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]); } }
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); }