void SaveStrategy_DeathVolume(STRATEGYBLOCK* sbPtr) { DEATH_VOLUME_SAVE_BLOCK *block; DEATH_VOLUME_BEHAV_BLOCK* dv_bhv; dv_bhv = (DEATH_VOLUME_BEHAV_BLOCK*)sbPtr->SBdataptr; GET_STRATEGY_SAVE_BLOCK(block,sbPtr); //start copying stuff block->active = dv_bhv->active; }
void SaveStrategy_SelfDestruct(STRATEGYBLOCK* sbPtr) { SELF_DESTRUCT_SAVE_BLOCK *block; SELF_DESTRUCT_BEHAV_BLOCK* sd_bhv; sd_bhv = (SELF_DESTRUCT_BEHAV_BLOCK*)sbPtr->SBdataptr; GET_STRATEGY_SAVE_BLOCK(block,sbPtr); //start copying stuff COPYELEMENT_SAVE(timer); COPYELEMENT_SAVE(active); }
void SaveStrategy_LiftDoor(STRATEGYBLOCK* sbPtr) { LIFT_DOOR_SAVE_BLOCK *block; LIFT_DOOR_BEHAV_BLOCK *doorbhv ; doorbhv = (LIFT_DOOR_BEHAV_BLOCK*)sbPtr->SBdataptr; GET_STRATEGY_SAVE_BLOCK(block,sbPtr); block->request_state = doorbhv->request_state; block->door_state = doorbhv->door_state; block->ObMorphCurrFrame = doorbhv->PDmctrl->ObMorphCurrFrame; block->ObMorphFlags = doorbhv->PDmctrl->ObMorphFlags; block->ObMorphSpeed = doorbhv->PDmctrl->ObMorphSpeed; Save_SoundState(&doorbhv->SoundHandle); }