void WeaponItem::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_BYTE(m_nWeaponId); SAVE_BYTE(m_nAmmoId); SAVE_INT(m_nAmmo); }
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); }
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); }
void TextureFX::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; //write out the changed flag and the values for(uint32 nCurrStage = 0; nCurrStage < NUM_STAGES; nCurrStage++) { //write out the stage ID SAVE_DWORD(m_Stages[nCurrStage].m_nID); //write out the changed SAVE_BYTE((uint8)m_Stages[nCurrStage].m_nChanged); //write out the variables for(uint32 nCurrVar = 0; nCurrVar < NUM_VARS; nCurrVar++) { //see if this variable was changed, if it wasn't, don't bother saving //it out if(m_Stages[nCurrStage].m_nChanged & (1 << nCurrVar)) { SAVE_FLOAT(m_Stages[nCurrStage].m_fVars[nCurrVar]); } } } }
// ----------------------------------------------------------------------- // // // ROUTINE: CTronPlayerObj::Save // // PURPOSE: Load the object // // ----------------------------------------------------------------------- // void CTronPlayerObj::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if(!pMsg) return; for(int i=0;i<NUM_RATINGS;i++) { SAVE_BYTE(m_iPerformanceRatings[i]); } SAVE_BYTE(m_byPSets); SAVE_BYTE(m_byOldPSets); SAVE_BYTE(m_nArmorPercentage); SAVE_WORD(m_nBuildPoints); SAVE_WORD(m_nOldBuildPoints); CPlayerObj::Save(pMsg, dwSaveFlags); }
void DoomsDayDevice::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if( !pMsg ) return; SAVE_BYTE( m_eDoomsDayDeviceState ); m_Timer.Save( pMsg ); SAVE_BYTE( m_nOwningTeamID ); SAVE_FLOAT( m_fDropZoneRadius ); SAVE_DWORD( (uint32)(m_lsthTargets.size()) ); TargetList::const_iterator iter; for( iter = m_lsthTargets.begin(); iter != m_lsthTargets.end(); ++iter ) { SAVE_HOBJECT( *iter ); } }
void CAIGoalAbstractStimulated::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_DWORD(m_eSenseType); SAVE_HOBJECT(m_hStimulusSource); SAVE_HOBJECT(m_hStimulusTarget); SAVE_TIME(m_fStimulusTime); SAVE_BYTE(m_eOnRelationChangeAction); }
void GunMount::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if( !pMsg ) return; SAVE_CHARSTRING( m_sWeapon.c_str( )); SAVE_DWORD( m_nRoundsToFire ); SAVE_BYTE( m_eFiringState ); SAVE_bool( m_bVisible ); }
void CDestructibleModel::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!g_pLTServer || !pMsg) return; SAVE_BYTE( m_DestructibleModelFlags ); SAVE_DWORD( m_dwOriginalFlags ); SAVE_DWORD( m_eStimID ); SAVE_FLOAT( m_fStimRadius ); SAVE_DWORD( m_nDestroyAlarmLevel ); SAVE_CHARSTRING( m_pszDestroyedFXName ); }
void CDestructibleModel::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!g_pLTServer || !pMsg) return; SAVE_BYTE( m_nDebrisId ); SAVE_BOOL( m_bCreatedDebris ); SAVE_BOOL( m_bCreateExplosion ); SAVE_BYTE( m_nExplosionWeaponId ); SAVE_BOOL( m_bFireAlongForward ); SAVE_FLOAT( m_fDamageFactor ); SAVE_BOOL( m_bRemoveOnDeath ); SAVE_HSTRING( m_hstrSpawn ); SAVE_HSTRING( m_hstrSurfaceOverride ); SAVE_DWORD( m_dwOriginalFlags ); SAVE_BOOL( m_bSaveNeverDestroy ); SAVE_BOOL( m_bSaveCanDamage ); SAVE_DWORD( m_eStimID ); SAVE_FLOAT( m_fStimRadius ); SAVE_DWORD( m_nDestroyAlarmLevel ); }
void DynamicOccluderVolume::Save( ILTMessage_Write *pMsg, uint32 dwSaveFlags ) { ASSERT( pMsg != LTNULL ); SAVE_BYTE( m_nNumOccluders ); uint32 i; for ( i=0; i < m_nNumOccluders; i++) { SAVE_INT( m_nOccluderIds[i] ); } SAVE_BYTE( m_nNumRenderGroups ); for ( i=0; i < m_nNumRenderGroups; i++) { SAVE_INT( m_nRenderGroups[i] ); } }
void DynamicSectorVolume::Save( ILTMessage_Write *pMsg, uint32 /*dwSaveFlags*/ ) { ASSERT( pMsg != NULL ); SAVE_BYTE( m_nNumSectors ); uint32 i; for ( i=0; i < m_nNumSectors; i++) { SAVE_INT( m_nSectorIds[i] ); } }
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 ); }
bool CDoomsDayMissionMgr::Save( ILTMessage_Write& msg, uint32 dwSaveFlags ) { if( !CServerMissionMgr::Save( msg, dwSaveFlags )) return false; ILTMessage_Write* pMsg = &msg; SAVE_BYTE( m_nActivatingTeam ); SAVE_bool( m_bNextRound ); return true; }
void WorldModel::OnSave( ILTMessage_Write *pMsg, uint32 dwSaveFlags ) { ASSERT( pMsg != NULL ); m_ActivateTypeHandler.Save( pMsg ); SAVE_bool( m_bIsKeyframed ); SAVE_bool( m_bStartHidden ); SAVE_HSTRING( m_hstrAttachments ); SAVE_BOOL( m_bRemoveAttachments ); SAVE_VECTOR( m_vAttachDir ); SAVE_HOBJECT( m_hAttachDirObj ); SAVE_ROTATION( m_hackInitialRot ); SAVE_FLOAT( m_fStimRadius ); SAVE_HOBJECT( m_hActivateParent ); SAVE_bool( m_bCanActivate ); // Save the object lists last... ObjRefNotifierList::iterator iter; // First the Attachment List SAVE_BYTE( m_AttachmentList.size( )); for( iter = m_AttachmentList.begin( ); iter != m_AttachmentList.end( ); iter++ ) { SAVE_HOBJECT( *iter ); } SAVE_BYTE( m_AttachMsgObjList.size( )); for( iter = m_AttachMsgObjList.begin( ); iter != m_AttachMsgObjList.end( ); iter++ ) { SAVE_HOBJECT( *iter ); } // Then the Mark List SAVE_BYTE( m_MarkList.size( )); for( iter = m_MarkList.begin( ); iter != m_MarkList.end( ); iter++ ) { SAVE_HOBJECT( *iter ); } }
void DisplayMeter::Save(HMESSAGEWRITE hWrite) { if (!hWrite) return; SAVE_BOOL(m_bRemoveWhenEmpty); SAVE_BYTE(m_nValue); for (int i=0; i < DM_MAX_NUMBER_OF_PHASES; i++) { m_PhaseData[i].Save(hWrite); } }
void PlayerVehicle::Save(HMESSAGEWRITE hWrite) { ILTServer* pServerDE = GetServerDE(); if (!pServerDE || !hWrite) return; SAVE_VECTOR(m_vOriginalPos); SAVE_VECTOR(m_vOriginalDims); SAVE_ROTATION(m_rOriginalRot); SAVE_FLOAT(m_fRespawnTime); SAVE_BYTE((uint8)m_ePPhysicsModel); m_RespawnTimer.Save(hWrite); }
void SpinningWorldModel::OnSave( ILTMessage_Write *pMsg, uint32 dwSaveFlags ) { if( !pMsg ) return; // Send to base class ActiveWorldModel::OnSave( pMsg, dwSaveFlags ); SAVE_VECTOR( m_vVelocity ); SAVE_VECTOR( m_vFinalVelocity ); SAVE_BYTE( m_bUpdateSpin ); SAVE_TIME( m_fLastTime ); }
void PlayerVehicle::Save(ILTMessage_Write *pMsg) { if (!pMsg) return; SAVE_VECTOR(m_vOriginalPos); SAVE_VECTOR(m_vOriginalDims); SAVE_ROTATION(m_rOriginalRot); SAVE_FLOAT(m_fRespawnTime); SAVE_BYTE((uint8)m_ePPhysicsModel); SAVE_bool( m_bLocked ); SAVE_bool( m_bRidden ); SAVE_HSTRING( m_hstrLockedCommand ); SAVE_DWORD(m_dwSavedFlags); SAVE_TIME( m_fLastRideTime ); SAVE_bool( m_bVirgin ); m_RespawnTimer.Save(pMsg); }
void Camera::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_INT ( sm_nActiveCamera ); SAVE_bool ( m_bOn ); SAVE_bool ( m_bIsListener ); SAVE_bool ( m_bAllowPlayerMovement ); SAVE_bool ( m_bOneTime ); SAVE_BYTE ( m_nCameraType); SAVE_bool ( m_bStartActive ); SAVE_FLOAT ( m_fActiveTime ); SAVE_TIME ( m_fTurnOffTime ); SAVE_bool ( m_bCanSkip ); SAVE_bool ( m_bOnSkipCleanupOnly ); SAVE_STDSTRING ( m_sCleanupCmd ); SAVE_FLOAT ( m_fFovY ); SAVE_FLOAT ( m_fFovAspectScale ); }
void PickupItem::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_HOBJECT(m_hPlayerObj); SAVE_FLOAT(m_fRespawnDelay); SAVE_BOOL(m_bRotate); SAVE_BOOL(m_bBounce); SAVE_BOOL(m_bRespawn); SAVE_DWORD(m_dwUserFlags); SAVE_DWORD(m_dwFlags); SAVE_HSTRING(m_hstrPickupCommand); SAVE_HSTRING(m_hstrSoundFile); SAVE_HSTRING(m_hstrRespawnSoundFile); SAVE_HSTRING(m_hstrModelOverride); SAVE_VECTOR(m_vScale); SAVE_BOOL(m_bTouchPickup); SAVE_BOOL(m_bActivatePickup); SAVE_bool(m_bWasPickedUp); SAVE_CHARSTRING(m_sWorldAniName.c_str()); SAVE_BYTE(m_nTeamId); }
void AISenseRecord::Save(ILTMessage_Write *pMsg) { SAVE_DWORD(eSenseType); SAVE_DWORD(pAIBM_Last_Stimulus ? pAIBM_Last_Stimulus->eSenseType : kStim_InvalidType); SAVE_HOBJECT(hLastStimulusSource); SAVE_HOBJECT(hLastStimulusTarget); SAVE_DWORD(eLastTargetMatchID); SAVE_VECTOR(vLastStimulusPos); SAVE_VECTOR(vLastStimulusDir); SAVE_DWORD(nLastStimulusAlarmLevel); SAVE_DWORD(eLastStimulusID); SAVE_FLOAT(fSenseDistance); SAVE_FLOAT(fSenseDistanceSqr); SAVE_FLOAT(fCurStimulation); SAVE_FLOAT(fMaxStimulation); SAVE_FLOAT(fReactionDelayTimer); SAVE_FLOAT(fReactionDelayTime); SAVE_TIME(fLastStimulationTime); SAVE_DWORD(nCycle); SAVE_BYTE(cFalseStimulation); SAVE_INT(ptSightGrid.x); SAVE_INT(ptSightGrid.y); }
void ModItem::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_BYTE(m_nModId); }
void GameBase::Save(ILTMessage_Write *pMsg) { SAVE_DWORD(g_pVersionMgr->GetSaveVersion()); SAVE_DWORD(m_dwOriginalFlags); SAVE_BYTE( m_eOriginalShadowLOD ); }
void RelationDescription::Save(ILTMessage_Write *pMsg) { SAVE_BYTE( eTrait ); SAVE_CHARSTRING( szValue ); SAVE_BYTE( eAlignment ); }