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 override void Serialize(IO.EndianStream s) { base.Serialize(s); var sg = s.Owner as BSaveGame; s.Stream(ref NextTickTime); s.Stream(ref TargettedSquad); s.StreamV(ref LastDirectionInput); s.StreamV(ref TeleportDestination); s.StreamV(ref PositionInput); s.Stream(ref TimeUntilTeleport); s.Stream(ref TimeUntilRetarget); s.Stream(ref AttackSound); s.Stream(JumpSplineCurve); s.Stream(CameraEffectData); sg.StreamBCost(s, ref CostPerTick); sg.StreamBCost(s, ref CostPerTickAttacking); sg.StreamBCost(s, ref CostPerJump); s.Stream(ref TickLength); s.Stream(ref DamageMultiplier); s.Stream(ref DamageTakenMultiplier); s.Stream(ref SpeedMultiplier); s.Stream(ref NudgeMultiplier); s.Stream(ref ScanRadius); s.Stream(ref ProjectileObject); s.Stream(ref HandAttachObject); s.Stream(ref TeleportAttachObject); s.Stream(ref AudioReactionTimer); s.Stream(ref TeleportTime); s.Stream(ref TeleportLateralDistance); s.Stream(ref TeleportJumpDistance); s.Stream(ref TimeBetweenRetarget); s.Stream(ref MotionBlurAmount); s.Stream(ref MotionBlurDistance); s.Stream(ref MotionBlurTime); s.Stream(ref DistanceVsAngleWeight); s.Stream(ref HealPerKillCombatValue); s.Stream(ref AuraRadius); s.Stream(ref AuraDamageBonus); s.Stream(ref AuraAttachObjectSmall); s.Stream(ref AuraAttachObjectMedium); s.Stream(ref AuraAttachObjectLarge); s.Stream(ref HealAttachObject); BSaveGame.StreamArray(s, ref SquadsInAura); s.Stream(ref FilterTypeID); s.Stream(ref CompletedInitialization); s.Stream(ref HasSuccessfullyAttacked); s.Stream(ref UsePather); }
public override void Serialize(IO.EndianStream s) { base.Serialize(s); var sg = s.Owner as BSaveGame; s.Stream(ref ProtoID); BSaveGame.StreamArray(s, ref TrainLimits); Contract.Assert(TrainLimits.Length <= kTrainLimitsMaxCount); BSaveGame.StreamArray(s, ref Hardpoints); Contract.Assert(Hardpoints.Length <= BHardpoint.kMaxCount); sg.StreamBCost(s, ref Cost); s.Stream(ref ProtoVisualIndex); s.Stream(ref DesiredVelocity); s.Stream(ref MaxVelocity); s.Stream(ref Hitpoints); s.Stream(ref Shieldpoints); s.Stream(ref LOS); s.Stream(ref SimLOS); s.Stream(ref BuildPoints); s.Stream(ref Bounty); s.StreamNotNull(ref Tactic); s.Stream(ref AmmoMax); s.Stream(ref AmmoRegenRate); s.Stream(ref RateAmount); s.Stream(ref MaxContained); s.Stream(ref DisplayNameIndex); s.Stream(ref CircleMenuIconID); s.Stream(ref DeathSpawnSquad); BSaveGame.StreamArray(s, ref CommandDisabled); BSaveGame.StreamArray(s, ref CommandSelectable); s.Stream(ref Available); s.Stream(ref Forbid); s.Stream(ref AbilityDisabled); s.Stream(ref AutoCloak); s.Stream(ref CloakMove); s.Stream(ref CloakAttack); s.Stream(ref UniqueInstance); s.StreamSignature(cSaveMarker.ProtoObject); }
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); }
internal static void Stream(IO.EndianStream s, ref BVisual visual) { if (BSaveGame.StreamObjectId(s, ref visual, NewVisual, SetProtoId, GetProtoId)) { visual.Serialize(s); } }
public void Serialize(IO.EndianStream s) { s.Stream(Path); s.Stream(ref CurrentWaypoint); s.Stream(ref PathTime); BSaveGame.StreamFreeListItemPtr(s, ref LinkedPath); s.Stream(ref PathLevel); }
public override void Serialize(IO.EndianStream s) { base.Serialize(s); BSaveGame.StreamCollection(s, Totals); s.Stream(Total); s.StreamNotNull(ref Combat_); }
public void Serialize(IO.EndianStream s) { for (int x = 0; x < ObjectiveLabels.Length; x++) { s.Stream(ref ObjectiveLabels[x]); } BSaveGame.StreamArray(s, ref Objectives); }
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 override void Serialize(IO.EndianStream s) { base.Serialize(s); s.StreamV(ref PickupLocation); BSaveGame.StreamArray(s, ref SquadsToTransport); s.Stream(ref GotPickupLocation); }
public void Serialize(IO.EndianStream s) { BSaveGame.StreamArray(s, ref Weapons); Contract.Assert(Weapons.Length <= BWeapon.kMaxCount); BSaveGame.StreamArray(s, ref ProtoActions); Contract.Assert(ProtoActions.Length <= BProtoAction.kMaxCount); s.Stream(ref AnimInfoLoaded); s.StreamSignature(cSaveMarker.Tactic); }
public void Serialize(IO.EndianStream s) { BSaveGame.StreamVectorArray16(s, ref Waypoints, cMaximumWaypoints); s.Stream(ref Flags); s.Stream(ref PathLength); s.Stream(ref CreationTime); s.StreamSignature(cSaveMarker.cSaveMarkerPath1); }
public override void Serialize(IO.EndianStream s) { base.Serialize(s); s.Stream(ref SquadSpawnDelay); BSaveGame.StreamArray(s, ref ActiveDrops); s.Stream(ref ProjectileProtoID); s.Stream(ref ODSTProtoSquadID); s.Stream(ref AddToMissionID); s.Stream(ref ReadyForShutdown); }
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.Stream(Target); BSaveGame.StreamVectorArray(s, ref Waypoints, cMaximumWaypoints); s.Stream(ref OwnerID); s.Stream(ref ID); s.Stream(ref RefCount); s.Stream(ref Angle); s.Stream(ref Mode); s.Stream(ref Priority); s.Stream(ref AttackMove); s.Stream(ref OverridePosition); s.Stream(ref OverrideRange); s.Stream(ref AutoGeneratedAttackMove); }
public void Serialize(IO.EndianStream s) { BSaveGame.StreamList(s, Callouts, kCalloutsListInfo); s.StreamSignature(cSaveMarker.UICallouts1); s.StreamSignature(cNumCallouts); for (int x = 0; x < CalloutWidgets.Length; x++) { s.Stream(ref CalloutWidgets[x]); } s.Stream(ref NextCalloutID); s.Stream(ref PanelVisible); s.Stream(ref CalloutsVisible); s.StreamSignature(cSaveMarker.UICallouts2); }
public void Serialize(IO.EndianStream s) { s.Stream(ref Action); if (Action) { s.Stream(ref ActionType, BActionTypeStreamer.Instance); BSaveGame.StreamFreeListItemPtr(s, ref ActionPtr); } else { ActionType = Phx.BActionType.Invalid; ActionPtr = TypeExtensions.kNone; } }
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 override void Serialize(IO.EndianStream s) { base.Serialize(s); BSaveGame.StreamArray(s, ref IgnoreList); s.Stream(ref NextTickTime); s.Stream(ref CryoObjectID); s.StreamV(ref Direction); s.StreamV(ref Right); s.Stream(ref CryoObjectProtoID); s.Stream(ref BomberProtoID); s.Stream(ref FilterTypeID); s.Stream(ref CryoRadius); s.Stream(ref MinCryoFalloff); s.Stream(ref TickDuration); s.Stream(ref TicksRemaining); s.Stream(ref CryoAmountPerTick); s.Stream(ref KillableHpLeft); s.Stream(ref FreezingThawTime); s.Stream(ref FrozenThawTime); s.Stream(BomberData); s.Stream(ref ReactionPlayed); }
public override void Serialize(IO.EndianStream s) { base.Serialize(s); BSaveGame.StreamArray(s, ref SquadsRepairing); BSaveGame.StreamArray(s, ref IgnoreList); s.Stream(ref NextTickTime); s.Stream(ref RepairObjectID); s.Stream(ref RepairAttachmentProtoID); s.Stream(ref FilterTypeID); s.Stream(ref RepairRadius); s.Stream(ref TickDuration); s.Stream(ref RepairCombatValuePerTick); s.Stream(ref CooldownTimeIfDamaged); s.Stream(ref TicksRemaining); s.Stream(ref SpreadAmongSquads); s.Stream(ref AllowReinforce); s.Stream(ref IgnorePlacement); s.Stream(ref HealAny); s.Stream(ref NeverStops); }
public override void Serialize(IO.EndianStream s) { base.Serialize(s); s.Stream(ref RealTargettingLaserID); s.StreamV(ref DesiredTargettingPosition); BSaveGame.StreamArray(s, ref Shots); s.Stream(ref FiredInitialShot); s.Stream(ref ShotsRemaining); s.Stream(ref ImpactsToProcess); s.Stream(ref TargetBeamID); s.Stream(ref ProjectileID); s.Stream(ref EffectProtoID); s.Stream(ref RockSmallProtoID); s.Stream(ref RockMediumProtoID); s.Stream(ref RockLargeProtoID); s.Stream(ref FiredSound); s.Stream(ref TargetingDelay); s.Stream(ref AutoShotDelay); s.Stream(ref AutoShotInnerRadius); s.Stream(ref AutoShotOuterRadius); s.Stream(ref XOffset); s.Stream(ref YOffset); s.Stream(ref ZOffset); s.Stream(ref LOSMode); }
public void Serialize(IO.EndianStream s) { BSaveGame.StreamVectorArray(s, ref Path, cMaximumPathLength); s.Stream(Target); s.Stream(ref Source); s.Stream(ref ID); s.Stream(ref Type); s.Stream(ref UserData); s.Stream(ref Priority); s.Stream(ref UserData2); s.Stream(ref WaitCount); s.Stream(ref Evaluated); s.Stream(ref ExistForOneUpdate); s.Stream(ref ExistUntilEvaluated); s.Stream(ref AllowComplete); s.Stream(ref NotifySource); s.Stream(ref Leash); s.Stream(ref ForceLeash); s.Stream(ref Trigger); s.Stream(ref RemoveActions); s.Stream(ref Complete); s.Stream(ref CompleteValue); s.Stream(ref PreserveDPS); s.Stream(ref MustComplete); s.Stream(ref UserDataSet); }
public void Serialize(IO.EndianStream s) { BSaveGame.StreamMatrix(s, ref Matrix); s.Stream(ref SubUpdateNumber); s.Stream(ref GrannySubUpdateNumber); BSaveGame.StreamMatrix(s, ref Matrix1); BSaveGame.StreamMatrix(s, ref Matrix2); s.StreamV(ref CombinedMinCorner); s.StreamV(ref CombinedMaxCorner); s.StreamV(ref MinCorner); s.StreamV(ref MaxCorner); s.Stream(ref ModelAsset); if (s.StreamCond(ModelUVOffsets, offsets => !offsets.EqualsZero())) { s.Stream(ModelUVOffsets); } StreamFlags(s); StreamAttachments(s); }
public void Serialize(IO.EndianStream s) { s.Stream(ref HasCommand); s.Stream(ref NewCommand); s.Stream(ref StateChanged); s.Stream(ref NewState); s.Stream(ref HasPreconditionResult); s.Stream(ref PreconditionResult); s.Stream(ref PreconditionTime); s.Stream(ref State); s.Stream(ref GamesReinforced); s.Stream(ref TimesReinforced); s.Stream(ref HintDisplayedCount); BSaveGame.StreamList(s, Pages, kPagesListInfo); s.Stream(ref TimesReinforcedThisGame); s.Stream(ref EventReady); s.Stream(ref Active); s.Stream(ref Permission); s.Stream(ref InitialWaitTimeRemaining); s.Stream(ref TerminalWaitTimeRemaining); s.Stream(ref CoolDownTimer); s.Stream(ref LastCoolDownAmount); s.Stream(ref CoolDownTimerAccumulator); BSaveGame.StreamArray(s, ref SubHints); s.Stream(ref ParentHint); Contract.Assert(ParentHint <= kMaxCount); s.Stream(ref PrereqsMet); s.Stream(ref DirtyProfile); s.StreamSignature(cSaveMarker.Concept); }
public override void Serialize(IO.EndianStream s) { base.Serialize(s); BSaveGame.StreamArray(s, ref BombExplodeInfos); BSaveGame.StreamCollection(s, NudgedUnits); s.StreamV(ref StartLocation); s.StreamV(ref StartDirection); s.StreamV(ref RightVector); s.Stream(ref State); s.Stream(ref GotStartLocation); s.Stream(ref GotStartDirection); s.Stream(ref TickLength); s.Stream(ref NextBombTime); s.Stream(ref LastBombTime); s.Stream(ref NumBombClustersDropped); s.Stream(ref ProjectileProtoID); s.Stream(ref ImpactProtoID); s.Stream(ref ExplosionProtoID); s.Stream(ref BomberProtoID); s.Stream(ref InitialDelay); s.Stream(ref FuseTime); s.Stream(ref MaxBombs); s.Stream(ref MaxBombOffset); s.Stream(ref BombSpacing); s.Stream(ref LengthMultiplier); s.Stream(ref WedgeLengthMultiplier); s.Stream(ref WedgeMinOffset); s.Stream(ref NudgeMultiplier); s.Stream(BomberData); s.Stream(ref LOSMode); s.Stream(ref ReactionPlayed); }
public override void Serialize(IO.EndianStream s) { base.Serialize(s); var sg = s.Owner as BSaveGame; BSaveGame.StreamVectorArray(s, ref Waypoints, cMaximumWaypoints); s.Stream(ref BeamID); s.Stream(ref AirImpactObjectID); s.Stream(ref NextDamageTime); s.StreamV(ref DesiredBeamPosition); BSaveGame.StreamVectorArray(s, ref BeamPath, cMaximumBeamPathLength); BSaveGame.StreamArray(s, ref RevealedTeamIDs); sg.StreamBCost(s, ref CostPerTick); s.Stream(ref Projectile); s.Stream(ref TickLength); s.Stream(ref MinBeamDistance); s.Stream(ref MaxBeamDistance); s.Stream(ref CommandInterval); s.Stream(ref MaxBeamSpeed); s.Stream(ref LOSMode); s.Stream(ref UsePath); s.Stream(ref AudioReactionTimer); }
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 override void Serialize(IO.EndianStream s) { base.Serialize(s); var sg = s.Owner as BSaveGame; s.Stream(ref ProtoID); s.Stream(ref BuildPoints); sg.StreamBCost(s, ref Cost); s.Stream(ref MaxHP); s.Stream(ref MaxSP); s.Stream(ref MaxAmmo); s.Stream(ref Level); s.Stream(ref TechLevel); s.Stream(ref DisplayNameIndex); s.Stream(ref CircleMenuIconID); s.Stream(ref AltCircleMenuIconID); s.Stream(ref HPBar); s.Stream(ref Available); s.Stream(ref Forbid); s.Stream(ref OneTimeSpawnUsed); s.Stream(ref KBAware); s.Stream(ref HasOverrideNodes); if (HasOverrideNodes) { BSaveGame.StreamArray(s, ref OverrideNodes); } s.StreamSignature(cSaveMarker.ProtoSquad1); }
public void Serialize(IO.EndianStream s) { BSaveGame.StreamCollection(s, Civs); BSaveGame.StreamCollection(s, Leaders); BSaveGame.StreamCollection(s, Abilities); BSaveGame.StreamCollection(s, ProtoVisuals); BSaveGame.StreamCollection(s, Models); BSaveGame.StreamCollection(s, Animations); BSaveGame.StreamCollection(s, TerrainEffects); BSaveGame.StreamCollection(s, ProtoImpactEffects); BSaveGame.StreamCollection(s, LightEffects); BSaveGame.StreamCollection(s, ParticleGateways); BSaveGame.StreamCollection(s, GenericProtoObjects); BSaveGame.StreamCollection(s, ProtoSquads); BSaveGame.StreamCollection(s, ProtoTechs); BSaveGame.StreamCollection(s, ProtoPowers); BSaveGame.StreamCollection(s, ProtoObjects); BSaveGame.StreamCollection(s, Resources); BSaveGame.StreamCollection(s, Rates); BSaveGame.StreamCollection(s, Populations); BSaveGame.StreamCollection(s, WeaponTypes); BSaveGame.StreamCollection(s, DamageTypes); BSaveGame.StreamCollection(s, Templates); BSaveGame.StreamCollection(s, AnimTypes); BSaveGame.StreamCollection(s, EffectTypes); BSaveGame.StreamCollection(s, Actions); BSaveGame.StreamList(s, Tactics, kTacticsListInfo); s.Stream(ref NumUniqueProtoObjects); s.StreamSignature((uint)NumUniqueProtoObjects); BSaveGame.StreamList(s, Shapes, kDataTagsListInfo); BSaveGame.StreamList(s, PhysicsInfo, kDataTagsListInfo); BSaveGame.StreamCollection(s, ProtoIcons); s.StreamSignature(cSaveMarker.DB); }