Exemplo n.º 1
0
/*
================
repairBotArm_t::Save
================
*/
void repairBotArm_t::Save ( idSaveGame* savefile ) const {
	savefile->WriteInt ( repairTime );
	savefile->WriteBool ( repairing );
	effectRepair.Save ( savefile );
	effectImpact.Save ( savefile );
	
    savefile->WriteInt ( periodicEndTime );
}
Exemplo n.º 2
0
/*
================
rvMonsterStroggHover::Save
================
*/
void rvMonsterStroggHover::Save ( idSaveGame *savefile ) const {
	savefile->WriteInt ( shots );
	savefile->WriteInt ( strafeTime	);
	savefile->WriteBool ( strafeRight );
	savefile->WriteBool ( circleStrafing );
	savefile->WriteFloat ( deathPitch );
	savefile->WriteFloat ( deathRoll );
	savefile->WriteFloat ( deathPitchRate );
	savefile->WriteFloat ( deathYawRate );
	savefile->WriteFloat ( deathRollRate );
	savefile->WriteFloat ( deathSpeed );
	savefile->WriteFloat ( deathGrav );
	savefile->WriteInt	( markerCheckTime );

	savefile->WriteVec3( attackPosOffset );
	
//	actionRocketAttack.Save ( savefile );
//	actionBlasterAttack.Save ( savefile );
	actionMGunAttack.Save ( savefile );
	actionMissileAttack.Save ( savefile );
	actionBombAttack.Save ( savefile );
	actionStrafe.Save ( savefile );
	actionCircleStrafe.Save ( savefile );
	
	for ( int i = 0; i < numHoverJoints; i++ ) {
		effectHover[i].Save ( savefile );
	}
	
	effectDust.Save ( savefile );
	effectHeadlight.Save ( savefile );

	marker.Save( savefile );
	savefile->WriteBool ( inPursuit );
	savefile->WriteInt ( holdPosTime );
	savefile->WriteInt ( nextMGunFireTime );
	savefile->WriteInt ( nextMissileFireTime );
	savefile->WriteInt ( nextBombFireTime );

	savefile->WriteRenderLight ( renderLight );
	savefile->WriteInt ( lightHandle );

	savefile->WriteInt( evadeDebounce );
}