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 ); }
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] ); } }
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; }
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] ); } }
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); }
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]); } }
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); }
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); }
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]); } }
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++; } } }
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); }
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]); } }
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 ); }
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); }
//---------------------------------------------------------------------------- // // 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); }
void FnSaveAnimationProp(ILTMessage_Write *pMsg, EnumAnimProp& eProp) { SAVE_INT(eProp); }
void UserDefaultUtils::setLevelHighScore(const char* ID, int score) { SAVE_INT(CCString::createWithFormat("%s_HIGHSCORE", ID)->getCString(), score); }
void UserDefaultUtils::setHeroLevel(const char* ID, int level) { SAVE_INT(CCString::createWithFormat("%s_LEVEL", ID)->getCString(), level); }