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