internal WeaponDataAsNative(WeaponData weaponData) { this.WeaponMesh = (NativeObject)weaponData.WeaponMesh != (NativeObject)null ? weaponData.WeaponMesh.Pointer : UIntPtr.Zero; this.HolsterMesh = (NativeObject)weaponData.HolsterMesh != (NativeObject)null ? weaponData.HolsterMesh.Pointer : UIntPtr.Zero; this.Prefab = weaponData.Prefab; this.HolsterMeshWithWeapon = (NativeObject)weaponData.HolsterMeshWithWeapon != (NativeObject)null ? weaponData.HolsterMeshWithWeapon.Pointer : UIntPtr.Zero; this.FlyingMesh = (NativeObject)weaponData.FlyingMesh != (NativeObject)null ? weaponData.FlyingMesh.Pointer : UIntPtr.Zero; this.Body = (NativeObject)weaponData.Shape != (NativeObject)null ? weaponData.Shape.Pointer : UIntPtr.Zero; this.CollisionBody = (NativeObject)weaponData.CollisionShape != (NativeObject)null ? weaponData.CollisionShape.Pointer : UIntPtr.Zero; this.TableauMaterial = (NativeObject)weaponData.TableauMaterial != (NativeObject)null ? weaponData.TableauMaterial.Pointer : UIntPtr.Zero; this.WeaponFrame = weaponData.WeaponFrame; this.PhysicsMaterialIndex = weaponData.PhysicsMaterialIndex; this.WeaponKind = weaponData.WeaponKind; this.ItemHolsterIndices = weaponData.ItemHolsterIndices; this.Difficulty = weaponData.Difficulty; this.BaseWeight = weaponData.BaseWeight; this.Inertia = weaponData.Inertia; this.ReloadPhase = weaponData.ReloadPhase; this.HasFlagAnimation = weaponData.HasFlagAnimation; this.AmmoOffset = weaponData.AmmoOffset; this.StickingFrame = weaponData.StickingFrame; this.ScaleFactor = weaponData.ScaleFactor; this.CenterOfMass = weaponData.CenterOfMass; this.CenterOfMassXYZ = weaponData.CenterOfMass3D; this.HolsterPositionShift = weaponData.HolsterPositionShift; this.FlyingSoundCode = weaponData.FlyingSoundCode; this.PassbySoundCode = weaponData.PassbySoundCode; this.TrailParticleName = weaponData.TrailParticleName; this.CenterOfMassShift = weaponData.CenterOfMassShift; this.DataValue = weaponData.DataValue; this.CurrentUsageIndex = weaponData.CurrentUsageIndex; this.AirFrictionConstant = weaponData.AirFrictionConstant; this.HasLowerHolsterPriority = weaponData.HasLowerHolsterPriority; this.GlossMultiplier = weaponData.GlossMultiplier; }
public static StackArray.StackArray4Int GetItemHolsterIndices(this ItemObject item) { StackArray.StackArray4Int stackArray4Int = new StackArray.StackArray4Int(); for (int index = 0; index < item.ItemHolsters.Length; ++index) { stackArray4Int[index] = item.ItemHolsters[index].Length > 0 ? MBItem.GetItemHolsterIndex(item.ItemHolsters[index]) : -1; } for (int length = item.ItemHolsters.Length; length < 4; ++length) { stackArray4Int[length] = -1; } return(stackArray4Int); }