public gitem_t(string classname, EntInteractAdapter pickup, ItemUseAdapter use, ItemDropAdapter drop, EntThinkAdapter weaponthink, string pickup_sound, string world_model, int world_model_flags, string view_model, string icon, string pickup_name, int count_width, int quantity, string ammo, int flags, int weapmodel, gitem_armor_t info, int tag, string precaches) { this.classname = classname; this.pickup = pickup; this.use = use; this.drop = drop; this.weaponthink = weaponthink; this.pickup_sound = pickup_sound; this.world_model = world_model; this.world_model_flags = world_model_flags; this.view_model = view_model; this.icon = icon; this.pickup_name = pickup_name; this.count_width = count_width; this.quantity = quantity; this.ammo = ammo; this.flags = flags; this.weapmodel = weapmodel; this.info = info; this.tag = tag; this.precaches = precaches; this.index = id++; }
public virtual void Read(QuakeFile f) { if (f.ReadBoolean()) { currentmove = new mmove_t(); currentmove.Read(f); } else { currentmove = null; } aiflags = f.ReadInt32(); nextframe = f.ReadInt32(); scale = f.ReadSingle(); stand = ( EntThinkAdapter )f.ReadAdapter(); idle = ( EntThinkAdapter )f.ReadAdapter(); search = ( EntThinkAdapter )f.ReadAdapter(); walk = ( EntThinkAdapter )f.ReadAdapter(); run = ( EntThinkAdapter )f.ReadAdapter(); dodge = ( EntDodgeAdapter )f.ReadAdapter(); attack = ( EntThinkAdapter )f.ReadAdapter(); melee = ( EntThinkAdapter )f.ReadAdapter(); sight = ( EntInteractAdapter )f.ReadAdapter(); checkattack = ( EntThinkAdapter )f.ReadAdapter(); pausetime = f.ReadSingle(); attack_finished = f.ReadSingle(); saved_goal = f.ReadVector(); search_time = f.ReadSingle(); trail_time = f.ReadSingle(); last_sighting = f.ReadVector(); attack_state = f.ReadInt32(); lefty = f.ReadInt32(); idle_time = f.ReadSingle(); linkcount = f.ReadInt32(); power_armor_power = f.ReadInt32(); power_armor_type = f.ReadInt32(); }
public gitem_t(string classname, EntInteractAdapter pickup, ItemUseAdapter use, ItemDropAdapter drop, EntThinkAdapter weaponthink) { }