Пример #1
0
        public void ExposeData()
        {
            Scribe_Defs.Look <CannonDef>(ref cannonDef, "cannonDef");
            Scribe_Values.Look(ref uniqueID, "uniqueID", -1);
            Scribe_Values.Look(ref cooldownTicks, "cooldownTicks");

            Scribe_Values.Look(ref cannonSize, "cannonSize");
            Scribe_Values.Look(ref cannonRenderOffset, "cannonRenderOffset");
            Scribe_Values.Look(ref cannonRenderLocation, "cannonRenderLocation");
            Scribe_Values.Look(ref currentRotation, "currentRotation", defaultAngleRotated - 90);

            Scribe_Values.Look(ref aimPieOffset, "aimPieOffset");
            Scribe_Values.Look(ref angleRestricted, "angleRestricted");

            Scribe_Values.Look(ref baseCannonSize, "baseCannonSize");
            Scribe_Values.Look(ref baseCannonRenderLocation, "baseCannonRenderLocation");

            Scribe_Values.Look(ref cannonTurretDrawSize, "cannonTurretDrawSize");
            Scribe_Values.Look(ref baseCannonDrawSize, "baseCannonDrawSize");

            Scribe_Values.Look(ref drawLayer, "drawLayer");

            Scribe_References.Look(ref pawn, "pawn");
            Scribe_Defs.Look(ref loadedAmmo, "loadedAmmo");
            Scribe_Defs.Look(ref savedAmmoType, "savedAmmoType");
            Scribe_Values.Look(ref shellCount, "shellCount");

            Scribe_Collections.Look(ref cannonGroupDict, "cannonGroupDict");
            Scribe_TargetInfo.Look(ref cannonTarget, "cannonTarget", LocalTargetInfo.Invalid);
        }
Пример #2
0
 public virtual void ExposeData()
 {
     Scribe_References.Look(ref vehicle, "vehicle");
     Scribe_TargetInfo.Look(ref targetA, "targetA");
     Scribe_Values.Look(ref jobDef, "jobDef");
     Scribe_Values.Look(ref maxClaimants, "maxClaimants");
 }
        public override void ExposeData()
        {
            base.ExposeData();
            Scribe_Values.Look(ref this.burstCooldownTicksLeft, "burstCooldownTicksLeft", 0, false);
            Scribe_Values.Look(ref this.burstWarmupTicksLeft, "burstWarmupTicksLeft", 0, false);

            Scribe_Values.Look(ref this.top.curRotationInt, "aa_turretTopRot");
            Scribe_Values.Look(ref isInBurst, "aa_isInBurst");

            Scribe_TargetInfo.Look(ref this.currentTargetInt, "currentTarget");
            Scribe_Values.Look(ref this.holdFire, "holdFire", false, false);
            Scribe_Deep.Look(ref this.gun, "gun", Array.Empty <object>());
            BackCompatibility.PostExposeData(this);
            if (Scribe.mode == LoadSaveMode.PostLoadInit)
            {
                this.UpdateGunVerbs();
            }

            if (top != null)
            {
                top.ExposeData();
            }
            else
            {
                Log.Error("Could not expose data for turret top: turret top is null.");
            }
        }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_TargetInfo.Look(ref forcedTarget, "forcedTarget");
     Scribe_TargetInfo.Look(ref lastAttackedTarget, "lastAttackedTarget");
     Scribe_Deep.Look(ref stunner, "stunner", this);
     Scribe_Values.Look(ref lastAttackTargetTick, "lastAttackTargetTick", 0);
 }
Пример #5
0
 public void ExposeData()
 {
     Scribe_Values.Look(ref this.text, "text", null);
     if (Scribe.mode == LoadSaveMode.Saving && this.lookTarget.HasThing && this.lookTarget.Thing.Destroyed)
     {
         this.lookTarget = GlobalTargetInfo.Invalid;
     }
     Scribe_TargetInfo.Look(ref this.lookTarget, "lookTarget");
 }
 public override void PostExposeData()
 {
     base.PostExposeData();
     Scribe_TargetInfo.Look(ref this.lastFiringLocation, "lastFiringLocation", LocalTargetInfo.Invalid);
     Scribe_Values.Look(ref this.shotstack, "shotstack", 0);
     Scribe_Values.Look(ref this.originalwarmupTime, "originalwarmupTime");
     Scribe_Values.Look(ref this.hotshot, "hotshot", false);
     Scribe_Values.Look(ref this.initalized, "initalized", false);
 }
Пример #7
0
 public void ExposeData()
 {
     if (Scribe.mode == LoadSaveMode.Saving)
     {
         lastJobGiverKey = ((lastJobGiver == null) ? (-1) : lastJobGiver.UniqueSaveKey);
     }
     Scribe_Values.Look(ref lastJobGiverKey, "lastJobGiverKey", -1);
     if (Scribe.mode == LoadSaveMode.PostLoadInit && lastJobGiverKey != -1 && !lastJobGiverThinkTree.TryGetThinkNodeWithSaveKey(lastJobGiverKey, out lastJobGiver))
     {
         Log.Warning("Could not find think node with key " + lastJobGiverKey);
     }
     Scribe_References.Look(ref meleeThreat, "meleeThreat");
     Scribe_References.Look(ref enemyTarget, "enemyTarget");
     Scribe_References.Look(ref knownExploder, "knownExploder");
     Scribe_References.Look(ref lastMannedThing, "lastMannedThing");
     Scribe_Defs.Look(ref lastJobGiverThinkTree, "lastJobGiverThinkTree");
     Scribe_TargetInfo.Look(ref lastAttackedTarget, "lastAttackedTarget");
     Scribe_Collections.Look(ref thinkData, "thinkData", LookMode.Value, LookMode.Value);
     Scribe_Values.Look(ref activeInt, "active", defaultValue: true);
     Scribe_Values.Look(ref lastJobTag, "lastJobTag", JobTag.Misc);
     Scribe_Values.Look(ref lastIngestTick, "lastIngestTick", -99999);
     Scribe_Values.Look(ref nextApparelOptimizeTick, "nextApparelOptimizeTick", -99999);
     Scribe_Values.Look(ref lastEngageTargetTick, "lastEngageTargetTick", 0);
     Scribe_Values.Look(ref lastAttackTargetTick, "lastAttackTargetTick", 0);
     Scribe_Values.Look(ref canFleeIndividual, "canFleeIndividual", defaultValue: false);
     Scribe_Values.Look(ref exitMapAfterTick, "exitMapAfterTick", -99999);
     Scribe_Values.Look(ref forcedGotoPosition, "forcedGotoPosition", IntVec3.Invalid);
     Scribe_Values.Look(ref lastMeleeThreatHarmTick, "lastMeleeThreatHarmTick", 0);
     Scribe_Values.Look(ref lastAssignedInteractTime, "lastAssignedInteractTime", -99999);
     Scribe_Values.Look(ref interactionsToday, "interactionsToday", 0);
     Scribe_Values.Look(ref lastInventoryRawFoodUseTick, "lastInventoryRawFoodUseTick", 0);
     Scribe_Values.Look(ref lastDisturbanceTick, "lastDisturbanceTick", -99999);
     Scribe_Values.Look(ref wantsToTradeWithColony, "wantsToTradeWithColony", defaultValue: false);
     Scribe_Values.Look(ref canLovinTick, "canLovinTick", -99999);
     Scribe_Values.Look(ref canSleepTick, "canSleepTick", -99999);
     Scribe_Values.Look(ref nextMoveOrderIsWait, "nextMoveOrderIsWait", defaultValue: true);
     Scribe_Values.Look(ref lastTakeCombatEnhancingDrugTick, "lastTakeCombatEnhancingDrugTick", -99999);
     Scribe_Values.Look(ref lastHarmTick, "lastHarmTick", -99999);
     Scribe_Values.Look(ref anyCloseHostilesRecently, "anyCloseHostilesRecently", defaultValue: false);
     Scribe_Deep.Look(ref duty, "duty");
     Scribe_Deep.Look(ref mentalStateHandler, "mentalStateHandler", pawn);
     Scribe_Deep.Look(ref mentalBreaker, "mentalBreaker", pawn);
     Scribe_Deep.Look(ref inspirationHandler, "inspirationHandler", pawn);
     Scribe_Deep.Look(ref priorityWork, "priorityWork", pawn);
     Scribe_Values.Look(ref applyBedThoughtsTick, "applyBedThoughtsTick", 0);
     Scribe_Values.Look(ref applyBedThoughtsOnLeave, "applyBedThoughtsOnLeave", defaultValue: false);
     Scribe_Values.Look(ref willJoinColonyIfRescuedInt, "willJoinColonyIfRescued", defaultValue: false);
     Scribe_Values.Look(ref wildManEverReachedOutsideInt, "wildManEverReachedOutside", defaultValue: false);
     Scribe_Values.Look(ref timesGuestTendedToByPlayer, "timesGuestTendedToByPlayer", 0);
     Scribe_Values.Look(ref lastSelfTendTick, "lastSelfTendTick", 0);
     Scribe_Values.Look(ref spawnedByInfestationThingComp, "spawnedByInfestationThingComp", defaultValue: false);
     Scribe_Values.Look(ref lastPredatorHuntingPlayerNotificationTick, "lastPredatorHuntingPlayerNotificationTick", -99999);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.MindStatePostLoadInit(this);
     }
 }
Пример #8
0
 public void ExposeData()
 {
     Scribe_References.Look <Pawn>(ref this.claimant, "claimant", false);
     Scribe_References.Look <Job>(ref this.job, "job", false);
     Scribe_TargetInfo.Look(ref this.target, "target");
     Scribe_Values.Look <int>(ref this.maxPawns, "maxPawns", 0, false);
     Scribe_Values.Look <int>(ref this.stackCount, "stackCount", 0, false);
     Scribe_Defs.Look <ReservationLayerDef>(ref this.layer, "layer");
 }
 public override void ExposeData()
 {
     Scribe_References.Look(ref bestower, "bestower");
     Scribe_References.Look(ref target, "target");
     Scribe_References.Look(ref shuttle, "shuttle");
     Scribe_TargetInfo.Look(ref spot, "spot");
     Scribe_Values.Look(ref questEndedSignal, "questEndedSignal");
     Scribe_Values.Look(ref spotCell, "spotCell");
 }
Пример #10
0
 public void ExposeData()
 {
     Scribe_References.Look(ref claimant, "claimant");
     Scribe_References.Look(ref job, "job");
     Scribe_TargetInfo.Look(ref target, "target");
     Scribe_Values.Look(ref maxPawns, "maxPawns", 0);
     Scribe_Values.Look(ref stackCount, "stackCount", 0);
     Scribe_Defs.Look(ref layer, "layer");
 }
        public new void ExposeData()
        {
            ILoadReferenceable commTarget = (ILoadReferenceable)this.commTarget;

            Scribe_References.Look <ActivityTask>(ref this.activityTask, "activityTask");
            Scribe_References.Look <ILoadReferenceable>(ref commTarget, "commTarget", false);
            this.commTarget = (ICommunicable)commTarget;
            Scribe_References.Look <Verb>(ref this.verbToUse, "verbToUse", false);
            Scribe_References.Look <Bill>(ref this.bill, "bill", false);
            Scribe_References.Look <Lord>(ref this.lord, "lord", false);
            Scribe_Defs.Look <JobDef>(ref this.def, "def");
            Scribe_Values.Look <int>(ref this.loadID, "loadID", 0, false);
            Scribe_TargetInfo.Look(ref this.targetA, "targetA");
            Scribe_TargetInfo.Look(ref this.targetB, "targetB");
            Scribe_TargetInfo.Look(ref this.targetC, "targetC");
            Scribe_Collections.Look <LocalTargetInfo>(ref this.targetQueueA, "targetQueueA", LookMode.Undefined, new object[0]);
            Scribe_Collections.Look <LocalTargetInfo>(ref this.targetQueueB, "targetQueueB", LookMode.Undefined, new object[0]);
            Scribe_Values.Look <int>(ref this.count, "count", -1, false);
            Scribe_Collections.Look <int>(ref this.countQueue, "countQueue", LookMode.Undefined, new object[0]);
            Scribe_Values.Look <int>(ref this.startTick, "startTick", -1, false);
            Scribe_Values.Look <int>(ref this.expiryInterval, "expiryInterval", -1, false);
            Scribe_Values.Look <bool>(ref this.checkOverrideOnExpire, "checkOverrideOnExpire", false, false);
            Scribe_Values.Look <bool>(ref this.playerForced, "playerForced", false, false);
            Scribe_Collections.Look <ThingCountClass>(ref this.placedThings, "placedThings", LookMode.Undefined, new object[0]);
            Scribe_Values.Look <int>(ref this.maxNumMeleeAttacks, "maxNumMeleeAttacks", int.MaxValue, false);
            Scribe_Values.Look <int>(ref this.maxNumStaticAttacks, "maxNumStaticAttacks", int.MaxValue, false);
            Scribe_Values.Look <bool>(ref this.exitMapOnArrival, "exitMapOnArrival", false, false);
            Scribe_Values.Look <bool>(ref this.failIfCantJoinOrCreateCaravan, "failIfCantJoinOrCreateCaravan", false, false);
            Scribe_Values.Look <bool>(ref this.killIncappedTarget, "killIncappedTarget", false, false);
            Scribe_Values.Look <bool>(ref this.haulOpportunisticDuplicates, "haulOpportunisticDuplicates", false, false);
            Scribe_Values.Look <HaulMode>(ref this.haulMode, "haulMode", HaulMode.Undefined, false);
            Scribe_Defs.Look <ThingDef>(ref this.plantDefToSow, "plantDefToSow");
            Scribe_Values.Look <LocomotionUrgency>(ref this.locomotionUrgency, "locomotionUrgency", LocomotionUrgency.Jog, false);
            Scribe_Values.Look <bool>(ref this.ignoreDesignations, "ignoreDesignations", false, false);
            Scribe_Values.Look <bool>(ref this.canBash, "canBash", false, false);
            Scribe_Values.Look <bool>(ref this.haulDroppedApparel, "haulDroppedApparel", false, false);
            Scribe_Values.Look <bool>(ref this.restUntilHealed, "restUntilHealed", false, false);
            Scribe_Values.Look <bool>(ref this.ignoreJoyTimeAssignment, "ignoreJoyTimeAssignment", false, false);
            Scribe_Values.Look <bool>(ref this.overeat, "overeat", false, false);
            Scribe_Values.Look <bool>(ref this.attackDoorIfTargetLost, "attackDoorIfTargetLost", false, false);
            Scribe_Values.Look <int>(ref this.takeExtraIngestibles, "takeExtraIngestibles", 0, false);
            Scribe_Values.Look <bool>(ref this.expireRequiresEnemiesNearby, "expireRequiresEnemiesNearby", false, false);
            Scribe_Values.Look <bool>(ref this.collideWithPawns, "collideWithPawns", false, false);
            Scribe_Values.Look <bool>(ref this.forceSleep, "forceSleep", false, false);
            Scribe_Defs.Look <InteractionDef>(ref this.interaction, "interaction");
            Scribe_Values.Look <bool>(ref this.endIfCantShootTargetFromCurPos, "endIfCantShootTargetFromCurPos", false, false);
            Scribe_Values.Look <bool>(ref this.endIfCantShootInMelee, "endIfCantShootInMelee", false, false);
            Scribe_Values.Look <bool>(ref this.checkEncumbrance, "checkEncumbrance", false, false);
            Scribe_Values.Look <float>(ref this.followRadius, "followRadius", 0.0f, false);
            Scribe_Values.Look <bool>(ref this.endAfterTendedOnce, "endAfterTendedOnce", false, false);
            if (Scribe.mode != LoadSaveMode.PostLoadInit || this.verbToUse == null || !this.verbToUse.BuggedAfterLoading)
            {
                return;
            }
            this.verbToUse = (Verb)null;
            Log.Warning(this.GetType().ToString() + " had a bugged verbToUse after loading.", false);
        }
Пример #12
0
 public override void ExposeData()
 {
     Scribe_TargetInfo.Look(ref startCell, "startCell");
     Scribe_TargetInfo.Look(ref edgeCell, "edgeCell");
     Scribe_Values.Look(ref rotation, "rotation");
     Scribe_Values.Look(ref groupID, "groupID");
     Scribe_Values.Look(ref destinationTile, "destinationTile");
     Scribe_Deep.Look(ref arrivalAction, "arrivalAction");
     base.ExposeData();
 }
Пример #13
0
        public void ExposeData()
        {
            ILoadReferenceable refee = (ILoadReferenceable)commTarget;

            Scribe_References.Look(ref refee, "commTarget");
            commTarget = (ICommunicable)refee;
            Scribe_References.Look(ref verbToUse, "verbToUse");
            Scribe_References.Look(ref bill, "bill");
            Scribe_References.Look(ref lord, "lord");
            Scribe_Defs.Look(ref def, "def");
            Scribe_Values.Look(ref loadID, "loadID", 0);
            Scribe_TargetInfo.Look(ref targetA, "targetA");
            Scribe_TargetInfo.Look(ref targetB, "targetB");
            Scribe_TargetInfo.Look(ref targetC, "targetC");
            Scribe_Collections.Look(ref targetQueueA, "targetQueueA", LookMode.Undefined);
            Scribe_Collections.Look(ref targetQueueB, "targetQueueB", LookMode.Undefined);
            Scribe_Values.Look(ref count, "count", -1);
            Scribe_Collections.Look(ref countQueue, "countQueue", LookMode.Undefined);
            Scribe_Values.Look(ref startTick, "startTick", -1);
            Scribe_Values.Look(ref expiryInterval, "expiryInterval", -1);
            Scribe_Values.Look(ref checkOverrideOnExpire, "checkOverrideOnExpire", defaultValue: false);
            Scribe_Values.Look(ref playerForced, "playerForced", defaultValue: false);
            Scribe_Collections.Look(ref placedThings, "placedThings", LookMode.Undefined);
            Scribe_Values.Look(ref maxNumMeleeAttacks, "maxNumMeleeAttacks", 2147483647);
            Scribe_Values.Look(ref maxNumStaticAttacks, "maxNumStaticAttacks", 2147483647);
            Scribe_Values.Look(ref exitMapOnArrival, "exitMapOnArrival", defaultValue: false);
            Scribe_Values.Look(ref failIfCantJoinOrCreateCaravan, "failIfCantJoinOrCreateCaravan", defaultValue: false);
            Scribe_Values.Look(ref killIncappedTarget, "killIncappedTarget", defaultValue: false);
            Scribe_Values.Look(ref haulOpportunisticDuplicates, "haulOpportunisticDuplicates", defaultValue: false);
            Scribe_Values.Look(ref haulMode, "haulMode", HaulMode.Undefined);
            Scribe_Defs.Look(ref plantDefToSow, "plantDefToSow");
            Scribe_Values.Look(ref locomotionUrgency, "locomotionUrgency", LocomotionUrgency.Jog);
            Scribe_Values.Look(ref ignoreDesignations, "ignoreDesignations", defaultValue: false);
            Scribe_Values.Look(ref canBash, "canBash", defaultValue: false);
            Scribe_Values.Look(ref haulDroppedApparel, "haulDroppedApparel", defaultValue: false);
            Scribe_Values.Look(ref restUntilHealed, "restUntilHealed", defaultValue: false);
            Scribe_Values.Look(ref ignoreJoyTimeAssignment, "ignoreJoyTimeAssignment", defaultValue: false);
            Scribe_Values.Look(ref overeat, "overeat", defaultValue: false);
            Scribe_Values.Look(ref attackDoorIfTargetLost, "attackDoorIfTargetLost", defaultValue: false);
            Scribe_Values.Look(ref takeExtraIngestibles, "takeExtraIngestibles", 0);
            Scribe_Values.Look(ref expireRequiresEnemiesNearby, "expireRequiresEnemiesNearby", defaultValue: false);
            Scribe_Values.Look(ref collideWithPawns, "collideWithPawns", defaultValue: false);
            Scribe_Values.Look(ref forceSleep, "forceSleep", defaultValue: false);
            Scribe_Defs.Look(ref interaction, "interaction");
            Scribe_Values.Look(ref endIfCantShootTargetFromCurPos, "endIfCantShootTargetFromCurPos", defaultValue: false);
            Scribe_Values.Look(ref endIfCantShootInMelee, "endIfCantShootInMelee", defaultValue: false);
            Scribe_Values.Look(ref checkEncumbrance, "checkEncumbrance", defaultValue: false);
            Scribe_Values.Look(ref followRadius, "followRadius", 0f);
            Scribe_Values.Look(ref endAfterTendedOnce, "endAfterTendedOnce", defaultValue: false);
            if (Scribe.mode == LoadSaveMode.PostLoadInit && verbToUse != null && verbToUse.BuggedAfterLoading)
            {
                verbToUse = null;
                Log.Warning(GetType() + " had a bugged verbToUse after loading.");
            }
        }
Пример #14
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_TargetInfo.Look(ref this.forcedTarget, "forcedTarget");
     Scribe_TargetInfo.Look(ref this.lastAttackedTarget, "lastAttackedTarget");
     Scribe_Deep.Look <StunHandler>(ref this.stunner, "stunner", new object[]
     {
         this
     });
     Scribe_Values.Look <int>(ref this.lastAttackTargetTick, "lastAttackTargetTick", 0, false);
 }
Пример #15
0
        public void ExposeData()
        {
            Scribe_TargetInfo.Look(ref target, "target");
            Scribe_Defs.Look(ref blueprintTerrainDef, "blueprintTerrainDef");
            Scribe_Defs.Look(ref blueprintThingDef, "blueprintThingDef");
            Scribe_Defs.Look(ref blueprintStuff, "blueprintStuff");
            Scribe_Values.Look(ref blueprintRotation, "blueprintRotation");
            Scribe_References.Look(ref bill, "bill", false);

            Scribe_Defs.Look(ref trainable, "trainable");
        }
Пример #16
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.Look <int>(ref this.ticksLeft, "ticksLeft", 0, false);
     Scribe_TargetInfo.Look(ref this.focusTarg, "focusTarg");
     Scribe_Values.Look <bool>(ref this.neverAimWeapon, "neverAimWeapon", false, false);
     Scribe_References.Look <Verb>(ref this.verb, "verb", false);
     if (Scribe.mode == LoadSaveMode.LoadingVars)
     {
         this.SetPieSizeFactor();
     }
 }
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.Look(ref inSignal, "inSignal");
     Scribe_Values.Look(ref change, "change", 0);
     Scribe_References.Look(ref faction, "faction");
     Scribe_Values.Look(ref canSendMessage, "canSendMessage", defaultValue: true);
     Scribe_Values.Look(ref canSendHostilityLetter, "canSendHostilityLetter", defaultValue: true);
     Scribe_Values.Look(ref reason, "reason");
     Scribe_Values.Look(ref getLookTargetFromSignal, "getLookTargetFromSignal", defaultValue: true);
     Scribe_TargetInfo.Look(ref lookTarget, "lookTarget");
 }
Пример #18
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.Look <int>(ref this.burstCooldownTicksLeft, "burstCooldownTicksLeft", 0, false);
     Scribe_Values.Look <int>(ref this.burstWarmupTicksLeft, "burstWarmupTicksLeft", 0, false);
     Scribe_TargetInfo.Look(ref this.currentTargetInt, "currentTarget");
     Scribe_Values.Look <bool>(ref this.holdFire, "holdFire", false, false);
     Scribe_Deep.Look <Thing>(ref this.gun, "gun", Array.Empty <object>());
     BackCompatibility.PostExposeData(this);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         this.UpdateGunVerbs();
     }
 }
Пример #19
0
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.Look(ref burstCooldownTicksLeft, "burstCooldownTicksLeft", 0);
     Scribe_Values.Look(ref burstWarmupTicksLeft, "burstWarmupTicksLeft", 0);
     Scribe_TargetInfo.Look(ref currentTargetInt, "currentTarget");
     Scribe_Values.Look(ref holdFire, "holdFire", defaultValue: false);
     Scribe_Deep.Look(ref gun, "gun");
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         BackCompatibility.TurretPostLoadInit(this);
         UpdateGunVerbs();
     }
 }
Пример #20
0
 public void ExposeData()
 {
     Scribe_Values.Look <bool>(ref this.moving, "moving", true, false);
     Scribe_Values.Look <IntVec3>(ref this.nextCell, "nextCell", default(IntVec3), false);
     Scribe_Values.Look <float>(ref this.nextCellCostLeft, "nextCellCostLeft", 0f, false);
     Scribe_Values.Look <float>(ref this.nextCellCostTotal, "nextCellCostInitial", 0f, false);
     Scribe_Values.Look <PathEndMode>(ref this.peMode, "peMode", PathEndMode.None, false);
     Scribe_Values.Look <int>(ref this.cellsUntilClamor, "cellsUntilClamor", 0, false);
     Scribe_Values.Look <int>(ref this.lastMovedTick, "lastMovedTick", -999999, false);
     if (this.moving)
     {
         Scribe_TargetInfo.Look(ref this.destination, "destination");
     }
 }
Пример #21
0
 public void ExposeData()
 {
     Scribe_Values.Look(ref moving, "moving", defaultValue: true);
     Scribe_Values.Look(ref nextCell, "nextCell");
     Scribe_Values.Look(ref nextCellCostLeft, "nextCellCostLeft", 0f);
     Scribe_Values.Look(ref nextCellCostTotal, "nextCellCostInitial", 0f);
     Scribe_Values.Look(ref peMode, "peMode", PathEndMode.None);
     Scribe_Values.Look(ref cellsUntilClamor, "cellsUntilClamor", 0);
     Scribe_Values.Look(ref lastMovedTick, "lastMovedTick", -999999);
     if (moving)
     {
         Scribe_TargetInfo.Look(ref destination, "destination");
     }
 }
Пример #22
0
 public void ExposeData()
 {
     Scribe_Defs.Look <DutyDef>(ref this.def, "def");
     Scribe_TargetInfo.Look(ref this.focus, "focus", LocalTargetInfo.Invalid);
     Scribe_TargetInfo.Look(ref this.focusSecond, "focusSecond", LocalTargetInfo.Invalid);
     Scribe_Values.Look <float>(ref this.radius, "radius", -1f, false);
     Scribe_Values.Look <LocomotionUrgency>(ref this.locomotion, "locomotion", LocomotionUrgency.None, false);
     Scribe_Values.Look <Danger>(ref this.maxDanger, "maxDanger", Danger.Unspecified, false);
     Scribe_Values.Look <CellRect>(ref this.spectateRect, "spectateRect", default(CellRect), false);
     Scribe_Values.Look <SpectateRectSide>(ref this.spectateRectAllowedSides, "spectateRectAllowedSides", SpectateRectSide.All, false);
     Scribe_Values.Look <bool>(ref this.canDig, "canDig", false, false);
     Scribe_Values.Look <PawnsToGather>(ref this.pawnsToGather, "pawnsToGather", PawnsToGather.None, false);
     Scribe_Values.Look <int>(ref this.transportersGroup, "transportersGroup", -1, false);
 }
        // Added new variables, removed bool loaded (not used in CE)
        public override void ExposeData()
        {
            base.ExposeData();

            // Look new variables
            Scribe_Deep.Look(ref gunInt, "gunInt");
            InitGun();
            Scribe_Values.Look(ref isReloading, "isReloading", false);
            Scribe_Values.Look(ref ticksUntilAutoReload, "ticksUntilAutoReload", 0);

            Scribe_Values.Look <int>(ref this.burstCooldownTicksLeft, "burstCooldownTicksLeft", 0, false);
            Scribe_Values.Look <int>(ref this.burstWarmupTicksLeft, "burstWarmupTicksLeft", 0, false);
            Scribe_TargetInfo.Look(ref this.currentTargetInt, "currentTarget");
            Scribe_Values.Look <bool>(ref this.holdFire, "holdFire", false, false);
        }
 // Token: 0x06000883 RID: 2179 RVA: 0x000482A8 File Offset: 0x000466A8
 public override void ExposeData()
 {
     if (Scribe.mode == LoadSaveMode.Saving)
     {
         this.assignedHiveLikes.RemoveAll((KeyValuePair <Pawn, HiveLike> x) => x.Key.Destroyed);
     }
     Scribe_Collections.Look <Pawn, HiveLike>(ref this.assignedHiveLikes, "assignedHives", LookMode.Reference, LookMode.Reference);
     if (Scribe.mode == LoadSaveMode.PostLoadInit)
     {
         this.assignedHiveLikes.RemoveAll((KeyValuePair <Pawn, HiveLike> x) => x.Value == null);
     }
     Scribe_Values.Look(ref HiveLoc, "HiveLoc");
     Scribe_References.Look(ref HiveQueen, "HiveQueen");
     Scribe_TargetInfo.Look(ref HiveFocus, "HiveFocus");
 }
 public void ExposeData()
 {
     Scribe_Values.Look(ref moving, "moving", true, false);
     Scribe_Values.Look(ref nextCell, "nextCell", new IntVec3(), false);
     Scribe_Values.Look(ref nextCellCostLeft, "nextCellCostLeft", 0.0f, false);
     Scribe_Values.Look(ref nextCellCostTotal, "nextCellCostInitial", 0.0f, false);
     Scribe_Values.Look(ref peMode, "peMode", PathEndMode.None, false);
     Scribe_Values.Look(ref cellsUntilClamor, "cellsUntilClamor", 0, false);
     Scribe_Values.Look(ref lastMovedTick, "lastMovedTick", -999999, false);
     if (!moving)
     {
         return;
     }
     Scribe_TargetInfo.Look(ref destination, "destination");
 }
 // Token: 0x0600529C RID: 21148 RVA: 0x001296FC File Offset: 0x00127AFC
 public override void ExposeData()
 {
     base.ExposeData();
     Scribe_Values.Look <Vector3>(ref this.origin, "origin", default(Vector3), false);
     Scribe_Values.Look <Vector3>(ref this.destination, "destination", default(Vector3), false);
     Scribe_Values.Look <int>(ref this.ticksToImpact, "ticksToImpact", 0, false);
     Scribe_TargetInfo.Look(ref this.usedTarget, "usedTarget");
     Scribe_TargetInfo.Look(ref this.intendedTarget, "intendedTarget");
     Scribe_References.Look <Thing>(ref this.launcher, "launcher", false);
     Scribe_Defs.Look <ThingDef>(ref this.equipmentDef, "equipmentDef");
     Scribe_Defs.Look <ThingDef>(ref this.targetCoverDef, "targetCoverDef");
     Scribe_Values.Look <ProjectileHitFlags>(ref this.desiredHitFlags, "desiredHitFlags", ProjectileHitFlags.All, false);
     Scribe_Values.Look <float>(ref this.weaponDamageMultiplier, "weaponDamageMultiplier", 1f, false);
     Scribe_Values.Look <bool>(ref this.landed, "landed", false, false);
 }
Пример #27
0
 public void ExposeData()
 {
     Scribe_Defs.Look(ref def, "def");
     Scribe_TargetInfo.Look(ref focus, "focus", LocalTargetInfo.Invalid);
     Scribe_TargetInfo.Look(ref focusSecond, "focusSecond", LocalTargetInfo.Invalid);
     Scribe_Values.Look(ref radius, "radius", -1f);
     Scribe_Values.Look(ref locomotion, "locomotion", LocomotionUrgency.None);
     Scribe_Values.Look(ref maxDanger, "maxDanger", Danger.Unspecified);
     Scribe_Values.Look(ref spectateRect, "spectateRect");
     Scribe_Values.Look(ref spectateRectAllowedSides, "spectateRectAllowedSides", SpectateRectSide.All);
     Scribe_Values.Look(ref canDig, "canDig", defaultValue: false);
     Scribe_Values.Look(ref pawnsToGather, "pawnsToGather", PawnsToGather.None);
     Scribe_Values.Look(ref transportersGroup, "transportersGroup", -1);
     Scribe_Values.Look(ref attackDownedIfStarving, "attackDownedIfStarving", defaultValue: false);
 }
Пример #28
0
 public void ExposeData()
 {
     if (Scribe.mode == LoadSaveMode.Saving && this.activeJobs != null)
     {
         this.activeJobs.RemoveAll(x => x == null);
     }
     Scribe_TargetInfo.Look(ref targetDest, "targetDest");
     Scribe_Collections.Look <Job>(ref this.activeJobs, "activeJobs", LookMode.Deep);
     Scribe_References.Look <Job>(ref this.mainJob, "mainJob");
     Scribe_Values.Look <bool>(ref searchingJobsNow, "searchingJobsNow", false);
     Scribe_References.Look <Map>(ref oldMap, "oldMap");
     Scribe_Values.Look <bool>(ref forceGoToDestMap, "forceGoToDestMap", false);
     Scribe_References.Look <Thing>(ref target, "target");
     Scribe_Values.Look <bool>(ref forceGoToDestMap, "failIfTargetMapIsNotDest", false);
     Scribe_Collections.Look <LocalTargetInfo>(ref reservedThings, "reservedThings", LookMode.LocalTargetInfo);
 }
Пример #29
0
        public override void ExposeData()           // Added new variables, removed bool loaded (not used in CE)
        {
            base.ExposeData();

            // New variables
            Scribe_Deep.Look(ref gunInt, "gunInt");
            InitGun();
            Scribe_Values.Look(ref isReloading, "isReloading", false);
            Scribe_Values.Look(ref ticksUntilAutoReload, "ticksUntilAutoReload", 0);
            //lastSurroundingAmmoCheck should never be saved

            Scribe_Values.Look <int>(ref this.burstCooldownTicksLeft, "burstCooldownTicksLeft", 0, false);
            Scribe_Values.Look <int>(ref this.burstWarmupTicksLeft, "burstWarmupTicksLeft", 0, false);
            Scribe_TargetInfo.Look(ref this.currentTargetInt, "currentTarget");
            Scribe_Values.Look <bool>(ref this.holdFire, "holdFire", false, false);
            BackCompatibility.PostExposeData(this);
        }
Пример #30
0
        public void ExposeData()
        {
            ILoadReferenceable loadReferenceable = (ILoadReferenceable)this.commTarget;

            Scribe_References.Look <ILoadReferenceable>(ref loadReferenceable, "commTarget", false);
            this.commTarget = (ICommunicable)loadReferenceable;
            Scribe_References.Look <Verb>(ref this.verbToUse, "verbToUse", false);
            Scribe_References.Look <Bill>(ref this.bill, "bill", false);
            Scribe_References.Look <Lord>(ref this.lord, "lord", false);
            Scribe_Defs.Look <JobDef>(ref this.def, "def");
            Scribe_Values.Look <int>(ref this.loadID, "loadID", 0, false);
            Scribe_TargetInfo.Look(ref this.targetA, "targetA");
            Scribe_TargetInfo.Look(ref this.targetB, "targetB");
            Scribe_TargetInfo.Look(ref this.targetC, "targetC");
            Scribe_Collections.Look <LocalTargetInfo>(ref this.targetQueueA, "targetQueueA", LookMode.Undefined, new object[0]);
            Scribe_Collections.Look <LocalTargetInfo>(ref this.targetQueueB, "targetQueueB", LookMode.Undefined, new object[0]);
            Scribe_Values.Look <int>(ref this.count, "count", -1, false);
            Scribe_Collections.Look <int>(ref this.countQueue, "countQueue", LookMode.Undefined, new object[0]);
            Scribe_Values.Look <int>(ref this.startTick, "startTick", -1, false);
            Scribe_Values.Look <int>(ref this.expiryInterval, "expiryInterval", -1, false);
            Scribe_Values.Look <bool>(ref this.checkOverrideOnExpire, "checkOverrideOnExpire", false, false);
            Scribe_Values.Look <bool>(ref this.playerForced, "playerForced", false, false);
            Scribe_Collections.Look <ThingStackPartClass>(ref this.placedThings, "placedThings", LookMode.Undefined, new object[0]);
            Scribe_Values.Look <int>(ref this.maxNumMeleeAttacks, "maxNumMeleeAttacks", 2147483647, false);
            Scribe_Values.Look <int>(ref this.maxNumStaticAttacks, "maxNumStaticAttacks", 2147483647, false);
            Scribe_Values.Look <bool>(ref this.exitMapOnArrival, "exitMapOnArrival", false, false);
            Scribe_Values.Look <bool>(ref this.failIfCantJoinOrCreateCaravan, "failIfCantJoinOrCreateCaravan", false, false);
            Scribe_Values.Look <bool>(ref this.killIncappedTarget, "killIncappedTarget", false, false);
            Scribe_Values.Look <bool>(ref this.haulOpportunisticDuplicates, "haulOpportunisticDuplicates", false, false);
            Scribe_Values.Look <HaulMode>(ref this.haulMode, "haulMode", HaulMode.Undefined, false);
            Scribe_Defs.Look <ThingDef>(ref this.plantDefToSow, "plantDefToSow");
            Scribe_Values.Look <LocomotionUrgency>(ref this.locomotionUrgency, "locomotionUrgency", LocomotionUrgency.Jog, false);
            Scribe_Values.Look <bool>(ref this.ignoreDesignations, "ignoreDesignations", false, false);
            Scribe_Values.Look <bool>(ref this.canBash, "canBash", false, false);
            Scribe_Values.Look <bool>(ref this.haulDroppedApparel, "haulDroppedApparel", false, false);
            Scribe_Values.Look <bool>(ref this.restUntilHealed, "restUntilHealed", false, false);
            Scribe_Values.Look <bool>(ref this.ignoreJoyTimeAssignment, "ignoreJoyTimeAssignment", false, false);
            Scribe_Values.Look <bool>(ref this.overeat, "overeat", false, false);
            Scribe_Values.Look <bool>(ref this.attackDoorIfTargetLost, "attackDoorIfTargetLost", false, false);
            Scribe_Values.Look <int>(ref this.takeExtraIngestibles, "takeExtraIngestibles", 0, false);
            Scribe_Values.Look <bool>(ref this.expireRequiresEnemiesNearby, "expireRequiresEnemiesNearby", false, false);
            Scribe_Values.Look <bool>(ref this.collideWithPawns, "collideWithPawns", false, false);
            Scribe_Values.Look <bool>(ref this.forceSleep, "forceSleep", false, false);
            Scribe_Defs.Look <InteractionDef>(ref this.interaction, "interaction");
            Scribe_Values.Look <bool>(ref this.endIfCantShootTargetFromCurPos, "endIfCantShootTargetFromCurPos", false, false);
        }