// // Save // void TransportUnload::Save(FScope *fScope) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); StdSave::TypeVector(fScope, "Destination", destination); moveHandle.SaveState(fScope->AddFunction("MoveHandle")); }
// // Save // void UnitExplore::Save(FScope *fScope) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); moveHandle.SaveState(fScope->AddFunction("MoveHandle")); StdSave::TypeU32(fScope, "HangUntil", hangUntil); }
// // Save // void SquadFormation::Save(FScope *fScope) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); StdSave::TypeU32(fScope, "Formation", formation); StdSave::TypeVector(fScope, "Location", location); StdSave::TypeF32(fScope, "Direction", direction); }
// // Save // void SquadAttack::Save(FScope *fScope) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); if (target.Valid()) { target.SaveState(fScope->AddFunction("Target")); } }
// // Save // void UnitIdle::Save(FScope *fScope) { // Only save state if we're active if (subject->GetCurrentTask() == this) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); timer.SaveState(fScope->AddFunction("Timer")); StdSave::TypeU32(fScope, "AnimationCrc", animationCrc); } }
// // Save // void UnitRecycle::Save(FScope *fScope) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); StdSave::TypeU32(fScope, "Refund", U32(refund)); StdSave::TypeF32(fScope, "TimeTotal", timeTotal); StdSave::TypeF32(fScope, "TimeCurrent", timeCurrent); StdSave::TypeF32(fScope, "ProgressTotal", progressTotal); StdSave::TypeF32(fScope, "ProgressMax", progressMax); StdSave::TypeU32(fScope, "Cancel", cancel); }
// // Save // void UnitConstruct::Save(FScope *fScope) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); StdSave::TypeF32(fScope, "ProgressTotal", progressTotal); StdSave::TypeF32(fScope, "ProgressMax", progressMax); StdSave::TypeU32(fScope, "ResourceRemoved", U32(resourceRemoved)); StdSave::TypeU32(fScope, "ResourceRemaining", U32(resourceRemaining)); StdSave::TypeU32(fScope, "HitPointsLeft", U32(hitPointsLeft)); StdSave::TypeReaper(fScope, "Constructor", constructor); if (constructListTeam) { StdSave::TypeString(fScope, "ConstructListTeam", constructListTeam->GetName()); } }
// // Save // void UnitAnimate::Save(FScope *fScope) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); StdSave::TypeU32(fScope, "CycleId", cycleId); }
// // Save // void ParasiteSight::Save(FScope *fScope) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); timer.SaveState(fScope->AddFunction("Timer")); }
// // Save // void SquadBoard::Save(FScope *fScope) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); StdSave::TypeReaperList(fScope, "Transports", transports); }
// // Save // void MapDeath::Save(FScope *fScope) { SaveTaskData(fScope); inst.SaveState(fScope->AddFunction("StateMachine")); }