void CAISensorCounterMelee::Save(ILTMessage_Write *pMsg) { super::Save( pMsg ); SAVE_bool( m_bBlockOpportunity ); SAVE_bool( m_bDodgeOpportunity ); }
void PlayerNodeGoto::OnSave( ILTMessage_Write *pMsg, uint32 dwSaveFlags ) { if( !pMsg ) return; SAVE_STDSTRING( m_sArrivalCommand ); SAVE_bool( m_bFaceForwardPitch ); SAVE_bool( m_bFaceForwardYaw ); SAVE_bool( m_bAlignPitch ); SAVE_bool( m_bAlignYaw ); }
void CAIGoalGoto::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_DWORD( m_NodeCurrent.eFactID ); SAVE_HOBJECT( m_NodeCurrent.hNode ); SAVE_bool( m_NodeCurrent.bTaskIsScripted ); SAVE_DWORD( m_NodePending.eFactID ); SAVE_HOBJECT( m_NodePending.hNode ); SAVE_bool( m_NodePending.bTaskIsScripted ); }
void SpecialFX::OnSave(ILTMessage_Write *pMsg, uint32 dwFlags) { SAVE_CHARSTRING(m_sFxName); SAVE_DWORD(m_dwFxFlags); SAVE_bool(m_bStartOn); SAVE_bool(m_bLoop); SAVE_bool(m_bIsOn); SAVE_bool(m_bOneTime); SAVE_HSTRING(m_hstrTargetName); SAVE_HOBJECT(m_hTargetObj); SAVE_bool(m_bRemoveTarget); }
void AINavMeshLinkAbstract::Save(ILTMessage_Write *pMsg) { SAVE_STDSTRING(m_strName); SAVE_INT(m_eNMLinkID); SAVE_INT(m_eNMPolyID); std::string strSmartObject; strSmartObject = g_pAIDB->GetAISmartObjectRecordName( (ENUM_AISmartObjectID)m_nSmartObjectID ); SAVE_STDSTRING( strSmartObject ); SAVE_bool(m_bLinkActive); SAVE_bool(m_bLinkEnabled); SAVE_bool(m_bTraversalTimedOut); SAVE_TIME(m_fNextTraversalTime); SAVE_TIME(m_fNextPreferredTime); SAVE_FLOAT(m_fPreferredDelay); SAVE_DWORD(m_eEnabledAwarenessMod); SAVE_DWORD(m_eMinEnabledAwareness); SAVE_DWORD(m_eMaxEnabledAwareness); SAVE_DWORD(m_eMinActiveAwareness); SAVE_DWORD(m_eMaxActiveAwareness); // Don't save: // m_cLinkBounds // m_pvLinkBounds; SAVE_VECTOR(m_vLinkEdgeA0); SAVE_VECTOR(m_vLinkEdgeA1); SAVE_VECTOR(m_vMidPtLinkEdgeA); SAVE_VECTOR(m_vLinkEdgeB0); SAVE_VECTOR(m_vLinkEdgeB1); SAVE_VECTOR(m_vMidPtLinkEdgeB); SAVE_VECTOR(m_vLinkDirXZ); SAVE_FLOAT(m_fLinkDistXZ); SAVE_FLOAT(m_fEntryOffsetDistA); SAVE_FLOAT(m_fEntryOffsetDistB); SAVE_FLOAT(m_fExitOffsetDistA); SAVE_FLOAT(m_fExitOffsetDistB); SAVE_FLOAT(m_fFloorTop); SAVE_FLOAT(m_fFloorBottom); SAVE_HOBJECT(m_hReservingAI); }
void ExitTrigger::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_FLOAT(m_fFadeOutTime); SAVE_bool(m_bExitMission); }
void CAIWeaponThrown::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_bool( m_bHidden ); pMsg->WriteHMODELANIM( m_hLastUserAnimation ); }
void LightGroup::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_bool(m_bOn); SAVE_VECTOR(m_vColor); }
void CAISensorPassTarget::Save(ILTMessage_Write *pMsg) { super::Save( pMsg ); SAVE_bool( m_bHoldingPosition ); SAVE_HOBJECT( m_hVerifiedNode ); }
void DecisionObject::Save(ILTMessage_Write *pMsg) { if (!pMsg) return; for (int i=0; i < MAX_DECISION_CHOICES; i++) { m_ChoiceData[i].Save(pMsg); } SAVE_HSTRING(m_hstrAbortCmd); SAVE_bool(m_bVisible); SAVE_bool(m_bRemoveAfterChoice); SAVE_FLOAT(m_fRadius); SAVE_bool( m_bLock ); }
void CommandObject::Save( ILTMessage_Write *pMsg ) { GameBaseLite::Save( pMsg ); m_Timer.Save( pMsg ); SAVE_FLOAT( m_fTotalTime ); SAVE_HSTRING( m_hstrFinishedCmd ); SAVE_bool( m_bLocked ); SAVE_INT( m_nNumActivations ); SAVE_INT( m_nNumTimesActivated ); // Save every Event command struct... SAVE_INT( (int32)(m_lstEventCmds.size()) ); EVENT_CMD_LIST::iterator iter; EVENT_CMD_STRUCT *pEvntCmdStruct = LTNULL; for( iter = m_lstEventCmds.begin(); iter != m_lstEventCmds.end(); ++iter ) { pEvntCmdStruct = *iter; SAVE_FLOAT( pEvntCmdStruct->m_fTime ); SAVE_BOOL( pEvntCmdStruct->m_bProcessed ); SAVE_HSTRING( pEvntCmdStruct->m_hstrCommand ); } }
void CCharacterHitBox::Save(ILTMessage_Write *pMsg) { AIASSERT( pMsg, m_hObject, "Save with no pMsg" ); if (!pMsg) { return; } SAVE_HOBJECT(m_hModel); SAVE_VECTOR(m_vOffset); SAVE_BOOL(m_bCanActivate); SAVE_bool( m_bAnimControlsDims ); SAVE_bool( m_bAnimControlsOffset ); SAVE_bool( m_bFollowVisNode ); SAVE_DWORD( m_hControllingAnim ); AIASSERT( dynamic_cast<IHitBoxUser*>(g_pLTServer->HandleToObject(m_hModel)) == m_pHitBoxUser, NULL, "" ); }
void CAISensorDamageFX::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_bool( m_bDamageFXInitialized ); SAVE_FLOAT( m_fFullHealth ); SAVE_DWORD( m_eDamageFXState ); }
void PlayerVehicle::Save(ILTMessage_Write *pMsg) { if (!pMsg) return; SAVE_VECTOR(m_vOriginalPos); SAVE_VECTOR(m_vOriginalDims); SAVE_ROTATION(m_rOriginalRot); SAVE_FLOAT(m_fRespawnTime); SAVE_BYTE((uint8)m_ePPhysicsModel); SAVE_bool( m_bLocked ); SAVE_bool( m_bRidden ); SAVE_HSTRING( m_hstrLockedCommand ); SAVE_DWORD(m_dwSavedFlags); SAVE_TIME( m_fLastRideTime ); SAVE_bool( m_bVirgin ); m_RespawnTimer.Save(pMsg); }
void GunMount::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if( !pMsg ) return; SAVE_CHARSTRING( m_sWeapon.c_str( )); SAVE_DWORD( m_nRoundsToFire ); SAVE_BYTE( m_eFiringState ); SAVE_bool( m_bVisible ); }
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 ); }
bool CDoomsDayMissionMgr::Save( ILTMessage_Write& msg, uint32 dwSaveFlags ) { if( !CServerMissionMgr::Save( msg, dwSaveFlags )) return false; ILTMessage_Write* pMsg = &msg; SAVE_BYTE( m_nActivatingTeam ); SAVE_bool( m_bNextRound ); return true; }
void WorldModel::OnSave( ILTMessage_Write *pMsg, uint32 dwSaveFlags ) { ASSERT( pMsg != NULL ); m_ActivateTypeHandler.Save( pMsg ); SAVE_bool( m_bIsKeyframed ); SAVE_bool( m_bStartHidden ); SAVE_HSTRING( m_hstrAttachments ); SAVE_BOOL( m_bRemoveAttachments ); SAVE_VECTOR( m_vAttachDir ); SAVE_HOBJECT( m_hAttachDirObj ); SAVE_ROTATION( m_hackInitialRot ); SAVE_FLOAT( m_fStimRadius ); SAVE_HOBJECT( m_hActivateParent ); SAVE_bool( m_bCanActivate ); // Save the object lists last... ObjRefNotifierList::iterator iter; // First the Attachment List SAVE_BYTE( m_AttachmentList.size( )); for( iter = m_AttachmentList.begin( ); iter != m_AttachmentList.end( ); iter++ ) { SAVE_HOBJECT( *iter ); } SAVE_BYTE( m_AttachMsgObjList.size( )); for( iter = m_AttachMsgObjList.begin( ); iter != m_AttachMsgObjList.end( ); iter++ ) { SAVE_HOBJECT( *iter ); } // Then the Mark List SAVE_BYTE( m_MarkList.size( )); for( iter = m_MarkList.begin( ); iter != m_MarkList.end( ); iter++ ) { SAVE_HOBJECT( *iter ); } }
void SpinningWorldModel::OnSave( ILTMessage_Write *pMsg, uint32 dwSaveFlags ) { if( !pMsg ) return; // Send to base class ActiveWorldModel::OnSave( pMsg, dwSaveFlags ); SAVE_VECTOR( m_vVelocity ); SAVE_VECTOR( m_vFinalVelocity ); SAVE_bool( m_bUpdateSpin ); SAVE_TIME( m_fLastTime ); }
//---------------------------------------------------------------------------- // // 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 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 CAIWeaponMelee::Save(ILTMessage_Write *pMsg) { super::Save(pMsg); SAVE_DOUBLE(m_fBurstInterval); SAVE_INT(m_nBurstShots); SAVE_INT(m_Context.m_cHits); SAVE_INT(m_Context.m_cMisses); SAVE_INT(m_Context.m_iHit); SAVE_INT(m_Context.m_iMiss); SAVE_bool(m_bForceHit); pMsg->WriteHMODELANIM( m_hLastUserAnimation ); }
void Door::OnSave( ILTMessage_Write *pMsg, uint32 dwSaveFlags ) { if( !pMsg ) return; // Save base vars first ActiveWorldModel::OnSave( pMsg, dwSaveFlags ); SAVE_STDSTRING( m_sDoorLink ); SAVE_bool( m_bSectorsActive ); SAVE_DWORD( m_eNMLinkID ); for(uint32 nCurrSector = 0; nCurrSector < knNumSectors; nCurrSector++) SAVE_STDSTRING( m_sSectorName[nCurrSector] ); }
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 PickupItem::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; SAVE_HOBJECT(m_hPlayerObj); SAVE_FLOAT(m_fRespawnDelay); SAVE_BOOL(m_bRotate); SAVE_BOOL(m_bBounce); SAVE_BOOL(m_bRespawn); SAVE_DWORD(m_dwUserFlags); SAVE_DWORD(m_dwFlags); SAVE_HSTRING(m_hstrPickupCommand); SAVE_HSTRING(m_hstrSoundFile); SAVE_HSTRING(m_hstrRespawnSoundFile); SAVE_HSTRING(m_hstrModelOverride); SAVE_VECTOR(m_vScale); SAVE_BOOL(m_bTouchPickup); SAVE_BOOL(m_bActivatePickup); SAVE_bool(m_bWasPickedUp); SAVE_CHARSTRING(m_sWorldAniName.c_str()); SAVE_BYTE(m_nTeamId); }
void AINodeValidatorEnabled::Save(ILTMessage_Write *pMsg) { SAVE_bool( m_bNodeEnabled ); }
void Prop::Save(ILTMessage_Write *pMsg, uint32 dwSaveFlags) { if (!pMsg) return; m_ActivateTypeHandler.Save( pMsg ); SAVE_FLOAT(m_fAlpha); SAVE_BOOL(m_bMoveToFloor); SAVE_BOOL(m_bFirstUpdate); SAVE_bool( m_bCanDeactivate ); SAVE_VECTOR(m_vScale); SAVE_VECTOR(m_vObjectColor); m_damage.Save(pMsg, dwSaveFlags); SAVE_BOOL(m_bTouchable); SAVE_DWORD(m_eState); /* THESE SHOULD NOT NEED TO BE SAVED - THEY ARE USED FOR INITIALIZING THE OBJECT ONLY!!! // 8/4/02 - Remove after testing SAVE_DWORD(m_dwUsrFlgs); SAVE_DWORD(m_dwFlags); SAVE_DWORD(m_dwFlags2); */ SAVE_DWORD(m_lstWorldAnims.size()); for( HMODELANIM_LIST::iterator it = m_lstWorldAnims.begin(); it != m_lstWorldAnims.end(); ++it ) { SAVE_DWORD(*it); } if(m_pDisturb != LTNULL) { SAVE_bool(true); m_pDisturb->Save(pMsg); } else { SAVE_bool(false); } SAVE_bool( m_bActivatedOn ); SAVE_CHARSTRING( m_sActivateOnCommand.c_str( )); SAVE_CHARSTRING( m_sActivateOffCommand.c_str( )); SAVE_bool( m_bAttachmentShotOff ); SAVE_HOBJECT( m_hAttachmentOwner ); SAVE_FLOAT( m_fPitch ); SAVE_FLOAT( m_fYaw ); SAVE_FLOAT( m_fRoll ); SAVE_FLOAT( m_fPitchVel ); SAVE_FLOAT( m_fYawVel ); SAVE_FLOAT( m_fRollVel ); SAVE_bool( m_bRotatedToRest ); SAVE_bool( m_bRotating ); SAVE_bool( m_bFading ); SAVE_FLOAT( m_fFadeStartTime ); SAVE_FLOAT( m_fFadeDuration ); SAVE_FLOAT( m_fStartAlpha ); SAVE_FLOAT( m_fEndAlpha ); SAVE_bool( m_bFadeRemoveWhenDone ); SAVE_bool( m_bCanTransition ); }