#include <Snapshot.h>
Inherited by AI, AIGroup, AIPlayer, AcademyStats, Anim2D, AttackPriorityInfo, BaseHeightMapRenderObjClass, BuildListInfo, CampaignManager, CaveSystem, DamageInfo, DamageInfoInput, DamageInfoOutput, Drawable, Energy, ExperienceTracker, GameClient, GameLogic, GameState, GameStateMap, GeometryInfo, GhostObject, GhostObjectManager, InGameUI, Locomotor, LocomotorSet, MissionStats, Module, ModuleData, ModuleFactory, Money, Object, ObjectTypes, ParticleInfo, ParticleSystemInfo, ParticleSystemManager, PartitionCell, PartitionManager, Path, Pathfinder, Player, PlayerList, PlayerRelationMap, PolygonTrigger, Radar, RadarObject, ResourceGatheringManager, ScoreKeeper, Script, ScriptEngine, ScriptGroup, ScriptList, SequentialScript, SidesList, SightingInfo, SkirmishGameInfo, Squad, State, StateMachine, TAiData, Team, TeamFactory, TeamInQueue, TeamPrototype, TeamRelationMap, TeamTemplateInfo, TerrainLogic, TerrainVisual, TintEnvelope, TunnelTracker, TurretAI, Upgrade, View, W3DPropBuffer [private], W3DRenderObjectSnapshot, W3DTreeBuffer, WaterRenderObjClass, Weapon, WeaponSet, and WorkOrder.
Public Member Functions | |
| Snapshot (void) | |
| ~Snapshot (void) | |
Protected Member Functions | |
| virtual void | crc (Xfer *xfer)=0 |
| run the "light" crc check on this data structure | |
| virtual void | xfer (Xfer *xfer)=0 |
| virtual void | loadPostProcess (void)=0 |
Friends | |
| class | GameState |
| class | XferLoad |
| class | XferSave |
| class | XferCRC |
Definition at line 44 of file Snapshot.h.
| Snapshot::Snapshot | ( | void | ) |
Definition at line 37 of file Snapshot.cpp.
| Snapshot::~Snapshot | ( | void | ) |
@ todo, this might be needed in theory in the future, but iterating the post process
Definition at line 44 of file Snapshot.cpp.
|
protectedpure virtual |
run the "light" crc check on this data structure
Implemented in AcademyStats, ActAsDozerState, ActAsSupplyTruckState, AI, AIAttackAimAtTargetState, AIAttackApproachTargetState, AIAttackAreaState, AIAttackFireWeaponState, AIAttackFollowWaypointPathState, AIAttackMoveStateMachine, AIAttackMoveToState, AIAttackPursueTargetState, AIAttackSquadState, AIAttackState, AIAttackThenIdleStateMachine, AIBusyState, AIDeadState, AIDockApproachState, AIDockMachine, AIDockProcessDockState, AIDockState, AIDockWaitForClearanceState, AIEnterState, AIExitInstantlyState, AIExitState, AIFaceState, AIFollowPathState, AIFollowWaypointPathExactState, AIFollowWaypointPathState, AIGroup, AIGuardAttackAggressorState, AIGuardIdleState, AIGuardInnerState, AIGuardMachine, AIGuardOuterState, AIGuardRetaliateAttackAggressorState, AIGuardRetaliateIdleState, AIGuardRetaliateInnerState, AIGuardRetaliateMachine, AIGuardRetaliateOuterState, AIGuardRetaliateReturnState, AIGuardRetaliateState, AIGuardReturnState, AIGuardState, AIHuntState, AIIdleState, AIInternalMoveToState, AIMoveAndDeleteState, AIMoveAndEvacuateState, AIMoveAndTightenState, AIPanicState, AIPickUpCrateState, AIPlayer, AIRappelState, AISkirmishPlayer, AIStateMachine, AITNGuardAttackAggressorState, AITNGuardIdleState, AITNGuardInnerState, AITNGuardMachine, AITNGuardOuterState, AITNGuardReturnState, AITunnelNetworkGuardState, AIWaitState, AIWanderInPlaceState, AIWanderState, Anim2D, ApproachState, AttackPriorityInfo, AttackStateMachine, BaseHeightMapRenderObjClass, BehaviorModule, BodyModule, BuildListInfo, CampaignManager, CaveSystem, ChinookCombatDropState, ChinookEvacuateState, ChinookHeadOffMapState, ChinookMoveToBldgState, ChinookRecordCreationState, ChinookTakeoffOrLandingState, CleanUpState, ConsiderNewApproachState, ContinueState, DamageInfo, DamageInfoInput, DamageInfoOutput, DeliveringState, DeliverPayloadStateMachine, DockingState, DozerActionDoActionState, DozerActionMoveToActionPosState, DozerActionPickActionPosState, DozerActionState, DozerActionStateMachine, DozerPrimaryGoingHomeState, DozerPrimaryIdleState, DozerPrimaryStateMachine, Drawable, DrawableModule, Energy, ExperienceTracker, FailureState, GameClient, GameLogic, GameState, GameStateMap, GeometryInfo, GhostObject, GhostObjectManager, HackInternetState, HeadOffMapState, HeliTakeoffOrLandingState, InGameUI, JetAwaitingRunwayState, JetOrHeliCirclingDeadAirfieldState, JetOrHeliParkOrientState, JetOrHeliReloadAmmoState, JetPauseBeforeTakeoffState, Locomotor, LocomotorSet, MissionStats, Module, ModuleData, ModuleFactory, Money, Object, ObjectHelper, ObjectModule, ObjectTypes, PackingState, Particle, ParticleInfo, ParticleSystem, ParticleSystemInfo, ParticleSystemManager, PartitionCell, PartitionManager, Path, Pathfinder, Player, PlayerList, PlayerRelationMap, PolygonTrigger, Radar, RadarObject, RecoverFromOffMapState, RegroupingState, ResourceGatheringManager, ScoreKeeper, Script, ScriptEngine, ScriptGroup, ScriptList, SequentialScript, SidesList, SightingInfo, SkirmishGameInfo, SleepState, Squad, State, StateMachine, SuccessState, SupplyTruckBusyState, SupplyTruckIdleState, SupplyTruckStateMachine, SupplyTruckWantsToPickUpOrDeliverBoxesState, TAiData, Team, TeamFactory, TeamInQueue, TeamPrototype, TeamRelationMap, TeamTemplateInfo, TerrainLogic, TerrainVisual, TintEnvelope, TunnelTracker, TurretAI, TurretAIAimTurretState, TurretAIHoldTurretState, TurretAIIdleScanState, TurretAIIdleState, TurretAIRecenterTurretState, TurretStateMachine, UnpackingState, Upgrade, View, W3DGhostObject, W3DGhostObjectManager, W3DModelDrawModuleData, W3DPropBuffer, W3DRenderObjectSnapshot, W3DTerrainLogic, W3DTerrainVisual, W3DTreeBuffer, WaterRenderObjClass, Weapon, WeaponSet, WorkerStateMachine, and WorkOrder.
|
protectedpure virtual |
post process phase for loading save games. All save systems have their xfer run using XferLoad mode, and then all systems each have their post process run
Implemented in AcademyStats, ActAsDozerState, ActAsSupplyTruckState, AI, AIAttackAimAtTargetState, AIAttackApproachTargetState, AIAttackAreaState, AIAttackFireWeaponState, AIAttackFollowWaypointPathState, AIAttackMoveStateMachine, AIAttackMoveToState, AIAttackPursueTargetState, AIAttackSquadState, AIAttackState, AIAttackThenIdleStateMachine, AIBusyState, AIDeadState, AIDockApproachState, AIDockMachine, AIDockProcessDockState, AIDockState, AIDockWaitForClearanceState, AIEnterState, AIExitInstantlyState, AIExitState, AIFaceState, AIFollowPathState, AIFollowWaypointPathExactState, AIFollowWaypointPathState, AIGroup, AIGuardAttackAggressorState, AIGuardIdleState, AIGuardInnerState, AIGuardMachine, AIGuardOuterState, AIGuardRetaliateAttackAggressorState, AIGuardRetaliateIdleState, AIGuardRetaliateInnerState, AIGuardRetaliateMachine, AIGuardRetaliateOuterState, AIGuardRetaliateReturnState, AIGuardRetaliateState, AIGuardReturnState, AIGuardState, AIHuntState, AIIdleState, AIInternalMoveToState, AIMoveAndDeleteState, AIMoveAndEvacuateState, AIMoveAndTightenState, AIPanicState, AIPickUpCrateState, AIPlayer, AIRappelState, AISkirmishPlayer, AIStateMachine, AITNGuardAttackAggressorState, AITNGuardIdleState, AITNGuardInnerState, AITNGuardMachine, AITNGuardOuterState, AITNGuardReturnState, AITunnelNetworkGuardState, AIWaitState, AIWanderInPlaceState, AIWanderState, Anim2D, ApproachState, AttackPriorityInfo, AttackStateMachine, BaseHeightMapRenderObjClass, BehaviorModule, BodyModule, BuildListInfo, CampaignManager, CaveSystem, ChinookCombatDropState, ChinookEvacuateState, ChinookHeadOffMapState, ChinookMoveToBldgState, ChinookRecordCreationState, ChinookTakeoffOrLandingState, CleanUpState, ConsiderNewApproachState, ContinueState, DamageInfo, DamageInfoInput, DamageInfoOutput, DeliveringState, DeliverPayloadStateMachine, DockingState, DozerActionDoActionState, DozerActionMoveToActionPosState, DozerActionPickActionPosState, DozerActionState, DozerActionStateMachine, DozerPrimaryGoingHomeState, DozerPrimaryIdleState, DozerPrimaryStateMachine, Drawable, DrawableModule, Energy, ExperienceTracker, FailureState, GameClient, GameLogic, GameState, GameStateMap, GeometryInfo, GhostObject, GhostObjectManager, HackInternetState, HeadOffMapState, HeliTakeoffOrLandingState, InGameUI, JetAwaitingRunwayState, JetOrHeliCirclingDeadAirfieldState, JetOrHeliParkOrientState, JetOrHeliReloadAmmoState, JetPauseBeforeTakeoffState, Locomotor, LocomotorSet, MissionStats, Module, ModuleData, ModuleFactory, Money, Object, ObjectHelper, ObjectModule, ObjectTypes, PackingState, Particle, ParticleInfo, ParticleSystem, ParticleSystemInfo, ParticleSystemManager, PartitionCell, PartitionManager, Path, Pathfinder, Player, PlayerList, PlayerRelationMap, PolygonTrigger, Radar, RadarObject, RecoverFromOffMapState, RegroupingState, ResourceGatheringManager, ScoreKeeper, Script, ScriptEngine, ScriptGroup, ScriptList, SequentialScript, SidesList, SightingInfo, SkirmishGameInfo, SleepState, Squad, State, StateMachine, SuccessState, SupplyTruckBusyState, SupplyTruckIdleState, SupplyTruckStateMachine, SupplyTruckWantsToPickUpOrDeliverBoxesState, TAiData, Team, TeamFactory, TeamInQueue, TeamPrototype, TeamRelationMap, TeamTemplateInfo, TerrainLogic, TerrainVisual, TintEnvelope, TunnelTracker, TurretAI, TurretAIAimTurretState, TurretAIHoldTurretState, TurretAIIdleScanState, TurretAIIdleState, TurretAIRecenterTurretState, TurretStateMachine, UnpackingState, Upgrade, View, W3DGhostObject, W3DGhostObjectManager, W3DModelDrawModuleData, W3DPropBuffer, W3DRenderObjectSnapshot, W3DTerrainLogic, W3DTerrainVisual, W3DTreeBuffer, WaterRenderObjClass, Weapon, WeaponSet, WorkerStateMachine, and WorkOrder.
|
protectedpure virtual |
run save, load, or deep CRC check on this data structure, the type depends on the setup of the Xfer pointer
Implemented in AcademyStats, ActAsDozerState, ActAsSupplyTruckState, AI, AIAttackAimAtTargetState, AIAttackApproachTargetState, AIAttackAreaState, AIAttackFireWeaponState, AIAttackFollowWaypointPathState, AIAttackMoveStateMachine, AIAttackMoveToState, AIAttackPursueTargetState, AIAttackSquadState, AIAttackState, AIAttackThenIdleStateMachine, AIBusyState, AIDeadState, AIDockApproachState, AIDockMachine, AIDockProcessDockState, AIDockState, AIDockWaitForClearanceState, AIEnterState, AIExitInstantlyState, AIExitState, AIFaceState, AIFollowPathState, AIFollowWaypointPathExactState, AIFollowWaypointPathState, AIGroup, AIGuardAttackAggressorState, AIGuardIdleState, AIGuardInnerState, AIGuardMachine, AIGuardOuterState, AIGuardRetaliateAttackAggressorState, AIGuardRetaliateIdleState, AIGuardRetaliateInnerState, AIGuardRetaliateMachine, AIGuardRetaliateOuterState, AIGuardRetaliateReturnState, AIGuardRetaliateState, AIGuardReturnState, AIGuardState, AIHuntState, AIIdleState, AIInternalMoveToState, AIMoveAndDeleteState, AIMoveAndEvacuateState, AIMoveAndTightenState, AIPanicState, AIPickUpCrateState, AIPlayer, AIRappelState, AISkirmishPlayer, AIStateMachine, AITNGuardAttackAggressorState, AITNGuardIdleState, AITNGuardInnerState, AITNGuardMachine, AITNGuardOuterState, AITNGuardReturnState, AITunnelNetworkGuardState, AIWaitState, AIWanderInPlaceState, AIWanderState, Anim2D, ApproachState, AttackPriorityInfo, AttackStateMachine, BaseHeightMapRenderObjClass, BehaviorModule, BodyModule, BuildListInfo, CampaignManager, CaveSystem, ChinookCombatDropState, ChinookEvacuateState, ChinookHeadOffMapState, ChinookMoveToBldgState, ChinookRecordCreationState, ChinookTakeoffOrLandingState, CleanUpState, ConsiderNewApproachState, ContinueState, DamageInfo, DamageInfoInput, DamageInfoOutput, DeliveringState, DeliverPayloadStateMachine, DockingState, DozerActionDoActionState, DozerActionMoveToActionPosState, DozerActionPickActionPosState, DozerActionState, DozerActionStateMachine, DozerPrimaryGoingHomeState, DozerPrimaryIdleState, DozerPrimaryStateMachine, Drawable, DrawableModule, Energy, ExperienceTracker, FailureState, GameClient, GameLogic, GameState, GameStateMap, GeometryInfo, GhostObject, GhostObjectManager, HackInternetState, HeadOffMapState, HeliTakeoffOrLandingState, InGameUI, JetAwaitingRunwayState, JetOrHeliCirclingDeadAirfieldState, JetOrHeliParkOrientState, JetOrHeliReloadAmmoState, JetPauseBeforeTakeoffState, Locomotor, LocomotorSet, MissionStats, Module, ModuleData, ModuleFactory, Money, Object, ObjectHelper, ObjectModule, ObjectTypes, PackingState, Particle, ParticleInfo, ParticleSystem, ParticleSystemInfo, ParticleSystemManager, PartitionCell, PartitionManager, Path, Pathfinder, Player, PlayerList, PlayerRelationMap, PolygonTrigger, Radar, RadarObject, RecoverFromOffMapState, RegroupingState, ResourceGatheringManager, ScoreKeeper, Script, ScriptEngine, ScriptGroup, ScriptList, SequentialScript, SidesList, SightingInfo, SkirmishGameInfo, SleepState, Squad, State, StateMachine, SuccessState, SupplyTruckBusyState, SupplyTruckIdleState, SupplyTruckStateMachine, SupplyTruckWantsToPickUpOrDeliverBoxesState, TAiData, Team, TeamFactory, TeamInQueue, TeamPrototype, TeamRelationMap, TeamTemplateInfo, TerrainLogic, TerrainVisual, TintEnvelope, TunnelTracker, TurretAI, TurretAIAimTurretState, TurretAIHoldTurretState, TurretAIIdleScanState, TurretAIIdleState, TurretAIRecenterTurretState, TurretStateMachine, UnpackingState, Upgrade, View, W3DGhostObject, W3DGhostObjectManager, W3DModelDrawModuleData, W3DPropBuffer, W3DRenderObjectSnapshot, W3DTerrainLogic, W3DTerrainVisual, W3DTreeBuffer, WaterRenderObjClass, Weapon, WeaponSet, WorkerStateMachine, and WorkOrder.
|
friend |
Definition at line 47 of file Snapshot.h.
|
friend |
Definition at line 50 of file Snapshot.h.
|
friend |
Definition at line 48 of file Snapshot.h.
|
friend |
Definition at line 49 of file Snapshot.h.