HOBJECT(hLastStimulusTarget); LOAD_DWORD_CAST(eLastTargetMatchID, EnumAITargetMatchID); LOAD_VECTOR(vLastStimulusPos); LOAD_VECTOR(vLastStimulusDir); LOAD_DWORD(nLastStimulusAlarmLevel); LOAD_DWORD_CAST(eLastStimulusID, EnumAIStimulusID); LOAD_FLOAT(fSenseDistance); LOAD_FLOAT(fSenseDistanceSqr); LOAD_FLOAT(fCurStimulation); LOAD_FLOAT(fMaxStimulation); LOAD_FLOAT(fReactionDelayTimer); LOAD_FLOAT(fReactionDelayTime); LOAD_TIME(fLastStimulationTime); LOAD_DWORD(nCycle); LOAD_BYTE(cFalseStimulation); LOAD_INT(ptSightGrid.x); LOAD_INT(ptSightGrid.y); }
void TextureFX::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if (!pMsg) return; //read in the changed flag and the values for(uint32 nCurrStage = 0; nCurrStage < NUM_STAGES; nCurrStage++) { //read in the ID LOAD_DWORD(m_Stages[nCurrStage].m_nID); //read in the changed LOAD_BYTE(m_Stages[nCurrStage].m_nChanged); //read in the variables for(uint32 nCurrVar = 0; nCurrVar < NUM_VARS; nCurrVar++) { if(m_Stages[nCurrStage].m_nChanged & (1 << nCurrVar)) { //only read it in if it was flagges as being changed LOAD_FLOAT(m_Stages[nCurrStage].m_fVars[nCurrVar]); } } } m_bClientNeedsUpdate = true; SetNextUpdate(UPDATE_NEXT_FRAME); }
void PickupItem::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if (!pMsg) return; LOAD_HOBJECT(m_hPlayerObj); LOAD_FLOAT(m_fRespawnDelay); LOAD_BOOL(m_bRotate); LOAD_BOOL(m_bBounce); LOAD_BOOL(m_bRespawn); LOAD_DWORD(m_dwUserFlags); LOAD_DWORD(m_dwFlags); LOAD_HSTRING(m_hstrPickupCommand); LOAD_HSTRING(m_hstrSoundFile); LOAD_HSTRING(m_hstrRespawnSoundFile); LOAD_HSTRING(m_hstrModelOverride); LOAD_VECTOR(m_vScale); LOAD_BOOL(m_bTouchPickup); LOAD_BOOL(m_bActivatePickup); LOAD_bool(m_bWasPickedUp); char szString[1024] = {0}; LOAD_CHARSTRING( szString, ARRAY_LEN( szString )); m_sWorldAniName = szString; if( g_pVersionMgr->GetCurrentSaveVersion( ) > CVersionMgr::kSaveVersion__1_2 ) { LOAD_BYTE(m_nTeamId); } }
void CDestructibleModel::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if (!g_pLTServer || !pMsg) return; LOAD_BYTE( m_nDebrisId ); LOAD_BOOL( m_bCreatedDebris ); LOAD_BOOL( m_bCreateExplosion ); LOAD_BYTE( m_nExplosionWeaponId ); LOAD_BOOL( m_bFireAlongForward ); LOAD_FLOAT( m_fDamageFactor ); LOAD_BOOL( m_bRemoveOnDeath ); LOAD_HSTRING( m_hstrSpawn ); LOAD_HSTRING( m_hstrSurfaceOverride ); LOAD_DWORD( m_dwOriginalFlags ); LOAD_BOOL( m_bSaveNeverDestroy ); LOAD_BOOL( m_bSaveCanDamage ); LOAD_DWORD_CAST( m_eStimID, EnumAIStimulusID ); LOAD_FLOAT( m_fStimRadius ); LOAD_DWORD( m_nDestroyAlarmLevel ); }
void DynamicOccluderVolume::Load( ILTMessage_Read *pMsg, uint32 dwLoadFlags ) { ASSERT( pMsg != LTNULL ); LOAD_BYTE( m_nNumOccluders ); uint32 i; for ( i=0; i < m_nNumOccluders; i++) { LOAD_INT(m_nOccluderIds[i]); } LOAD_BYTE( m_nNumRenderGroups ); for ( i=0; i < m_nNumRenderGroups; i++) { LOAD_INT(m_nRenderGroups[i]); } }
void DynamicSectorVolume::Load( ILTMessage_Read *pMsg, uint32 /*dwLoadFlags*/ ) { ASSERT( pMsg != NULL ); LOAD_BYTE( m_nNumSectors ); uint32 i; for ( i=0; i < m_nNumSectors; i++) { LOAD_INT(m_nSectorIds[i]); } }
bool CDoomsDayMissionMgr::Load( ILTMessage_Read& msg, uint32 dwSaveFlags ) { if( !CServerMissionMgr::Load( msg, dwSaveFlags )) return false; ILTMessage_Read* pMsg = &msg; LOAD_BYTE( m_nActivatingTeam ); LOAD_bool( m_bNextRound ); return true; }
void SpinningWorldModel::OnLoad( ILTMessage_Read *pMsg, uint32 dwSaveFlags ) { if( !pMsg ) return; // Send to base class ActiveWorldModel::OnLoad( pMsg, dwSaveFlags ); LOAD_VECTOR( m_vVelocity ); LOAD_VECTOR( m_vFinalVelocity ); LOAD_BYTE( m_bUpdateSpin ); LOAD_TIME( m_fLastTime ); }
void CDestructibleModel::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if (!g_pLTServer || !pMsg) return; LOAD_BYTE( m_DestructibleModelFlags ); LOAD_DWORD( m_dwOriginalFlags ); LOAD_DWORD_CAST( m_eStimID, EnumAIStimulusID ); LOAD_FLOAT( m_fStimRadius ); LOAD_DWORD( m_nDestroyAlarmLevel ); char szString[2048]; LOAD_CHARSTRING( szString, LTARRAYSIZE( szString )); delete[] m_pszDestroyedFXName; m_pszDestroyedFXName = LTStrDup( szString ); }
void PlayerVehicle::Load(HMESSAGEREAD hRead) { ILTServer* pServerDE = GetServerDE(); if (!pServerDE || !hRead) return; LOAD_VECTOR(m_vOriginalPos); LOAD_VECTOR(m_vOriginalDims); LOAD_ROTATION(m_rOriginalRot); LOAD_FLOAT(m_fRespawnTime); uint8 nModel; LOAD_BYTE(nModel); m_ePPhysicsModel = (PlayerPhysicsModel)nModel; m_RespawnTimer.Load(hRead); }
void DisplayMeter::Load(HMESSAGEREAD hRead) { if (!hRead) return; LOAD_BOOL(m_bRemoveWhenEmpty); LOAD_BYTE(m_nValue); for (int i=0; i < DM_MAX_NUMBER_OF_PHASES; i++) { m_PhaseData[i].Load(hRead); } if (m_nValue > 0) { UpdateClients(); } }
void DoomsDayDevice::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if( !pMsg ) return; LOAD_BYTE_CAST( m_eDoomsDayDeviceState, DoomsDayDeviceState ); m_Timer.Load( pMsg ); LOAD_BYTE( m_nOwningTeamID ); LOAD_FLOAT( m_fDropZoneRadius ); uint32 dwTargets; LOAD_DWORD( dwTargets ); for( uint32 i = 0; i < dwTargets; ++i ) { LOAD_HOBJECT( m_lsthTargets[i] ); } }
void Camera::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if (!pMsg) return; LOAD_INT ( sm_nActiveCamera ); LOAD_bool ( m_bOn ); LOAD_bool ( m_bIsListener ); LOAD_bool ( m_bAllowPlayerMovement ); LOAD_bool ( m_bOneTime ); LOAD_BYTE ( m_nCameraType); LOAD_bool ( m_bStartActive ); LOAD_FLOAT ( m_fActiveTime ); LOAD_TIME ( m_fTurnOffTime ); LOAD_bool ( m_bCanSkip ); LOAD_bool ( m_bOnSkipCleanupOnly ); LOAD_STDSTRING ( m_sCleanupCmd ); LOAD_FLOAT ( m_fFovY ); LOAD_FLOAT ( m_fFovAspectScale ); }
void DisplayTimer::Load(ILTMessage_Read *pMsg) { if (!pMsg) return; LOAD_HSTRING(m_hstrStartCmd); LOAD_HSTRING(m_hstrEndCmd); LOAD_BOOL(m_bRemoveWhenDone); m_Timer.Load(pMsg); if( g_pVersionMgr->GetCurrentSaveVersion( ) > CVersionMgr::kSaveVersion__1_2 ) { LOAD_BYTE( m_nTeamId ); } if (m_Timer.GetDuration() > 0.0f) { UpdateClients(); } }
void ModItem::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if (!pMsg) return; LOAD_BYTE(m_nModId); }
void WorldModel::OnLoad( ILTMessage_Read *pMsg, uint32 dwSaveFlags ) { ASSERT( pMsg != NULL ); m_ActivateTypeHandler.Load( pMsg ); LOAD_bool( m_bIsKeyframed ); LOAD_bool( m_bStartHidden ); LOAD_HSTRING( m_hstrAttachments ); LOAD_BOOL( m_bRemoveAttachments ); LOAD_VECTOR( m_vAttachDir ); LOAD_HOBJECT( m_hAttachDirObj ); LOAD_ROTATION( m_hackInitialRot ); LOAD_FLOAT( m_fStimRadius ); LOAD_HOBJECT( m_hActivateParent ); LOAD_bool( m_bCanActivate ); // Load the object lists last... uint8 nObjsInList = 0; // First the Attachment list LOAD_BYTE( nObjsInList ); m_AttachmentList.clear( ); if( nObjsInList > 0 ) { LTObjRefNotifier ref( *this ); for( uint8 i = 0; i < nObjsInList; ++i ) { LOAD_HOBJECT( ref ); if( ref ) { m_AttachmentList.push_back( ref ); } } } // Then the other attachment list LOAD_BYTE( nObjsInList ); m_AttachMsgObjList.clear( ); if( nObjsInList > 0 ) { LTObjRefNotifier ref( *this ); for( uint8 i = 0; i < nObjsInList; ++i ) { LOAD_HOBJECT( ref ); if( ref ) { m_AttachMsgObjList.push_back( ref ); } } } // Then the Mark list LOAD_BYTE( nObjsInList ); m_MarkList.clear( ); if( nObjsInList > 0 ) { LTObjRefNotifier ref( *this ); for( uint8 i = 0; i < nObjsInList; ++i ) { LOAD_HOBJECT( ref ); if( ref ) { m_MarkList.push_back( ref ); } } } }