public void set(mobj_t other) { thinker.prev = other.thinker.prev; thinker.next = other.thinker.next; thinker.function = other.thinker.function; x = other.x; y = other.y; z = other.z; snext = other.snext; sprev = other.sprev; angle = other.angle; xangle = other.xangle; sprite = other.sprite; frame = other.frame; bnext = other.bnext; bprev = other.bprev; subsector = other.subsector; floorz = other.floorz; ceilingz = other.ceilingz; radius = other.radius; height = other.height; momx = other.momx; momy = other.momy; momz = other.momz; validcount = other.validcount; type = other.type; infol = other.infol; tics = other.tics; state = other.state; damage = other.damage; flags = other.flags; flags2 = other.flags2; special1 = other.special1; special1AsTarget = other.special1AsTarget; special2 = other.special2; special2AsTarget = other.special2AsTarget; health = other.health; movedir = other.movedir; movecount = other.movecount; target = other.target; reactiontime = other.reactiontime; threshold = other.threshold; player = other.player; lastlook = other.lastlook; spawnpoint.x = other.spawnpoint.x; spawnpoint.y = other.spawnpoint.y; spawnpoint.angle = other.spawnpoint.angle; spawnpoint.type = other.spawnpoint.type; spawnpoint.options = other.spawnpoint.options; }
public void Dispose() { if (shadowMap != null) { shadowMap.Dispose(); } mo = null; shadowMap = null; }
public ShadowInfo(mobj_t in_mo) { mo = in_mo; UpdateShadow(); }