コード例 #1
0
ファイル: SecurityCamera.cpp プロジェクト: Arc0re/lithtech
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);
}
コード例 #2
0
void CAIGoalMountedFlashlight::Save(ILTMessage_Write *pMsg)
{
	super::Save(pMsg);

	SAVE_BOOL( m_bLightOn );
	SAVE_BOOL( m_bCheckedForRangedWeapon );
	SAVE_BOOL( m_bHasRangedWeapon );
}
コード例 #3
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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 );
}
コード例 #4
0
ファイル: MusicMgr.cpp プロジェクト: rickyharis39/nolf2
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);
}
コード例 #5
0
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);
}
コード例 #6
0
ファイル: SpecialMove.cpp プロジェクト: Arc0re/lithtech
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 );
}
コード例 #7
0
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);
}
コード例 #8
0
ファイル: ScaleSprite.cpp プロジェクト: rickyharis39/nolf2
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);
}
コード例 #9
0
ファイル: AIGoalTalk.cpp プロジェクト: Arc0re/lithtech
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);
}
コード例 #10
0
ファイル: AIState.cpp プロジェクト: Arc0re/lithtech
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]);
	}
}
コード例 #11
0
ファイル: AIState.cpp プロジェクト: Arc0re/lithtech
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]);
	}
}
コード例 #12
0
ファイル: CommandObject.cpp プロジェクト: emoose/lithtech
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 );

	}
}
コード例 #13
0
ファイル: AIGoalGuard.cpp プロジェクト: Arc0re/lithtech
void CAIGoalGuard::Save(ILTMessage_Write *pMsg)
{
	super::Save(pMsg);

	SAVE_HOBJECT( m_hGuardNode );
	SAVE_BOOL( m_bInRadius );
}
コード例 #14
0
//----------------------------------------------------------------------------
//              
//	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);
}
コード例 #15
0
ファイル: AIAnimalStrategy.cpp プロジェクト: Arc0re/lithtech
void CAIDogStrategyOneShotAni::Save(HMESSAGEREAD hWrite)
{
	super::Save(hWrite);

	SAVE_BOOL(m_bAnimating);
	SAVE_DWORD(m_eMain);
}
コード例 #16
0
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 );
	}
}
コード例 #17
0
ファイル: Controller.cpp プロジェクト: Arc0re/lithtech
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 );
	}
}
コード例 #18
0
//----------------------------------------------------------------------------
//              
//	ROUTINE:	CAIGoalResurrecting::Save()
//              
//	PURPOSE:	
//              
//----------------------------------------------------------------------------
/*virtual*/ void CAIGoalResurrecting::Save(ILTMessage_Write *pMsg)
{
	CAIGoalAbstractSearch::Save(pMsg);
	
	SAVE_FLOAT(m_fTimeToResurrect);
	SAVE_BOOL(m_bReactivateGoalOnUpdate);
}
コード例 #19
0
//----------------------------------------------------------------------------
//              
//	ROUTINE:	CAIHumanStrategyShootStream::Save()
//              
//	PURPOSE:	
//              
//----------------------------------------------------------------------------
/*virtual*/ void CAIHumanStrategyShootStream::Save(ILTMessage_Write *pMsg)
{
	CAIHumanStrategyShoot::Save(pMsg);

	SAVE_BOOL(m_bFiringStream);
	SAVE_TIME(m_flStreamTime);
}
コード例 #20
0
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 );
	}
}
コード例 #21
0
ファイル: AIVolumeMgr.cpp プロジェクト: Arc0re/lithtech
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);
	}
}
コード例 #22
0
bool UserDefaultUtils::isUserDefaultInitialized()
{
	if (LOAD_BOOL("FIRST_LOAD") == false)
	{
		SAVE_BOOL("FIRST_LOAD", true);
		return false;
	}

	return true;
}
コード例 #23
0
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);
	}
}
コード例 #24
0
ファイル: AIStateAnimate.cpp プロジェクト: Arc0re/lithtech
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 );
}
コード例 #25
0
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 );
}
コード例 #26
0
ファイル: AINodeInterest.cpp プロジェクト: Arc0re/lithtech
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 );
}
コード例 #27
0
ファイル: DisplayTimer.cpp プロジェクト: emoose/lithtech
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 );
}
コード例 #28
0
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);
}
コード例 #29
0
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);
}
コード例 #30
0
ファイル: Alarm.cpp プロジェクト: emoose/lithtech
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 );
}