/// <summary> /// Constructs a new VMEntity instance. /// </summary> /// <param name="obj">A GameObject instance.</param> public VMEntity(GameObject obj) { this.Object = obj; /** * For some reason, in the aquarium object (maybe others) the numAttributes is set to 0 * but it should be 4. There are 4 entries in the label table. Go figure? */ ObjectData = new short[80]; MeToObject = new Dictionary<ushort, List<short>>(); SoundThreads = new List<VMSoundEntry>(); RTTI = new VMEntityRTTI(); var numAttributes = obj.OBJ.NumAttributes; if (obj.OBJ.UsesFnTable == 0) EntryPoints = GenerateFunctionTable(obj.OBJ); else { var OBJfChunk = obj.Resource.Get<OBJf>(obj.OBJ.ChunkID); //objf has same id as objd if (OBJfChunk != null) EntryPoints = OBJfChunk.functions; } if (obj.GUID == 0xa9bb3a76) EntryPoints[17] = new OBJfFunctionEntry(); var test = obj.Resource.List<OBJf>(); var GLOBChunks = obj.Resource.List<GLOB>(); if (GLOBChunks != null) { SemiGlobal = FSO.Content.Content.Get().WorldObjectGlobals.Get(GLOBChunks[0].Name); Object.Resource.SemiGlobal = SemiGlobal.Resource; //used for tuning constant fetching. } Slots = obj.Resource.Get<SLOT>(obj.OBJ.SlotID); //containment slots are dealt with in the avatar and object classes respectively. var attributeTable = obj.Resource.Get<STR>(256); if (attributeTable != null) { numAttributes = (ushort)Math.Max(numAttributes, attributeTable.Length); RTTI.AttributeLabels = new string[numAttributes]; for (var i = 0; i < numAttributes; i++) { RTTI.AttributeLabels[i] = attributeTable.GetString(i); } } TreeTable = obj.Resource.Get<TTAB>(obj.OBJ.TreeTableID); if (TreeTable != null) TreeTableStrings = obj.Resource.Get<TTAs>(obj.OBJ.TreeTableID); if (TreeTable == null && SemiGlobal != null) { TreeTable = SemiGlobal.Resource.Get<TTAB>(obj.OBJ.TreeTableID); //tree not in local, try semiglobal TreeTableStrings = SemiGlobal.Resource.Get<TTAs>(obj.OBJ.TreeTableID); } //no you cannot get global tree tables don't even ask this.Attributes = new short[numAttributes]; SetFlag(VMEntityFlags.ChairFacing, true); }