Beispiel #1
0
 public virtual void Load(QuakeFile f)
 {
     pmove.Load(f);
     viewangles[0]  = f.ReadSingle();
     viewangles[1]  = f.ReadSingle();
     viewangles[2]  = f.ReadSingle();
     viewoffset[0]  = f.ReadSingle();
     viewoffset[1]  = f.ReadSingle();
     viewoffset[2]  = f.ReadSingle();
     kick_angles[0] = f.ReadSingle();
     kick_angles[1] = f.ReadSingle();
     kick_angles[2] = f.ReadSingle();
     gunangles[0]   = f.ReadSingle();
     gunangles[1]   = f.ReadSingle();
     gunangles[2]   = f.ReadSingle();
     gunoffset[0]   = f.ReadSingle();
     gunoffset[1]   = f.ReadSingle();
     gunoffset[2]   = f.ReadSingle();
     gunindex       = f.ReadInt32();
     gunframe       = f.ReadInt32();
     blend[0]       = f.ReadSingle();
     blend[1]       = f.ReadSingle();
     blend[2]       = f.ReadSingle();
     blend[3]       = f.ReadSingle();
     fov            = f.ReadSingle();
     rdflags        = f.ReadInt32();
     for (int n = 0; n < Defines.MAX_STATS; n++)
     {
         stats[n] = f.ReadInt16();
     }
 }
Beispiel #2
0
 public virtual void Read(QuakeFile f)
 {
     ps.Load(f);
     ping = f.ReadInt32();
     pers.Read(f);
     resp.Read(f);
     old_pmove.Load(f);
     showscores          = f.ReadInt32() != 0;
     showinventory       = f.ReadInt32() != 0;
     showhelp            = f.ReadInt32() != 0;
     showhelpicon        = f.ReadInt32() != 0;
     ammo_index          = f.ReadInt32();
     buttons             = f.ReadInt32();
     oldbuttons          = f.ReadInt32();
     latched_buttons     = f.ReadInt32();
     weapon_thunk        = f.ReadInt32() != 0;
     newweapon           = f.ReadItem();
     damage_armor        = f.ReadInt32();
     damage_parmor       = f.ReadInt32();
     damage_blood        = f.ReadInt32();
     damage_knockback    = f.ReadInt32();
     damage_from[0]      = f.ReadSingle();
     damage_from[1]      = f.ReadSingle();
     damage_from[2]      = f.ReadSingle();
     killer_yaw          = f.ReadSingle();
     weaponstate         = f.ReadInt32();
     kick_angles[0]      = f.ReadSingle();
     kick_angles[1]      = f.ReadSingle();
     kick_angles[2]      = f.ReadSingle();
     kick_origin[0]      = f.ReadSingle();
     kick_origin[1]      = f.ReadSingle();
     kick_origin[2]      = f.ReadSingle();
     v_dmg_roll          = f.ReadSingle();
     v_dmg_pitch         = f.ReadSingle();
     v_dmg_time          = f.ReadSingle();
     fall_time           = f.ReadSingle();
     fall_value          = f.ReadSingle();
     damage_alpha        = f.ReadSingle();
     bonus_alpha         = f.ReadSingle();
     damage_blend[0]     = f.ReadSingle();
     damage_blend[1]     = f.ReadSingle();
     damage_blend[2]     = f.ReadSingle();
     v_angle[0]          = f.ReadSingle();
     v_angle[1]          = f.ReadSingle();
     v_angle[2]          = f.ReadSingle();
     bobtime             = f.ReadSingle();
     oldviewangles[0]    = f.ReadSingle();
     oldviewangles[1]    = f.ReadSingle();
     oldviewangles[2]    = f.ReadSingle();
     oldvelocity[0]      = f.ReadSingle();
     oldvelocity[1]      = f.ReadSingle();
     oldvelocity[2]      = f.ReadSingle();
     next_drown_time     = f.ReadSingle();
     old_waterlevel      = f.ReadInt32();
     breather_sound      = f.ReadInt32();
     machinegun_shots    = f.ReadInt32();
     anim_end            = f.ReadInt32();
     anim_priority       = f.ReadInt32();
     anim_duck           = f.ReadInt32() != 0;
     anim_run            = f.ReadInt32() != 0;
     quad_framenum       = f.ReadSingle();
     invincible_framenum = f.ReadSingle();
     breather_framenum   = f.ReadSingle();
     enviro_framenum     = f.ReadSingle();
     grenade_blew_up     = f.ReadInt32() != 0;
     grenade_time        = f.ReadSingle();
     silencer_shots      = f.ReadInt32();
     weapon_sound        = f.ReadInt32();
     pickup_msg_time     = f.ReadSingle();
     flood_locktill      = f.ReadSingle();
     flood_when[0]       = f.ReadSingle();
     flood_when[1]       = f.ReadSingle();
     flood_when[2]       = f.ReadSingle();
     flood_when[3]       = f.ReadSingle();
     flood_when[4]       = f.ReadSingle();
     flood_when[5]       = f.ReadSingle();
     flood_when[6]       = f.ReadSingle();
     flood_when[7]       = f.ReadSingle();
     flood_when[8]       = f.ReadSingle();
     flood_when[9]       = f.ReadSingle();
     flood_whenhead      = f.ReadInt32();
     respawn_time        = f.ReadSingle();
     chase_target        = f.ReadEdictRef();
     update_chase        = f.ReadInt32() != 0;
     if (f.ReadInt32() != 8765)
     {
         System.Diagnostics.Debug.WriteLine("game client load failed for num=" + index);
     }
 }