void ScreenShake::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags) { ILTServer* pServerDE = GetServerDE(); if (!pServerDE || !hWrite) return; pServerDE->WriteToMessageVector(hWrite, &m_vAmount); pServerDE->WriteToMessageFloat(hWrite, (LTFLOAT) m_nNumShakes); pServerDE->WriteToMessageFloat(hWrite, m_fAreaOfEffect); pServerDE->WriteToMessageFloat(hWrite, m_fFrequency); pServerDE->WriteToMessageFloat(hWrite, m_fSoundRadius); pServerDE->WriteToMessageHString(hWrite, m_hstrSound); }
void CinematicTrigger::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags) { ILTServer* pServerDE = GetServerDE(); if (!pServerDE || !hWrite) return; pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hCurSpeaker); pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hLastSpeaker); pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hCamera); pServerDE->WriteToLoadSaveMessageObject(hWrite, m_hKeyFramer); pServerDE->WriteToMessageByte(hWrite, m_nCurMessage); pServerDE->WriteToMessageByte(hWrite, m_bOn); pServerDE->WriteToMessageByte(hWrite, m_bNotified); pServerDE->WriteToMessageByte(hWrite, m_bCreateCamera); pServerDE->WriteToMessageByte(hWrite, m_bCreateKeyFramer); pServerDE->WriteToMessageByte(hWrite, m_bStartOn); pServerDE->WriteToMessageByte(hWrite, m_bRemoveBadAI); pServerDE->WriteToMessageByte(hWrite, m_bOneTimeOnly); pServerDE->WriteToMessageByte(hWrite, m_bCanSkip); pServerDE->WriteToMessageByte(hWrite, m_bAllWindows); pServerDE->WriteToMessageByte(hWrite, m_bDialogueDone); pServerDE->WriteToMessageByte(hWrite, m_bLeaveCameraOn); pServerDE->WriteToMessageFloat(hWrite, m_fNextDialogueStart); for (int i=0; i < MAX_CT_MESSAGES; i++) { pServerDE->WriteToMessageFloat(hWrite, m_fDelay[i]); pServerDE->WriteToMessageHString(hWrite, m_hstrDialogue[i]); pServerDE->WriteToMessageHString(hWrite, m_hstrWhoPlaysDialogue[i]); pServerDE->WriteToMessageHString(hWrite, m_hstrTargetName[i]); pServerDE->WriteToMessageHString(hWrite, m_hstrMessageName[i]); pServerDE->WriteToMessageHString(hWrite, m_hstrWhoPlaysDecisions[i]); pServerDE->WriteToMessageHString(hWrite, m_hstrDecisions[i]); pServerDE->WriteToMessageHString(hWrite, m_hstrReplies[i]); pServerDE->WriteToMessageHString(hWrite, m_hstrRepliesTarget[i]); pServerDE->WriteToMessageHString(hWrite, m_hstrRepliesMsg[i]); pServerDE->WriteToMessageByte(hWrite, m_bWindow[i]); } pServerDE->WriteToMessageHString(hWrite, m_hstrCleanUpTriggerTarget); pServerDE->WriteToMessageHString(hWrite, m_hstrCleanUpTriggerMsg); pServerDE->WriteToMessageHString(hWrite, m_hstrDialogueDoneTarget); pServerDE->WriteToMessageHString(hWrite, m_hstrDialogueDoneMsg); pServerDE->WriteToMessageHString(hWrite, m_hstrDialogueStartTarget); pServerDE->WriteToMessageHString(hWrite, m_hstrDialogueStartMsg); }
void Spawner::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags) { ILTServer* pServerDE = GetServerDE(); if (!pServerDE || !hWrite) return; pServerDE->WriteToMessageFloat(hWrite, m_fSoundRadius); pServerDE->WriteToMessageHString(hWrite, m_hstrSpawnSound); pServerDE->WriteToMessageHString(hWrite, m_hstrDefaultSpawn); }
void WorldModelDebris::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags) { ILTServer* pServerDE = GetServerDE(); if (!pServerDE || !hWrite) return; pServerDE->WriteToMessageByte(hWrite, m_bRotate); pServerDE->WriteToMessageFloat(hWrite, m_fXRotVel); pServerDE->WriteToMessageFloat(hWrite, m_fYRotVel); pServerDE->WriteToMessageFloat(hWrite, m_fZRotVel); pServerDE->WriteToMessageFloat(hWrite, m_fPitch); pServerDE->WriteToMessageFloat(hWrite, m_fYaw); pServerDE->WriteToMessageFloat(hWrite, m_fRoll); pServerDE->WriteToMessageFloat(hWrite, m_fLastTime); }