void Controller::Load(ILTMessage_Read *pMsg) { FadeState *pState; uint32 i; GameBaseLite::Load( pMsg ); LOAD_BOOL(m_bFirstUpdate); LOAD_DWORD_CAST(m_State, CState); // Read FLICKER vars. LOAD_TIME(m_fNextFlickerTime); LOAD_FLOAT(m_fIntervalMin); LOAD_FLOAT(m_fIntervalMax); LOAD_DWORD(m_FlickerCounter); m_FlickerMsg[0] = 0; LOAD_CHARSTRING(m_FlickerMsg, sizeof(m_FlickerMsg)); // Read FADE vars. LOAD_TIME(m_fStartTime); LOAD_FLOAT(m_fDuration); LOAD_DWORD_CAST(m_WaveType, WaveType); LOAD_DWORD_CAST(m_ParamType, ParamType); m_DestValue.Load(pMsg); for(i=0; i < MAX_CONTROLLER_TARGETS; i++) { pState = &m_Fades[i]; pState->m_StartVal.Load(pMsg); LOAD_HOBJECT(pState->m_hTarget); LOAD_CHARSTRING( pState->m_ObjectName, ARRAY_LEN( pState->m_ObjectName )); } }
void CAIHumanStateAttackProne::Load(ILTMessage_Read *pMsg) { super::Load(pMsg); m_pStrategyShoot->Load(pMsg); LOAD_TIME( m_fStayProneTime ); LOAD_TIME( m_fLastFiredTime ); LOAD_FLOAT( m_fHalfMinDistSqr ); }
void AINavMeshLinkAbstract::Load(ILTMessage_Read *pMsg) { LOAD_STDSTRING(m_strName); LOAD_INT_CAST(m_eNMLinkID, ENUM_NMLinkID); LOAD_INT_CAST(m_eNMPolyID, ENUM_NMPolyID); std::string strSmartObject; LOAD_STDSTRING( strSmartObject ); m_nSmartObjectID = g_pAIDB->GetAISmartObjectRecordID( strSmartObject.c_str() ); LOAD_bool(m_bLinkActive); LOAD_bool(m_bLinkEnabled); LOAD_bool(m_bTraversalTimedOut); LOAD_TIME(m_fNextTraversalTime); LOAD_TIME(m_fNextPreferredTime); LOAD_FLOAT(m_fPreferredDelay); LOAD_DWORD_CAST(m_eEnabledAwarenessMod, EnumAIAwarenessMod); LOAD_DWORD_CAST(m_eMinEnabledAwareness, EnumAIAwareness); LOAD_DWORD_CAST(m_eMaxEnabledAwareness, EnumAIAwareness); LOAD_DWORD_CAST(m_eMinActiveAwareness, EnumAIAwareness); LOAD_DWORD_CAST(m_eMaxActiveAwareness, EnumAIAwareness); // Don't load: // m_cLinkBounds // m_pvLinkBounds; LOAD_VECTOR(m_vLinkEdgeA0); LOAD_VECTOR(m_vLinkEdgeA1); LOAD_VECTOR(m_vMidPtLinkEdgeA); LOAD_VECTOR(m_vLinkEdgeB0); LOAD_VECTOR(m_vLinkEdgeB1); LOAD_VECTOR(m_vMidPtLinkEdgeB); LOAD_VECTOR(m_vLinkDirXZ); LOAD_FLOAT(m_fLinkDistXZ); LOAD_FLOAT(m_fEntryOffsetDistA); LOAD_FLOAT(m_fEntryOffsetDistB); LOAD_FLOAT(m_fExitOffsetDistA); LOAD_FLOAT(m_fExitOffsetDistB); LOAD_FLOAT(m_fFloorTop); LOAD_FLOAT(m_fFloorBottom); LOAD_HOBJECT(m_hReservingAI); if( g_pAINavMesh ) { g_pAINavMesh->AddAINavMeshLink( this ); } }
void CDeathScene::Load(ILTMessage_Read *pMsg) { if ( !pMsg || !g_pLTServer ) return; LOAD_DWORD_CAST(m_eCharacterDeath, CharacterDeath); LOAD_HOBJECT(m_hSceneObject); LOAD_FLOAT(m_fNoiseVolume); LOAD_TIME(m_fNoiseTime); LOAD_TIME(m_fLastPainTime); LOAD_FLOAT(m_fLastPainVolume); LOAD_BOOL(m_bWasPlayer); m_pObjectRelationMgr->Load(pMsg); }
//---------------------------------------------------------------------------- // // ROUTINE: CAIHumanStrategyShootStream::Load() // // PURPOSE: // //---------------------------------------------------------------------------- /*virtual*/ void CAIHumanStrategyShootStream::Load(ILTMessage_Read *pMsg) { CAIHumanStrategyShoot::Load(pMsg); LOAD_BOOL(m_bFiringStream); LOAD_TIME(m_flStreamTime); }
void AISenseRecord::Load(ILTMessage_Read *pMsg) { LOAD_DWORD_CAST(eSenseType, EnumAISenseType); EnumAIStimulusType eStimulus; LOAD_DWORD_CAST(eStimulus, EnumAIStimulusType); if(eStimulus != kStim_InvalidType) { pAIBM_Last_Stimulus = g_pAIButeMgr->GetStimulus(eStimulus); } LOAD_HOBJECT(hLastStimulusSource); LOAD_HOBJECT(hLastStimulusTarget); LOAD_DWORD_CAST(eLastTargetMatchID, EnumAITargetMatchID); LOAD_VECTOR(vLastStimulusPos); LOAD_VECTOR(vLastStimulusDir); LOAD_DWORD(nLastStimulusAlarmLevel); LOAD_DWORD_CAST(eLastStimulusID, EnumAIStimulusID); LOAD_FLOAT(fSenseDistance); LOAD_FLOAT(fSenseDistanceSqr); LOAD_FLOAT(fCurStimulation); LOAD_FLOAT(fMaxStimulation); LOAD_FLOAT(fReactionDelayTimer); LOAD_FLOAT(fReactionDelayTime); LOAD_TIME(fLastStimulationTime); LOAD_DWORD(nCycle); LOAD_BYTE(cFalseStimulation); LOAD_INT(ptSightGrid.x); LOAD_INT(ptSightGrid.y); }
void CAIWeaponAbstract::Load(ILTMessage_Read *pMsg) { HOBJECT hOwner = NULL; HWEAPON hWeapon = NULL; LOAD_HOBJECT(hOwner); LOAD_HRECORD( hWeapon, g_pWeaponDB->GetWeaponsCategory() ); LOAD_STDSTRING(m_szFireSocketName); LOAD_INT_CAST(m_eFiringState, ENUM_AIFiringState); LOAD_DWORD(m_iAnimRandomSeed); LOAD_TIME(m_fRandomSeedSelectionTime); LOAD_FLOAT(m_flWeaponContextInaccuracyScalar); LOAD_DWORD(m_hWeaponSocket); LOAD_bool(m_bCanDropWeapon); ASSERT(IsAI(hOwner)); CAI* pAI = (CAI*)g_pLTServer->HandleToObject(hOwner); ASSERT(pAI->GetArsenal()); if (pAI) { ASSERT(pAI->GetArsenal()); if (CArsenal* pArsenal = pAI->GetArsenal()) { m_pWeapon = pArsenal->GetWeapon(hWeapon); } } if( m_pWeapon ) { m_pAIWeaponRecord = AIWeaponUtils::GetAIWeaponRecord( m_pWeapon->GetWeaponRecord(), pAI->GetAIBlackBoard()->GetBBAIWeaponOverrideSet() ); } }
void CAIGoalFollowFootprint::Load(ILTMessage_Read *pMsg) { super::Load(pMsg); LOAD_VECTOR(m_vStimulusPos); LOAD_TIME(m_fStimulationTime); }
void CAISensorStatusCheck::Load(ILTMessage_Read *pMsg) { super::Load(pMsg); LOAD_TIME( m_fStatusCheckTime ); LOAD_DWORD_CAST( m_eStimulusIDToCheck, EnumAIStimulusID ); LOAD_HOBJECT( m_hAlly ); }
void CAISensorMgr::Load(ILTMessage_Read *pMsg) { LOAD_COBJECT(m_pAI, CAI); int nSensorCount = 0; LOAD_INT(nSensorCount); {for (int n = 0; n < nSensorCount; ++n) { EnumAISensorType eSensor; LOAD_INT_CAST(eSensor, EnumAISensorType); CAISensorAbstract* pSensor = AI_FACTORY_NEW_Sensor( eSensor ); pSensor->Load(pMsg); m_lstAISensors.push_back(pSensor); }} LOAD_bool(m_bSensorDeleted); LOAD_INT(m_iSensorToUpdate); LOAD_bool(m_bDoneProcessingStimuli); LOAD_TIME( m_fStimulusListNewIterationTime ); int nProcessedStimuli = 0; LOAD_INT(nProcessedStimuli); {for (int n = 0; n < nProcessedStimuli; ++n) { EnumAIStimulusID eStimulusID; LOAD_INT_CAST(eStimulusID, EnumAIStimulusID); m_lstProcessedStimuli.push_back(eStimulusID); }} LOAD_INT(m_cIntersectSegmentCount); }
//---------------------------------------------------------------------------- // // ROUTINE: CAIHumanStateResurrecting::Load() // // PURPOSE: // //---------------------------------------------------------------------------- /*virtual*/ void CAIHumanStateResurrecting::Load(ILTMessage_Read *pMsg) { CAIHumanState::Load(pMsg); LOAD_TIME(m_fResurrectCompleteTime); LOAD_FLOAT(m_fResurrectCompleteDuration); LOAD_BOOL(m_bEntryCanDistruct); }
void CAIGoalAbstractStimulated::Load(ILTMessage_Read *pMsg) { super::Load(pMsg); LOAD_DWORD_CAST(m_eSenseType, EnumAISenseType); LOAD_HOBJECT(m_hStimulusSource); LOAD_HOBJECT(m_hStimulusTarget); LOAD_TIME(m_fStimulusTime); LOAD_BYTE_CAST(m_eOnRelationChangeAction, RelationReactions); }
void CAIActivityAbstract::Load(ILTMessage_Read *pMsg) { LOAD_INT_CAST(m_eActStatus, ENUM_AIACTIVITY_STATUS); LOAD_INT(m_nActivityPriority); LOAD_FLOAT(m_fActivityUpdateRate); LOAD_TIME(m_fNextActivityUpdateTime); LOAD_TIME(m_fActivityActivateTime); LOAD_TIME(m_fActivityTimeOut); LOAD_TIME(m_fActivityExpirationTime); LOAD_INT(m_cPotentialParticipants); for (int i = 0; i < MAX_PARTICIPANTS; ++i) { LOAD_HOBJECT(m_aPotentialParticipants[i]); } m_pSquad = 0; }
void SpinningWorldModel::OnLoad( ILTMessage_Read *pMsg, uint32 dwSaveFlags ) { if( !pMsg ) return; // Send to base class ActiveWorldModel::OnLoad( pMsg, dwSaveFlags ); LOAD_VECTOR( m_vVelocity ); LOAD_VECTOR( m_vFinalVelocity ); LOAD_BYTE( m_bUpdateSpin ); LOAD_TIME( m_fLastTime ); }
void CAIGoalAbstractUseObject::Load(ILTMessage_Read *pMsg) { super::Load(pMsg); LOAD_HOBJECT(m_hNodeUseObject); LOAD_HOBJECT(m_hLastNodeUseObject); LOAD_TIME(m_fStimTime); LOAD_DWORD_CAST(m_eWeaponPosition, EnumAnimProp); LOAD_BOOL(m_bRequireBareHands); LOAD_BOOL(m_bAllowDialogue); LOAD_BOOL(m_bTurnOnLights); LOAD_BOOL(m_bTurnOffLights); LOAD_BOOL(m_bHolstered); LOAD_BOOL(m_bLockedNode); LOAD_BOOL(m_bPlayedSpecialDeathAnim); }
void CAIPlan::Load(ILTMessage_Read *pMsg) { int nSteps = 0; LOAD_INT(nSteps); m_lstAIPlanSteps.reserve(nSteps); for (int i = 0; i < nSteps; ++i) { CAIPlanStep* pPlanStep = AI_FACTORY_NEW( CAIPlanStep ); pPlanStep->wsWorldState.Load(pMsg); LOAD_INT_CAST(pPlanStep->eAIAction, EnumAIActionType); m_lstAIPlanSteps.push_back(pPlanStep); } LOAD_INT(m_iPlanStep); LOAD_COBJECT(m_pAI, CAI); LOAD_TIME(m_fPlanActivationTime); }
void CAICentralKnowledgeRecord::Load(ILTMessage_Read *pMsg) { LOAD_DWORD_CAST( m_eKnowledgeType, EnumAICentralKnowledgeType ); LOAD_COBJECT( m_pAI, ILTBaseClass ); m_hAI = (m_pAI) ? m_pAI->m_hObject : LTNULL; LOAD_COBJECT( m_pKnowledgeTarget, ILTBaseClass ); m_hKnowledgeTarget= (m_pKnowledgeTarget) ? m_pKnowledgeTarget->m_hObject : LTNULL; LOAD_BOOL( m_bLinkKnowledge ); LOAD_BOOL( m_bKnowledgeDataIsTime ); if( m_bKnowledgeDataIsTime ) { LOAD_TIME( m_fKnowledgeData ); } else { LOAD_FLOAT( m_fKnowledgeData ); } }
void PlayerVehicle::Load(ILTMessage_Read *pMsg) { if (!pMsg) return; LOAD_VECTOR(m_vOriginalPos); LOAD_VECTOR(m_vOriginalDims); LOAD_ROTATION(m_rOriginalRot); LOAD_FLOAT(m_fRespawnTime); LOAD_BYTE_CAST(m_ePPhysicsModel, PlayerPhysicsModel); LOAD_bool( m_bLocked ); LOAD_bool( m_bRidden ); LOAD_HSTRING( m_hstrLockedCommand ); LOAD_DWORD(m_dwSavedFlags); LOAD_TIME( m_fLastRideTime ); LOAD_bool( m_bVirgin ); m_RespawnTimer.Load(pMsg); }
void Camera::Load(ILTMessage_Read *pMsg, uint32 dwLoadFlags) { if (!pMsg) return; LOAD_INT ( sm_nActiveCamera ); LOAD_bool ( m_bOn ); LOAD_bool ( m_bIsListener ); LOAD_bool ( m_bAllowPlayerMovement ); LOAD_bool ( m_bOneTime ); LOAD_BYTE ( m_nCameraType); LOAD_bool ( m_bStartActive ); LOAD_FLOAT ( m_fActiveTime ); LOAD_TIME ( m_fTurnOffTime ); LOAD_bool ( m_bCanSkip ); LOAD_bool ( m_bOnSkipCleanupOnly ); LOAD_STDSTRING ( m_sCleanupCmd ); LOAD_FLOAT ( m_fFovY ); LOAD_FLOAT ( m_fFovAspectScale ); }
void AINodeValidatorExpiration::Load( ILTMessage_Read *pMsg ) { LOAD_FLOAT(m_fMinExpiration); LOAD_FLOAT(m_fMaxExpiration); LOAD_TIME(m_fExpirationTime); }
void CAIGoalAttackRangedDynamic::Load(ILTMessage_Read *pMsg) { super::Load(pMsg); LOAD_TIME( m_fMoveTime ); }