virtual void Serialize( ISimpleSerializer *pSerializer )
	{
		AU_ASSERT(pSerializer);

		SERIALIZE(m_bDoUpdate);
		SerializeObjectsList( pSerializer );
	}
	virtual void Serialize(ISimpleSerializer *pSerializer)
	{
		AU_ASSERT(pSerializer);
		IEntityObject::Serialize(pSerializer);
		SERIALIZEIOBJPTR(m_pSelectedObject);
		
		SerializeObjectsList( pSerializer);
	}
	virtual void Serialize(ISimpleSerializer *pSerializer)
	{
		IEntityObject::Serialize(pSerializer);
		SERIALIZE(m_GlobalParameters);
		SERIALIZE(m_NextSpawnTimes);
		SERIALIZE(m_NextGameObjectNumber);
		SERIALIZE(m_CurrentState);
		SERIALIZE(m_GameObjectsToDestroy);
		SERIALIZE(m_GameObjectsToSpawn);
		SERIALIZEIOBJPTR(m_pSplashScreen);
		SERIALIZEIOBJPTR(m_pBBGlobal);

		SerializeObjectsList( pSerializer );
	}
	virtual void Serialize(ISimpleSerializer *pSerializer)
	{
		AU_ASSERT(pSerializer);
		SERIALIZE(m_fWorldCenteringDist);
		SerializeObjectsList( pSerializer );
	}