void Record(CircularBuffer & buffer, T& instanceToBeRecorded, EngineActorTag &tag) { //The search algorithm must be based on only //being able to iterate forward. cout << "Storing a Engine Actor" << endl; EngineActor * actor = reinterpret_cast<EngineActor*>(&instanceToBeRecorded); //Store the UID buffer.Append(actor->GetUID()); //Store the vector buffer.Append(actor->GetPosition()); }
void Record(CircularBuffer & buffer, T& instanceToBeRecorded, PODTag &tag) { //The search algorithm must be based on only being able to iterate forward. cout << "Storing a PODTag structure" << endl; buffer.Append(instanceToBeRecorded); }
void Record(CircularBuffer & buffer) { buffer.Append(a); buffer.Append(b); buffer.Append(c); }