// Serialize / deserialize new internal void ReadWrite(IReadWriteStream s) { if (!s.IsWriting) { BeforePropsChange(); } base.ReadWrite(s); if (s.IsWriting) { s.wInt(flags.Count); foreach (KeyValuePair <string, bool> f in flags) { s.wString(f.Key); s.wBool(f.Value); } } else { int c; s.rInt(out c); flags = new Dictionary <string, bool>(c, StringComparer.Ordinal); for (int i = 0; i < c; i++) { string t; s.rString(out t); bool b; s.rBool(out b); flags.Add(t, b); } } s.rwInt(ref type); s.rwVector3D(ref pos); s.rwInt(ref angledoom); s.rwInt(ref pitch); //mxd s.rwInt(ref roll); //mxd s.rwDouble(ref scaleX); //mxd s.rwDouble(ref scaleY); //mxd s.rwInt(ref tag); s.rwInt(ref action); for (int i = 0; i < NUM_ARGS; i++) { s.rwInt(ref args[i]); } if (!s.IsWriting) { anglerad = Angle2D.DoomToReal(angledoom); UpdateCache(); //mxd } }
// Serialize / deserialize new internal void ReadWrite(IReadWriteStream s) { if (!s.IsWriting) { BeforePropsChange(); } base.ReadWrite(s); s.rwVector2D(ref pos); s.rwDouble(ref zceiling); //mxd s.rwDouble(ref zfloor); //mxd if (s.IsWriting) { // Let all lines know they need an update foreach (Linedef l in linedefs) { l.NeedUpdate(); } } }
// Serialize / deserialize (passive: this doesn't record) new internal void ReadWrite(IReadWriteStream s) { if (!s.IsWriting) { BeforePropsChange(); updateneeded = true; } base.ReadWrite(s); //mxd if (s.IsWriting) { s.wInt(flags.Count); foreach (KeyValuePair <string, bool> f in flags) { s.wString(f.Key); s.wBool(f.Value); } } else { int c; s.rInt(out c); flags = new Dictionary <string, bool>(c, StringComparer.Ordinal); for (int i = 0; i < c; i++) { string t; s.rString(out t); bool b; s.rBool(out b); flags.Add(t, b); } } s.rwInt(ref fixedindex); s.rwInt(ref floorheight); s.rwInt(ref ceilheight); s.rwString(ref floortexname); s.rwString(ref ceiltexname); s.rwLong(ref longfloortexname); s.rwLong(ref longceiltexname); s.rwInt(ref effect); s.rwInt(ref brightness); //mxd. (Re)store tags if (s.IsWriting) { s.wInt(tags.Count); foreach (int tag in tags) { s.wInt(tag); } } else { int c; s.rInt(out c); tags = new List <int>(c); for (int i = 0; i < c; i++) { int t; s.rInt(out t); tags.Add(t); } } //mxd. Slopes s.rwDouble(ref flooroffset); s.rwVector3D(ref floorslope); s.rwDouble(ref ceiloffset); s.rwVector3D(ref ceilslope); }
// Serialize / deserialize internal void ReadWrite(IReadWriteStream s) { s.rwInt(ref type); switch ((UniversalType)type) { case UniversalType.AngleRadians: case UniversalType.AngleDegreesFloat: case UniversalType.Float: { double v = 0.0f; //mxd. Seems to work faster this way //try { v = (float)value; } catch(NullReferenceException e) { } if (value != null) { v = (double)value; } s.rwDouble(ref v); value = v; break; } case UniversalType.AngleDegrees: case UniversalType.AngleByte: //mxd case UniversalType.Color: case UniversalType.EnumBits: case UniversalType.EnumOption: case UniversalType.Integer: case UniversalType.LinedefTag: case UniversalType.LinedefType: case UniversalType.SectorEffect: case UniversalType.SectorTag: case UniversalType.ThingTag: case UniversalType.ThingType: { int v = 0; //mxd. Seems to work faster this way //try { v = (int)value; } catch(NullReferenceException e) { } if (value != null) { v = (int)value; } s.rwInt(ref v); value = v; break; } case UniversalType.Boolean: { bool v = false; //mxd. Seems to work faster this way //try { v = (bool)value; } catch(NullReferenceException e) { } if (value != null) { v = (bool)value; } s.rwBool(ref v); value = v; break; } case UniversalType.Flat: case UniversalType.String: case UniversalType.Texture: case UniversalType.EnumStrings: case UniversalType.ThingClass: { string v = (string)value; s.rwString(ref v); value = v; break; } default: General.Fail("Unknown field type to read/write!"); break; } }