Exemplo n.º 1
0
void CAIStateAnimate::Save( ILTMessage_Write *pMsg )
{
	super::Save(pMsg);

	SAVE_BOOL(m_bLoop);
	SAVE_INT(m_eSpecialType);
	m_animProps.Save(pMsg);

	SAVE_bool( m_bCheckDepartedNode ); 
	SAVE_VECTOR( m_vInitialPos );
}
Exemplo n.º 2
0
void DynamicOccluderVolume::Save( ILTMessage_Write *pMsg, uint32 dwSaveFlags )
{
	ASSERT( pMsg != LTNULL );

	SAVE_BYTE( m_nNumOccluders );

	uint32 i;
	for ( i=0; i < m_nNumOccluders; i++)
	{
		SAVE_INT( m_nOccluderIds[i] );
	}

	SAVE_BYTE( m_nNumRenderGroups );

	for ( i=0; i < m_nNumRenderGroups; i++)
	{
		SAVE_INT( m_nRenderGroups[i] );
	}

}
Exemplo n.º 3
0
void CAIActivityAbstract::Save(ILTMessage_Write *pMsg)
{
	SAVE_INT(m_eActStatus);

	SAVE_INT(m_nActivityPriority);

	SAVE_FLOAT(m_fActivityUpdateRate);
	SAVE_TIME(m_fNextActivityUpdateTime);
	SAVE_TIME(m_fActivityActivateTime);
	SAVE_TIME(m_fActivityTimeOut);
	SAVE_TIME(m_fActivityExpirationTime);

	SAVE_INT(m_cPotentialParticipants);
	for (int i = 0; i < MAX_PARTICIPANTS; ++i)
	{
		SAVE_HOBJECT(m_aPotentialParticipants[i]);
	}

	// Don't save:
	// m_pSquad;
}
Exemplo n.º 4
0
void DynamicSectorVolume::Save( ILTMessage_Write *pMsg, uint32 /*dwSaveFlags*/ )
{
	ASSERT( pMsg != NULL );

	SAVE_BYTE( m_nNumSectors );

	uint32 i;
	for ( i=0; i < m_nNumSectors; i++)
	{
		SAVE_INT( m_nSectorIds[i] );
	}
}
Exemplo n.º 5
0
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);
}
Exemplo n.º 6
0
void SpecialMove::Save( ILTMessage_Write* pMsg, uint32 nFlags )
{
	if( !pMsg ) return;

	SAVE_INT(m_eAnimation);
	SAVE_FLOAT(m_fActivateDist);
	SAVE_BOOL(m_bOn);
	SAVE_BOOL(m_bRadial);
	SAVE_STDSTRING(m_sActivateCommand);
	SAVE_STDSTRING(m_sReleaseCommand);
	SAVE_STDSTRING(m_sLookedAtCommand);
	m_ActivateTypeHandler.Save( pMsg );
}
void CAIVolume::Save(HMESSAGEWRITE hWrite)
{
	SAVE_HSTRING(m_hstrName);
	SAVE_INT(m_iVolume);
	SAVE_DWORD(m_iRegion);
	SAVE_VECTOR(m_vFrontTopLeft);
	SAVE_VECTOR(m_vFrontTopRight);
	SAVE_VECTOR(m_vBackTopLeft);
	SAVE_VECTOR(m_vBackTopRight);
	SAVE_VECTOR(m_vFrontBottomLeft);
	SAVE_VECTOR(m_vFrontBottomRight);
	SAVE_VECTOR(m_vBackBottomLeft);
	SAVE_VECTOR(m_vBackBottomRight);
	SAVE_INT(m_cNeighbors);
	SAVE_BOOL(m_bHadDoors);
	SAVE_INT(m_cDoors);
	SAVE_HOBJECT(m_hLift);
	SAVE_BOOL(m_bStairs);
	SAVE_BOOL(m_bLedge);
	SAVE_BOOL(m_bVertical);
	SAVE_VECTOR(m_vStairsDir);
	SAVE_VECTOR(m_vLedgeDir);

	for ( uint32 iNeighbor = 0 ; iNeighbor < m_cNeighbors ; iNeighbor++ )
	{
		m_aNeighbors[iNeighbor].Save(hWrite);
	}

	for ( uint32 iDoor = 0 ; iDoor < cm_nMaxDoors ; iDoor++ )
	{
		SAVE_HOBJECT(m_ahDoors[iDoor]);
	}

	for ( uint32 iViewNode = 0 ; iViewNode < kMaxViewNodes ; iViewNode++ )
	{
		SAVE_DWORD(m_adwViewNodes[iViewNode]);
	}
}
Exemplo n.º 8
0
void AISenseRecord::Save(ILTMessage_Write *pMsg)
{
	SAVE_DWORD(eSenseType);
	SAVE_DWORD(pAIBM_Last_Stimulus ? pAIBM_Last_Stimulus->eSenseType : kStim_InvalidType);
	SAVE_HOBJECT(hLastStimulusSource);
	SAVE_HOBJECT(hLastStimulusTarget);
	SAVE_DWORD(eLastTargetMatchID);
	SAVE_VECTOR(vLastStimulusPos);
	SAVE_VECTOR(vLastStimulusDir);
	SAVE_DWORD(nLastStimulusAlarmLevel);
	SAVE_DWORD(eLastStimulusID);
	SAVE_FLOAT(fSenseDistance);
	SAVE_FLOAT(fSenseDistanceSqr);
	SAVE_FLOAT(fCurStimulation);
	SAVE_FLOAT(fMaxStimulation);
	SAVE_FLOAT(fReactionDelayTimer);
	SAVE_FLOAT(fReactionDelayTime);
	SAVE_TIME(fLastStimulationTime);
	SAVE_DWORD(nCycle);
	SAVE_BYTE(cFalseStimulation);
	SAVE_INT(ptSightGrid.x);
	SAVE_INT(ptSightGrid.y);
}
Exemplo n.º 9
0
void ObjectRemover::Save(ILTMessage_Write *pMsg)
{
	if (!pMsg) return;

	for ( int iGroup = 0 ; iGroup < kMaxGroups ; iGroup++ )
	{
		for ( int iObject = 0 ; iObject < kMaxObjectsPerGroup ; iObject++ )
		{
			SAVE_STDSTRING(m_astrObjects[iGroup][iObject]);
		}
	}

	SAVE_INT(m_cGroupsToKeep);
}
Exemplo n.º 10
0
void CAIState::Save(ILTMessage_Write *pMsg)
{
	SAVE_DWORD(m_eStateStatus);
	SAVE_BOOL(m_bNoCinematics);
	SAVE_FLOAT(m_fElapsedTime);
	SAVE_BOOL(m_bFirstUpdate);
	SAVE_BOOL(m_bPlayFirstSound);
	SAVE_HSTRING(m_hstrReturn);
	SAVE_HSTRING(m_hstrFirst);
	SAVE_INT(m_cNexts);
	for ( int iNext = 0 ; iNext < kMaxNexts ; iNext++ )
	{
		SAVE_HSTRING(m_ahstrNexts[iNext]);
	}
}
Exemplo n.º 11
0
void RelationSet::Save(ILTMessage_Write *pMsg)
{
    // for each CharacterTrait array, save
    for( int i = 0; i < RelationTraits::kTrait_Count; i++ )
    {
        // Save the size, so we know how many elements this RelationSet has when we load
        SAVE_INT( (int32)(m_RelationSet[i].size()) );

        // Save each of the _EnumString/int pairs
        _mapEnumStringsToAlignment::iterator itMapToString;
        itMapToString = m_RelationSet[i].begin();
        while( itMapToString != m_RelationSet[i].end() )
        {
            // Copy the Value, then save it
            RelationTraits::CIDValue inst = (*itMapToString).first;
            inst.Save(pMsg);

            // Save the associated relation
            SAVE_INT( (int)((*itMapToString).second) );

            itMapToString++;
        }
    }
}
Exemplo n.º 12
0
void CAIWeaponAbstract::Save(ILTMessage_Write *pMsg)
{
	HOBJECT hOwner = m_pWeapon->GetObject();
	ASSERT(IsAI(hOwner));

	SAVE_HOBJECT(hOwner);
	SAVE_HRECORD( m_pWeapon->GetWeaponRecord() );
	SAVE_STDSTRING(m_szFireSocketName);
	SAVE_INT(m_eFiringState);
	SAVE_DWORD(m_iAnimRandomSeed);
	SAVE_TIME(m_fRandomSeedSelectionTime);
	SAVE_FLOAT(m_flWeaponContextInaccuracyScalar);
	SAVE_DWORD(m_hWeaponSocket);
	SAVE_bool(m_bCanDropWeapon);
}
Exemplo n.º 13
0
void CAIState::Save(HMESSAGEREAD hWrite)
{
	SAVE_BOOL(m_bAlert);
	SAVE_BOOL(m_bNoCinematics);
	SAVE_FLOAT(m_fElapsedTime);
	SAVE_BOOL(m_bFirstUpdate);
	SAVE_BOOL(m_bPlayFirstSound);
	SAVE_HSTRING(m_hstrReturn);
	SAVE_HSTRING(m_hstrFirst);
	SAVE_INT(m_cNexts);
	for ( int iNext = 0 ; iNext < kMaxNexts ; iNext++ )
	{
		SAVE_HSTRING(m_ahstrNexts[iNext]);
	}
}
Exemplo n.º 14
0
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 );
}
Exemplo n.º 15
0
void CGrenade::Save(HMESSAGEWRITE hWrite, uint32 dwSaveFlags)
{
	if (!hWrite) return;

	CProjectile::Save(hWrite, dwSaveFlags);

    g_pLTServer->WriteToMessageByte(hWrite, m_bSpinGrenade);
    g_pLTServer->WriteToMessageByte(hWrite, m_bUpdating);
    g_pLTServer->WriteToMessageByte(hWrite, m_eContainerCode);
    g_pLTServer->WriteToMessageByte(hWrite, m_eLastHitSurface);

    g_pLTServer->WriteToMessageFloat(hWrite, m_fPitch);
    g_pLTServer->WriteToMessageFloat(hWrite, m_fYaw);
    g_pLTServer->WriteToMessageFloat(hWrite, m_fRoll);
    g_pLTServer->WriteToMessageFloat(hWrite, m_fPitchVel);
    g_pLTServer->WriteToMessageFloat(hWrite, m_fYawVel);
    g_pLTServer->WriteToMessageFloat(hWrite, m_fRollVel);
	SAVE_BOOL(m_bRotatedToRest);
	SAVE_INT(m_cBounces);
}
Exemplo n.º 16
0
//----------------------------------------------------------------------------
//              
//	ROUTINE:	CAISensorMgr::Save/Load
//              
//	PURPOSE:	Handle saving and restoring the CAISensorMgr and all of its 
//				sensors.
//              
//----------------------------------------------------------------------------
void CAISensorMgr::Save(ILTMessage_Write *pMsg)
{
	SAVE_COBJECT(m_pAI);

	SAVE_INT(m_lstAISensors.size());
	{for (std::size_t n = 0; n < m_lstAISensors.size(); ++n)
	{
		SAVE_INT(m_lstAISensors[n]->GetSensorClassType());
		m_lstAISensors[n]->Save(pMsg);
	}}

	SAVE_bool(m_bSensorDeleted);
	SAVE_INT(m_iSensorToUpdate);
	SAVE_bool(m_bDoneProcessingStimuli);
	SAVE_TIME( m_fStimulusListNewIterationTime );

	SAVE_INT(m_lstProcessedStimuli.size());
	{for (std::size_t n = 0; n < m_lstProcessedStimuli.size(); ++n)
	{
		SAVE_INT(m_lstProcessedStimuli.size());
	}}

	SAVE_INT(m_cIntersectSegmentCount);
}
void CAnimationProp::Save(HMESSAGEWRITE hWrite)
{
	SAVE_INT(m_iIndex);
	SAVE_INT(m_nValue);
}
Exemplo n.º 18
0
void FnSaveAnimationProp(ILTMessage_Write *pMsg, EnumAnimProp& eProp)
{
	SAVE_INT(eProp);
}
Exemplo n.º 19
0
void UserDefaultUtils::setLevelHighScore(const char* ID, int score)
{
	SAVE_INT(CCString::createWithFormat("%s_HIGHSCORE", ID)->getCString(), score);
}
Exemplo n.º 20
0
void UserDefaultUtils::setHeroLevel(const char* ID, int level)
{
	SAVE_INT(CCString::createWithFormat("%s_LEVEL", ID)->getCString(), level);
}