// cnicholson: This line was already commented out, so we aint changing it.
// No need to write/read teamNode
// idLinkList<idActor> teamNode;
savefile->WriteInt( rank );
savefile->WriteMat3( viewAxis );
// twhitaker: this confuses me... should we be writing out enemyList.Num() or enemyList.Next()->enemyNode->Num(). I'm not sure what these variables represent.
// cnicholson: bdube said to do it how id does it, so here goes:
savefile->WriteInt( enemyList.Num() );
for ( ent = enemyList.Next(); ent != NULL; ent = ent->enemyNode.Next() ) {
savefile->WriteObject( ent );
}
savefile->WriteInt( lightningNextTime );// cnicholson: Added unwritten var
savefile->WriteInt( lightningEffects ); // cnicholson: Added unwritten var
savefile->WriteFloat( fovDot );
savefile->WriteFloat( fovCloseDot );
savefile->WriteFloat( fovCloseRange );
savefile->WriteVec3( eyeOffset );
savefile->WriteVec3( chestOffset );
savefile->WriteVec3( modelOffset );
savefile->WriteAngles( deltaViewAngles );
savefile->WriteInt( pain_debounce_time );
savefile->WriteInt( pain_delay );
savefile->WriteInt( damageGroups.Num() );
for( i = 0; i < damageGroups.Num(); i++ ) {
savefile->WriteString( damageGroups[ i ] );
}
savefile->WriteInt( damageScale.Num() );
for( i = 0; i < damageScale.Num(); i++ ) {
savefile->WriteFloat( damageScale[ i ] );
}
//MCG
savefile->WriteBool( inDamageEvent );
savefile->WriteBool( use_combat_bbox );
savefile->WriteJoint( leftEyeJoint );
savefile->WriteJoint( rightEyeJoint );
savefile->WriteJoint( soundJoint );
savefile->WriteJoint( eyeOffsetJoint );
savefile->WriteJoint( chestOffsetJoint );
savefile->WriteJoint( neckJoint );
savefile->WriteJoint( headJoint );
walkIK.Save( savefile );
savefile->WriteString( animPrefix );
savefile->WriteString( painType );
savefile->WriteString( painAnim );
savefile->WriteInt( blink_anim );
savefile->WriteInt( blink_time );
savefile->WriteInt( blink_min );
savefile->WriteInt( blink_max );
headAnim.Save( savefile );
torsoAnim.Save( savefile );
legsAnim.Save( savefile );
stateThread.Save( savefile );
// idEntityPtr<idAFAttachment> head;
head.Save( savefile ); // cnicholson: Added unwritten var
savefile->WriteBool( disablePain );
savefile->WriteBool( allowEyeFocus );
savefile->WriteBool( finalBoss );
savefile->WriteInt( painTime );
savefile->WriteInt( attachments.Num() );
for ( i = 0; i < attachments.Num(); i++ ) {
attachments[i].ent.Save( savefile );
savefile->WriteInt( attachments[i].channel );
}
vehicleController.Save ( savefile );
// These aren't saved in the same order as they're declared, due to the dependency (I didn't see the need to change the order of declaration)