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 ); }