void LightningData::unpackData(BitStream* stream) { Parent::unpackData(stream); U32 i; for (i = 0; i < MaxThunders; i++) sfxRead( stream, &thunderSounds[ i ] ); for (i = 0; i < MaxTextures; i++) { strikeTextureNames[i] = stream->readSTString(); } sfxRead( stream, &strikeSound ); }
void ProximityMineData::unpackData( BitStream* stream ) { Parent::unpackData(stream); stream->read( &armingDelay ); sfxRead( stream, &armingSound ); stream->read( &autoTriggerDelay ); triggerOnOwner = stream->readFlag(); stream->read( &triggerRadius ); stream->read( &triggerSpeed ); stream->read( &triggerDelay ); sfxRead( stream, &triggerSound ); }
void ProjectileData::unpackData(BitStream* stream) { Parent::unpackData(stream); projectileShapeName = stream->readSTString(); faceViewer = stream->readFlag(); if(stream->readFlag()) { stream->read(&scale.x); stream->read(&scale.y); stream->read(&scale.z); } else scale.set(1,1,1); if (stream->readFlag()) particleEmitterId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); if (stream->readFlag()) particleWaterEmitterId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); if (stream->readFlag()) explosionId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); if (stream->readFlag()) waterExplosionId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); if (stream->readFlag()) splashId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); if (stream->readFlag()) decalId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); sfxRead( stream, &sound ); if (stream->readFlag()) lightDescId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast); // [tom, 3/21/2007] See comment in packData() // lifetime = stream->readRangedU32(0, Projectile::MaxLivingTicks); // armingDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks); // fadeDelay = stream->readRangedU32(0, Projectile::MaxLivingTicks); stream->read(&impactForce); stream->read(&lifetime); stream->read(&armingDelay); stream->read(&fadeDelay); isBallistic = stream->readFlag(); if(isBallistic) { stream->read(&gravityMod); stream->read(&bounceElasticity); stream->read(&bounceFriction); } }
void SFXTrack::unpackData( BitStream* stream ) { Parent::unpackData( stream ); sfxRead( stream, &mDescription ); for( U32 i = 0; i < MaxNumParameters; ++ i ) if( stream->readFlag() ) mParameters[ i ] = stream->readSTString(); else mParameters[ i ] = NULL; }
void SFXPlayList::unpackData( BitStream* stream ) { Parent::unpackData( stream ); mRandomMode = ( ERandomMode ) stream->readInt( NUM_RANDOM_MODE_BITS ); mLoopMode = ( ELoopMode ) stream->readInt( NUM_LOOP_MODE_BITS ); mNumSlotsToPlay = stream->readInt( NUM_SLOTS_TO_PLAY_BITS ); FOR_EACH_SLOT mSlots.mReplayMode[ i ] = ( EReplayMode ) stream->readInt( NUM_REPLAY_MODE_BITS ); FOR_EACH_SLOT mSlots.mTransitionIn[ i ] = ( ETransitionMode ) stream->readInt( NUM_TRANSITION_MODE_BITS ); FOR_EACH_SLOT mSlots.mTransitionOut[ i ] = ( ETransitionMode ) stream->readInt( NUM_TRANSITION_MODE_BITS ); FOR_EACH_SLOT mSlots.mStateMode[ i ] = ( EStateMode ) stream->readInt( NUM_STATE_MODE_BITS ); FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeIn.mValue[ i ] ); FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeIn.mVariance[ i ][ 0 ] ); FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeIn.mVariance[ i ][ 1 ] ); FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeOut.mValue[ i ] ); FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeOut.mVariance[ i ][ 0 ] ); FOR_EACH_SLOT stream->read( &mSlots.mFadeTimeOut.mVariance[ i ][ 1 ] ); FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeIn.mValue[ i ] ); FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeIn.mVariance[ i ][ 0 ] ); FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeIn.mVariance[ i ][ 1 ] ); FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeOut.mValue[ i ] ); FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeOut.mVariance[ i ][ 0 ] ); FOR_EACH_SLOT stream->read( &mSlots.mDelayTimeOut.mVariance[ i ][ 1 ] ); FOR_EACH_SLOT stream->read( &mSlots.mVolumeScale.mValue[ i ] ); FOR_EACH_SLOT stream->read( &mSlots.mVolumeScale.mVariance[ i ][ 0 ] ); FOR_EACH_SLOT stream->read( &mSlots.mVolumeScale.mVariance[ i ][ 1 ] ); FOR_EACH_SLOT stream->read( &mSlots.mPitchScale.mValue[ i ] ); FOR_EACH_SLOT stream->read( &mSlots.mPitchScale.mVariance[ i ][ 0 ] ); FOR_EACH_SLOT stream->read( &mSlots.mPitchScale.mVariance[ i ][ 1 ] ); FOR_EACH_SLOT stream->read( &mSlots.mRepeatCount[ i ] ); FOR_EACH_SLOT sfxRead( stream, &mSlots.mState[ i ] ); FOR_EACH_SLOT sfxRead( stream, &mSlots.mTrack[ i ] ); #undef FOR_EACH_SLOT }