public void Serialize(IO.EndianStream s) { BSaveGame.StreamArray16(s, ref Items); s.Stream(ref ProtoPowerID); s.Stream(ref TimesUsed); s.Stream(ref IconLocation); s.Stream(ref IgnoreCost); s.Stream(ref IgnoreTechPrereqs); s.Stream(ref IgnorePop); }
public virtual void Serialize(IO.EndianStream s) { s.StreamV(ref Position); s.StreamV(ref Up); s.StreamV(ref Forward); s.StreamV(ref Velocity); BActionManager.StreamActionList(s, ref Actions); bool has_refs = s.IsReading ? false : HasRefs; s.Stream(ref has_refs); if (has_refs) { BSaveGame.StreamArray16(s, ref EntityRefs, cMaximumEntityRefs); } s.Stream(ref ID); s.Stream(ref PlayerID); s.Stream(ref YDisplacement); s.Stream(ref ObstructionRadiusX); s.Stream(ref ObstructionRadiusY); s.Stream(ref ObstructionRadiusZ); #region Flags s.Stream(ref FlagCollidable); s.Stream(ref FlagMoving); s.Stream(ref FlagDestroy); s.Stream(ref FlagFirstUpdate); s.Stream(ref FlagTiesToGround); s.Stream(ref FlagUseMaxHeight); s.Stream(ref FlagPhysicsControl); s.Stream(ref FlagRotateObstruction); s.Stream(ref FlagFlying); s.Stream(ref FlagValid); s.Stream(ref FlagNonMobile); s.Stream(ref FlagLockedDown); s.Stream(ref FlagEntityRefsLocked); s.Stream(ref FlagFlyingHeightFixup); s.Stream(ref FlagGarrisoned); s.Stream(ref FlagPassiveGarrisoned); s.Stream(ref FlagMoved); s.Stream(ref FlagTeleported); s.Stream(ref FlagInSniper); s.Stream(ref FlagIsBuilt); s.Stream(ref FlagHasSounds); s.Stream(ref FlagHitched); s.Stream(ref FlagSprinting); s.Stream(ref FlagRecovering); s.Stream(ref FlagInCover); s.Stream(ref FlagSelectable); s.Stream(ref FlagUngarrisonValid); s.Stream(ref FlagGarrisonValid); s.Stream(ref FlagIsPhysicsReplacement); s.Stream(ref FlagIsDoneBuilding); #endregion s.StreamSignature(cSaveMarker.Entity1); }
public override void Serialize(IO.EndianStream s) { base.Serialize(s); s.Stream(Total); BSaveGame.StreamArray16(s, ref Events); }
public void Serialize(IO.EndianStream s) { BSaveGame.StreamArray16(s, ref UniqueNodes); s.Stream(ref ResearchPoints); s.Stream(ref ResearchBuilding); s.Stream(ref Status, BProtoTechStatusStreamer.Instance); s.Stream(ref Unique); }
public void Serialize(IO.EndianStream s) { BSaveGame.StreamList(s, Concepts, kConceptsListInfo); s.Stream(ref TimeSinceLastHint); s.Stream(ref HintMessageOn); BSaveGame.StreamArray16(s, ref AllowedConcepts); Contract.Assert(AllowedConcepts.Length <= BConcept.kMaxCount); s.Stream(ref WaitForNextRescore); s.Stream(ref LastGameTime); s.StreamSignature(cSaveMarker.HintEngine); }
public void Serialize(IO.EndianStream s) { s.StreamV(ref Vector); BSaveGame.StreamArray16(s, ref SquadList); Contract.Assert(SquadList.Length <= kMaxEntitiesPerList); BSaveGame.StreamArray16(s, ref UnitList); Contract.Assert(SquadList.Length <= kMaxEntitiesPerList); s.Stream(EntityFilterSet); s.Stream(ref Float); s.Stream(ref ObjectType); s.Stream(ref LocStringID); s.Stream(ref HasVector); s.Stream(ref HasSquadList); s.Stream(ref HasUnitList); s.Stream(ref HasEntityFilterSet); s.Stream(ref HasFloat); s.Stream(ref HasObjectType); s.Stream(ref HasLocStringID); }
public void Serialize(IO.EndianStream s) { s.Stream(ref UserMode); s.Stream(ref SubMode); if (UserMode == 16) { SerializeUserMode16(s); } BSaveGame.StreamArray16(s, ref SelectionList); s.Stream(ref CameraZoomMin); s.Stream(ref CameraZoomMax); s.Stream(ref CameraPitchMin); s.Stream(ref CameraPitchMax); s.Stream(ref CameraPitch); s.Stream(ref CameraYaw); s.Stream(ref CameraZoom); s.Stream(ref CameraFOV); s.StreamV(ref HoverPoint); s.StreamV(ref CameraHoverPoint); s.Stream(ref CameraHoverPointOffsetHeight); s.StreamV(ref LastCameraLoc); s.StreamV(ref LastCameraHoverPoint); s.Stream(ref HaveHoverPoint); s.Stream(ref HoverPointOverTerrain); s.Stream(ref HUDItemEnabled); BSaveGame.StreamCollection(s, ObjectiveArrows); }
public void Serialize(IO.EndianStream s) { var sg = s.Owner as BSaveGame; BSaveGame.StreamArray16(s, ref Recorders, isIterated: true); s.StreamSignature(cSaveMarker.StatsRecorders); BSaveGame.StreamCollection(s, Powers); s.StreamSignature(cSaveMarker.StatsPowers); BSaveGame.StreamCollection(s, Abilities); s.StreamSignature(cSaveMarker.StatsAbilities); sg.StreamBCost(s, ref TotalResources); sg.StreamBCost(s, ref MaxResources); sg.StreamBCost(s, ref GatheredResources); sg.StreamBCost(s, ref TributedResources); s.Stream(ref PlayerID); s.Stream(ref TeamID); s.Stream(ref PlayerStateTime); s.Stream(ref PlayerState); s.Stream(ref StrengthTime); s.Stream(ref StrengthTimer); s.Stream(ref CivID); s.Stream(ref LeaderID); s.Stream(ref ResourcesUsed); s.Stream(ref PlayerType); s.Stream(ref RandomCiv); s.Stream(ref RandomLeader); s.Stream(ref Resigned); s.Stream(ref Defeated); s.Stream(ref Disconnected); s.Stream(ref Won); s.StreamSignature(cSaveMarker.StatsPlayer); }
public void Serialize(IO.EndianStream s) { var sg = s.Owner as BSaveGame; if (s.IsReading) { Players = new BPlayer[sg.Players.Count]; for (int x = 0; x < Players.Length; x++) { Players[x] = new BPlayer(); } } BSaveGame.StreamArray16(s, ref NumExplorationGroups, isIterated: true); BSaveGame.StreamArray(s, ref ActiveExplorationGroups); s.StreamSignature(cSaveMarker.World1); foreach (var player in Players) { s.Stream(player); } s.StreamSignature(cSaveMarker.Players); s.StreamSignature(cMaximumSupportedPlayers); s.StreamSignature(cMaxPlayerColorCategories); for (int x = 0; x < cMaxPlayerColorCategories; x++) { for (int y = 0; y < cMaximumSupportedPlayers; y++) { s.Stream(ref PlayerColorCategories[x, y]); } } s.StreamSignature(cSaveMarker.World2); BSaveGame.StreamFreeList(s, SimOrders, BSimOrder.kFreeListInfo); BSaveGame.StreamFreeList(s, UnitOpps, BUnitOpp.kFreeListInfo); BSaveGame.StreamFreeList(s, PathMoveData, BPathMoveData.kFreeListInfo); //... }
public void Serialize(IO.EndianStream s) { BSaveGame.StreamArray16(s, ref Filters, maxCount: kMaxCount); }
public void Serialize(IO.EndianStream s) { BSaveGame.StreamArray16(s, ref Levels); s.Stream(ref XP); }
public void Serialize(IO.EndianStream s) { s.Stream(ref Index); BSaveGame.StreamArray16(s, ref Killers); }
public void Serialize(IO.EndianStream s) { var sg = s.Owner as BSaveGame; #region Init if (s.IsReading) { ProtoObjects = new List <CondensedListItem16 <BProtoObject> >(sg.Database.GenericProtoObjects.Count); ProtoSquads = new List <CondensedListItem16 <BProtoSquad> >(sg.Database.ProtoSquads.Count); ProtoTechs = new List <CondensedListItem16 <BProtoTech> >(sg.Database.ProtoTechs.Count); Powers = new PowerInfo[sg.Database.ProtoPowers.Count]; Rates = new RateInfo[sg.Database.Rates.Count]; Populations = new BPlayerPop[sg.Database.Populations.Count]; GenericObjectCounts = new List <CondensedListItemValue16 <UnitCountInfo> >(sg.Database.GenericProtoObjects.Count); SquadCounts = new List <CondensedListItemValue16 <UnitCountInfo> >(sg.Database.ProtoSquads.Count); WeaponTypes = new List <CondensedListItemValue8 <WeaponType> >(sg.Database.WeaponTypes.Count); } #endregion #region Player1 s.StreamV(ref LookAtPos); s.StreamPascalString32(ref Name); s.StreamV(ref RallyPoint); s.Stream(StatsManager); BSaveGame.StreamList(s, ProtoObjects, kProtoUnitsListInfo); BSaveGame.StreamList(s, ProtoSquads, kProtoUnitsListInfo); BSaveGame.StreamList(s, ProtoTechs, kProtoTechsListInfo); BSaveGame.StreamArray16(s, ref UniqueProtoObjects); Contract.Assert(UniqueProtoObjects.Length <= kProtoUniqueUnitsListInfo.MaxCount); BSaveGame.StreamArray16(s, ref UniqueProtoSquad); Contract.Assert(UniqueProtoSquad.Length <= kProtoUniqueUnitsListInfo.MaxCount); BSaveGame.StreamArray(s, ref PowerEntries); BSaveGame.StreamArray(s, ref Abilities); for (int x = 0; x < Powers.Length; x++) { s.Stream(ref Powers[x]); } sg.StreamBCost(s, ref Resources); for (int x = 0; x < Rates.Length; x++) { s.Stream(ref Rates[x]); } sg.StreamBCost(s, ref TotalResources); sg.StreamBCost(s, ref ResourceTrickleRate); for (int x = 0; x < Populations.Length; x++) { s.Stream(ref Populations[x]); } s.StreamSignature(cSaveMarker.Player1); #endregion #region Player2 s.StreamNotNull(ref HintEngine); BSaveGame.StreamList(s, GenericObjectCounts, kUnitCountsListInfo); BSaveGame.StreamList(s, SquadCounts, kUnitCountsListInfo); s.StreamSignature(cSaveMarker.Player2); #endregion #region Player3 s.Stream(ref TotalFutureUnitCounts); s.Stream(ref TotalDeadUnitCounts); s.Stream(ref TotalFutureSquadCounts); s.Stream(ref TotalDeadSquadCounts); BSaveGame.StreamArray(s, ref GotoBases); BSaveGame.StreamList(s, WeaponTypes, kWeaponTypesListInfo); BSaveGame.StreamArray16(s, ref AbilityRecoverTimes); s.Stream(TechTree); s.StreamSignature(cSaveMarker.Player3); #endregion #region Player4 s.Stream(ref MPID); s.Stream(ref ColorIndex); s.Stream(ref ID); s.Stream(ref CoopID); s.Stream(ref ScenarioID); s.Stream(ref CivID); s.Stream(ref TeamID); s.Stream(ref PlayerState); s.Stream(ref LeaderID); s.Stream(ref BountyResource); s.Stream(ref RallyObject); s.Stream(ref Strength); s.Stream(ref TributeCost); sg.StreamBCost(s, ref RepairCost); s.Stream(ref RepairTime); s.Stream(ref HandicapMultiplier); s.Stream(ref ShieldRegenRate); s.Stream(ref ShieldRegenDelay); s.Stream(ref TotalCombatValue); s.Stream(ref Difficulty); s.Stream(ref GamePlayedTime); s.Stream(ref FloodPoofPlayer); s.Stream(ref PlayerType); s.Stream(ref SquadSearchAttempts); s.Stream(ref WeaponPhysicsMultiplier); s.Stream(ref AIDamageMultiplier); s.Stream(ref AIDamageTakenMultiplier); s.Stream(ref AIBuildSpeedMultiplier); s.Stream(ref FlagRallyPoint); s.Stream(ref FlagBountyResource); s.Stream(ref FlagMinimapBlocked); s.Stream(ref FlagLeaderPowersBlocked); s.Stream(ref FlagDefeatedDestroy); s.Stream(ref SquadAISearchIndex); s.Stream(ref SquadAIWorkIndex); s.Stream(ref SquadAISecondaryTurretScanIndex); s.StreamSignature(cSaveMarker.Player4); #endregion s.TraceAndDebugPosition(ref mPositionMarker); }
public virtual void Serialize(IO.EndianStream s) { BSaveGame.StreamArray16(s, ref Killers, isIterated: true); BSaveGame.StreamArray16(s, ref Combat); s.StreamSignature(BStatCombat.DoneIndex); }
public override void Serialize(IO.EndianStream s) { BSaveGame.StreamArray16(s, ref ObjectTypes); base.Serialize(s); }
public override void Serialize(IO.EndianStream s) { BSaveGame.StreamArray16(s, ref ProtoSquads); base.Serialize(s); }
public uint[] Values; // Type #region IEndianStreamSerializable Members public void Serialize(IO.EndianStream s) { BSaveGame.StreamArray16(s, ref Keys); BSaveGame.StreamArray16(s, ref Values); }