@@ -1510,12 +1510,14 @@ void Scene::SaveSceneObject(Writer &writer, const SceneObject *sceneObjectToSave
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if (!isChildAttachable) {
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writer.NewPropertyWithValue (" PlacedByPlayer" , sceneObjectToSave->GetPlacedByPlayer ());
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}
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+ writer.NewPropertyWithValue (" GoldValue" , sceneObjectToSave->GetGoldValue ());
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if (const Deployment *deploymentToSave = dynamic_cast <const Deployment *>(sceneObjectToSave); deploymentToSave && deploymentToSave->GetID () != 0 ) {
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writer.NewPropertyWithValue (" ID" , deploymentToSave->GetID ());
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}
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if (const MovableObject *movableObjectToSave = dynamic_cast <const MovableObject *>(sceneObjectToSave)) {
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+ writer.NewPropertyWithValue (" HUDVisible" , movableObjectToSave->GetHUDVisible ());
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writer.NewPropertyWithValue (" Velocity" , movableObjectToSave->GetVel ());
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writer.NewPropertyWithValue (" LifeTime" , movableObjectToSave->GetLifetime ());
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writer.NewPropertyWithValue (" Age" , movableObjectToSave->GetAge ());
@@ -1630,6 +1632,7 @@ void Scene::SaveSceneObject(Writer &writer, const SceneObject *sceneObjectToSave
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writer.NewPropertyWithValue (" Status" , actorToSave->GetStatus ());
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writer.NewPropertyWithValue (" Health" , actorToSave->GetHealth ());
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writer.NewPropertyWithValue (" MaxHealth" , actorToSave->GetMaxHealth ());
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+ writer.NewPropertyWithValue (" PlayerControllable" , actorToSave->IsPlayerControllable ());
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int aiModeToSave = actorToSave->GetAIMode () == Actor::AIMode::AIMODE_SQUAD ? Actor::AIMode::AIMODE_GOTO : actorToSave->GetAIMode ();
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if (aiModeToSave == Actor::AIMode::AIMODE_GOTO && (!actorToSave->GetMOMoveTarget () && g_SceneMan.ShortestDistance (actorToSave->GetMovePathEnd (), actorToSave->GetPos (), g_SceneMan.SceneWrapsX ()).MagnitudeIsLessThan (1 .0F ))) {
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aiModeToSave = Actor::AIMode::AIMODE_SENTRY;
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