void ESoundSource::Save(IWriter& F) { inherited::Save (F); F.open_chunk (SOUND_CHUNK_VERSION); F.w_u16 (SOUND_SOURCE_VERSION); F.close_chunk (); F.w_chunk (SOUND_CHUNK_TYPE,&m_Type,sizeof(m_Type)); F.open_chunk (SOUND_CHUNK_SOURCE_NAME); F.w_stringZ (m_WAVName); F.close_chunk (); F.w_chunk (SOUND_CHUNK_SOURCE_FLAGS,&m_Flags,sizeof(m_Flags)); F.open_chunk (SOUND_CHUNK_SOURCE_PARAMS3); F.w_fvector3 (m_Params.position); F.w_float (m_Params.volume); F.w_float (m_Params.freq); F.w_float (m_Params.min_distance); F.w_float (m_Params.max_distance); F.w_float (m_Params.max_ai_distance); F.close_chunk (); F.open_chunk (SOUND_CHUNK_GAME_PARAMS); F.w_fvector2 (m_RandomPause); F.w_fvector2 (m_ActiveTime); F.w_fvector2 (m_PlayTime); F.close_chunk (); }
void _face::write( IWriter &w ) const { base_Face::write( w ); w.w_fvector2( tc[0] ); w.w_fvector2( tc[1] ); w.w_fvector2( tc[2] ); w.w_fvector3( N ); w.w_u32( sm_group ); }
void ESceneLightTools::Save(IWriter& F) { inherited::Save (F); F.w_chunk (CHUNK_VERSION,(u16*)&LIGHT_TOOLS_VERSION,sizeof(LIGHT_TOOLS_VERSION)); F.open_chunk (CHUNK_FLAGS); F.w_u32 (m_Flags.get()); F.close_chunk (); F.open_chunk (CHUNK_SUN_SHADOW); F.w_u8 (0); F.w_fvector2 (m_SunShadowDir); F.close_chunk (); F.open_chunk (CHUNK_LCONTROLS_LAST); F.w_u32 (lcontrol_last_idx); F.close_chunk (); F.open_chunk (CHUNK_LCONTROLS); RTokenVecIt _I = lcontrols.begin(); RTokenVecIt _E = lcontrols.end(); for (;_I!=_E; _I++){ F.w_stringZ (_I->name); F.w_u32 (_I->id); } F.close_chunk (); }