//
 // Save
 //
 void TransportUnload::Save(FScope *fScope)
 {
   SaveTaskData(fScope);
   inst.SaveState(fScope->AddFunction("StateMachine"));
   StdSave::TypeVector(fScope, "Destination", destination);   
   moveHandle.SaveState(fScope->AddFunction("MoveHandle"));
 }
//
// Save
//
void UnitExplore::Save(FScope *fScope)
{
    SaveTaskData(fScope);
    inst.SaveState(fScope->AddFunction("StateMachine"));
    moveHandle.SaveState(fScope->AddFunction("MoveHandle"));
    StdSave::TypeU32(fScope, "HangUntil", hangUntil);
}
 //
 // Save
 //
 void SquadFormation::Save(FScope *fScope)
 {
   SaveTaskData(fScope);
   inst.SaveState(fScope->AddFunction("StateMachine"));
   StdSave::TypeU32(fScope, "Formation", formation);
   StdSave::TypeVector(fScope, "Location", location);
   StdSave::TypeF32(fScope, "Direction", direction);
 }
  //
  // Save
  //
  void SquadAttack::Save(FScope *fScope)
  {
    SaveTaskData(fScope);
    inst.SaveState(fScope->AddFunction("StateMachine"));

    if (target.Valid())
    {
      target.SaveState(fScope->AddFunction("Target"));
    }
  }
示例#5
0
 //
 // Save
 //
 void UnitIdle::Save(FScope *fScope)
 {
   // Only save state if we're active
   if (subject->GetCurrentTask() == this)
   {
     SaveTaskData(fScope);
     inst.SaveState(fScope->AddFunction("StateMachine"));
     timer.SaveState(fScope->AddFunction("Timer"));
     StdSave::TypeU32(fScope, "AnimationCrc", animationCrc);
   }
 }
 //
 // Save
 //
 void UnitRecycle::Save(FScope *fScope)
 {
   SaveTaskData(fScope);
   inst.SaveState(fScope->AddFunction("StateMachine"));
   
   StdSave::TypeU32(fScope, "Refund", U32(refund));
   StdSave::TypeF32(fScope, "TimeTotal", timeTotal);
   StdSave::TypeF32(fScope, "TimeCurrent", timeCurrent);
   StdSave::TypeF32(fScope, "ProgressTotal", progressTotal);
   StdSave::TypeF32(fScope, "ProgressMax", progressMax);
   StdSave::TypeU32(fScope, "Cancel", cancel);
 }
  //
  // Save
  //
  void UnitConstruct::Save(FScope *fScope)
  {
    SaveTaskData(fScope);
    inst.SaveState(fScope->AddFunction("StateMachine"));

    StdSave::TypeF32(fScope, "ProgressTotal", progressTotal);
    StdSave::TypeF32(fScope, "ProgressMax", progressMax);
    StdSave::TypeU32(fScope, "ResourceRemoved", U32(resourceRemoved));
    StdSave::TypeU32(fScope, "ResourceRemaining", U32(resourceRemaining));
    StdSave::TypeU32(fScope, "HitPointsLeft", U32(hitPointsLeft));
    StdSave::TypeReaper(fScope, "Constructor", constructor);

    if (constructListTeam)
    {
      StdSave::TypeString(fScope, "ConstructListTeam", constructListTeam->GetName());
    }
  }
 //
 // Save
 //
 void UnitAnimate::Save(FScope *fScope)
 {
   SaveTaskData(fScope);
   inst.SaveState(fScope->AddFunction("StateMachine"));  
   StdSave::TypeU32(fScope, "CycleId", cycleId);
 }
 //
 // Save
 //
 void ParasiteSight::Save(FScope *fScope)
 {
   SaveTaskData(fScope);
   inst.SaveState(fScope->AddFunction("StateMachine"));
   timer.SaveState(fScope->AddFunction("Timer"));
 }
示例#10
0
 //
 // Save
 //
 void SquadBoard::Save(FScope *fScope)
 {
   SaveTaskData(fScope);
   inst.SaveState(fScope->AddFunction("StateMachine"));
   StdSave::TypeReaperList(fScope, "Transports", transports);   
 }
示例#11
0
 //
 // Save
 //
 void MapDeath::Save(FScope *fScope)
 {
   SaveTaskData(fScope);
   inst.SaveState(fScope->AddFunction("StateMachine"));
 }