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 ); } }
void CAIMovement::Save(ILTMessage_Write *pMsg) { m_stackAnimations.Save(pMsg, FnSaveAnimationProp); SAVE_DWORD(m_eState); SAVE_BOOL(m_bUnderwater); SAVE_VECTOR(m_vDest); SAVE_COBJECT(m_pDestVolume); SAVE_VECTOR(m_vLastValidVolumePos); SAVE_BOOL(m_bClimbing); SAVE_BOOL(m_bFaceDest); SAVE_FLOAT(m_fSetSpeed); SAVE_BOOL(m_bIgnoreVolumes); SAVE_DWORD(m_eLastMovementType); SAVE_FLOAT(m_fAnimRate); SAVE_BOOL(m_bMovementLocked); SAVE_BOOL(m_bRotationLocked); SAVE_BOOL(m_bNoDynamicPathfinding); SAVE_BOOL(m_bMoved); SAVE_BOOL(m_bNewPathSet); SAVE_VECTOR(m_vBoundPts[0]); SAVE_VECTOR(m_vBoundPts[1]); SAVE_VECTOR(m_vBoundPts[2]); SAVE_DWORD(m_cBoundPts); SAVE_DWORD(m_iBoundPt); SAVE_BOOL(m_bDoParabola); SAVE_VECTOR(m_vParabolaOrigin); SAVE_FLOAT(m_fParabolaPeakDist); SAVE_FLOAT(m_fParabolaPeakHeight); SAVE_FLOAT(m_fParabola_a); SAVE_BOOL(m_bParabolaPeaked); }
void CAIGoalDisappearReappear::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_FLOAT( m_fDisappearDistMinSqr ); SAVE_FLOAT( m_fDisappearDistMaxSqr ); }
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); }
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 ); } }
void CAIGoalCharge::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_FLOAT(m_fAttackDistanceSqr); SAVE_FLOAT(m_fYellDistanceSqr); SAVE_FLOAT(m_fStopDistanceSqr); }
void CAISenseRecord::Save(HMESSAGEWRITE hWrite) { SAVE_HOBJECT(m_hObject); SAVE_DWORD(m_stType); SAVE_DWORD(m_soOutcome); SAVE_FLOAT(m_fTimestamp); SAVE_FLOAT(m_fLifetime); }
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 ); }
void CAIHumanStateLaunch::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_FLOAT( m_fLaunchSpeed ); SAVE_FLOAT( m_fLaunchHeight ); SAVE_VECTOR( m_vLaunchDest ); SAVE_DWORD( m_eLaunchMovement ); }
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); } }
void CAIBrain::Save(HMESSAGEWRITE hWrite) { SAVE_DWORD(m_eRangeStatusLast); SAVE_FLOAT(m_fRangeStatusCheckTime); SAVE_DWORD(m_eDodgeStatusLast); SAVE_FLOAT(m_fDodgeStatusCheckTimeVector); SAVE_FLOAT(m_fDodgeStatusCheckTimeProjectile); SAVE_HSTRING(m_hstrDodgeProjectileName); SAVE_VECTOR(m_vDodgeProjectilePosition); SAVE_FLOAT(m_fGrenadeStatusCheckTime); }
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 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); }
void CDeathScene::Save(ILTMessage_Write *pMsg) { if ( !pMsg || !g_pLTServer ) return; SAVE_DWORD(m_eCharacterDeath); SAVE_HOBJECT(m_hSceneObject); SAVE_FLOAT(m_fNoiseVolume); SAVE_TIME(m_fNoiseTime); SAVE_TIME(m_fLastPainTime); SAVE_FLOAT(m_fLastPainVolume); SAVE_BOOL(m_bWasPlayer); m_pObjectRelationMgr->Save(pMsg); }
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 CoreDump::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_FLOAT(m_fTotalEnergy); SAVE_FLOAT(m_fCurrentEnergy); for(int i=0;i<MAX_CORE_DUMP_FX;i++) { SAVE_HOBJECT(m_collFX[i]); } // We specifically don't save/load the player because we don't support // saving/loading during a transfer }
//---------------------------------------------------------------------------- // // 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); }
//---------------------------------------------------------------------------- // // ROUTINE: CAISensorNode::Save/Load // // PURPOSE: Handle saving and restoring the CAISensorNode // //---------------------------------------------------------------------------- void CAISensorNode::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_FLOAT(m_fSearchMult); SAVE_DWORD( m_cNodesFound ); }
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: CAIGoalResurrecting::Save() // // PURPOSE: // //---------------------------------------------------------------------------- /*virtual*/ void CAIGoalResurrecting::Save(ILTMessage_Write *pMsg) { CAIGoalAbstractSearch::Save(pMsg); SAVE_FLOAT(m_fTimeToResurrect); SAVE_BOOL(m_bReactivateGoalOnUpdate); }
void ExitTrigger::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_FLOAT(m_fFadeOutTime); SAVE_bool(m_bExitMission); }
void CAISensorDamageFX::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_bool( m_bDamageFXInitialized ); SAVE_FLOAT( m_fFullHealth ); SAVE_DWORD( m_eDamageFXState ); }
void AINodeStimulus::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_DWORD( m_eStimulusType ); SAVE_DWORD( m_eStimulusID ); SAVE_FLOAT( m_fStimulusDuration ); SAVE_DWORD(m_eAISoundType); }
void CAIHumanStateAttackProne::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); m_pStrategyShoot->Save(pMsg); SAVE_TIME( m_fStayProneTime ); SAVE_TIME( m_fLastFiredTime ); SAVE_FLOAT( m_fHalfMinDistSqr ); }
void Spawner::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_FLOAT(m_fSoundRadius); SAVE_STDSTRING( m_sSpawnSound ); SAVE_STDSTRING( m_sTarget ); SAVE_STDSTRING( m_sInitialCommand ); }
void CAIVolumeNeighbor::Save(HMESSAGEWRITE hWrite) { SAVE_INT(m_iVolume); SAVE_VECTOR(m_vConnectionPos); SAVE_VECTOR(m_avConnectionEndpoints[0]); SAVE_VECTOR(m_avConnectionEndpoints[1]); SAVE_VECTOR(m_vConnectionPerpDir); SAVE_VECTOR(m_vConnectionDir); SAVE_FLOAT(m_fConnectionLength); }
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 AI_Helicopter::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags) { CAIVehicle::Save(hWrite, dwSaveFlags); // Save state... uint32 dwState = (uint32)-1; if (m_pHelicopterState) { dwState = (uint32) m_pHelicopterState->GetType(); } SAVE_DWORD(dwState); if (m_pHelicopterState) { m_pHelicopterState->Save(hWrite); } SAVE_FLOAT(m_fSpeed); SAVE_FLOAT(m_fFlySpeed); SAVE_ROTATION(m_rRotSearchlight); SAVE_VECTOR(m_vPosSearchlight); SAVE_INT(m_iObjectSearchLight); SAVE_ROTATION(m_rRotGunner); SAVE_VECTOR(m_vPosGunner); SAVE_INT(m_iObjectGunner); SAVE_BOOL(m_bWantsRightDoorOpened); SAVE_BOOL(m_bWantsRightDoorClosed); SAVE_BOOL(m_bRightDoorOpened); SAVE_BOOL(m_bWantsLeftDoorOpened); SAVE_BOOL(m_bWantsLeftDoorClosed); SAVE_BOOL(m_bLeftDoorOpened); SAVE_FLOAT(m_fDeathDelay); SAVE_HSTRING(m_hstrDeathMessage); SAVE_HSTRING(m_hstrDeath2_3rdMessage); SAVE_HSTRING(m_hstrDeath1_3rdMessage); SAVE_HSTRING(m_hstrDeath0_3rdMessage); SAVE_BOOL(m_bExploded); }
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); }
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 ); }