virtual void Serialize(ISerializer& serialize) { // TODO: store the actor name, if !debug and it differs from the template if (serialize.IsDebug()) { serialize.String("actor", m_ActorName, 0, 256); } SerializeCommon(serialize); }
virtual void Serialize(ISerializer& serialize) { // TODO: store the actor name, if !debug and it differs from the template if (serialize.IsDebug()) { serialize.String("actor", m_ActorName, 0, 256); } // TODO: store random variation. This ought to be synchronised across saved games // and networks, so everyone sees the same thing. Saving the list of selection strings // would be awfully inefficient, so actors should be changed to (by default) represent // variations with a 16-bit RNG seed (selected randomly when creating new units, or // when someone hits the "randomise" button in the map editor), only overridden with // a list of strings if it really needs to be a specific variation. // TODO: store animation state serialize.NumberFixed_Unbounded("r", m_R); serialize.NumberFixed_Unbounded("g", m_G); serialize.NumberFixed_Unbounded("b", m_B); }