public void Clear() { this.prev = this.next = this.draw_prev = this.draw_next = (AppMain.OBS_OBJECT_WORK)null; this.tcb = (AppMain.MTS_TASK_TCB)null; this.pause_level = 0; this.obj_type = (ushort)0; this.vib_timer = this.hitstop_timer = this.invincible_timer = 0; this.view_out_ofst = (short)0; Array.Clear((Array)this.view_out_ofst_plus, 0, this.view_out_ofst_plus.Length); this.user_work_OBJECT = (object)null; this.user_flag_OBJECT = (object)null; this.flag = 0U; this.move_flag = 0U; this.disp_flag = 0U; this.gmk_flag = 0U; this.sys_flag = 0U; this.user_timer = 0; this.dir.Clear(); this.scale.Clear(); this.pos.Clear(); this.ofst.Clear(); this.prev_ofst.Clear(); this.parent_ofst.Clear(); this.lock_obj = (AppMain.OBS_OBJECT_WORK)null; this.prev_pos.Clear(); this.spd.Clear(); this.spd_add.Clear(); this.flow.Clear(); this.move.Clear(); this.spd_m = 0; this.dir_slope = this.dir_fall = (ushort)0; this.spd_slope = this.spd_slope_max = this.spd_fall = this.spd_fall_max = this.push_max = 0; this.col_flag = this.col_flag_prev = 0U; Array.Clear((Array)this.field_rect, 0, this.field_rect.Length); this.field_ajst_w_db_f = this.field_ajst_w_db_b = this.field_ajst_w_dl_f = this.field_ajst_w_dl_b = (sbyte)0; this.field_ajst_w_dt_f = this.field_ajst_w_dt_b = this.field_ajst_w_dr_f = this.field_ajst_w_dr_b = (sbyte)0; this.field_ajst_h_db_r = this.field_ajst_h_db_l = this.field_ajst_h_dl_r = this.field_ajst_h_dl_l = (sbyte)0; this.field_ajst_h_dt_r = this.field_ajst_h_dt_l = this.field_ajst_h_dr_r = this.field_ajst_h_dr_l = (sbyte)0; this.ppFunc = this.ppIn = this.ppOut = this.ppOutSub = this.ppMove = (AppMain.MPP_VOID_OBS_OBJECT_WORK)null; this.ppActCall = (AppMain.OBS_OBJECT_WORK_Delegate2)null; this.ppRec = this.ppLast = this.ppCol = (AppMain.MPP_VOID_OBS_OBJECT_WORK)null; this.ppViewCheck = (AppMain.OBS_OBJECT_WORK_Delegate3)null; this.ppUserRelease = this.ppUserReleaseWait; this.ride_obj = this.touch_obj = this.lock_obj = this.locker_obj = (AppMain.OBS_OBJECT_WORK)null; this.parent_obj = (AppMain.OBS_OBJECT_WORK)null; this.ex_work = (object)null; this.obj_3d = (AppMain.OBS_ACTION3D_NN_WORK)null; this.obj_3des = (AppMain.OBS_ACTION3D_ES_WORK)null; this.obj_2d = (AppMain.OBS_ACTION2D_AMA_WORK)null; this.col_work = (AppMain.OBS_COLLISION_WORK)null; this.tbl_work = (AppMain.OBS_TBL_WORK)null; this.temp_ofst.Clear(); this.prev_temp_ofst.Clear(); this.rect_num = 0U; this.rect_work = (AppMain.ArrayPointer <AppMain.OBS_RECT_WORK>)(AppMain.OBS_RECT_WORK[]) null; }
public AppMain.OBS_OBJECT_WORK Assign(AppMain.OBS_OBJECT_WORK objectWork) { if (this != objectWork) { this.prev = objectWork.prev; this.next = objectWork.next; this.draw_prev = objectWork.draw_prev; this.draw_next = objectWork.draw_next; this.tcb = objectWork.tcb; this.pause_level = objectWork.pause_level; this.obj_type = objectWork.obj_type; this.vib_timer = objectWork.vib_timer; this.hitstop_timer = objectWork.hitstop_timer; this.invincible_timer = objectWork.invincible_timer; this.view_out_ofst = objectWork.view_out_ofst; for (int index = 0; index < this.view_out_ofst_plus.Length; ++index) { this.view_out_ofst_plus[index] = objectWork.view_out_ofst_plus[index]; } this.flag = objectWork.flag; this.move_flag = objectWork.move_flag; this.disp_flag = objectWork.disp_flag; this.gmk_flag = objectWork.gmk_flag; this.sys_flag = objectWork.sys_flag; this.user_flag = objectWork.user_flag; this.user_work = objectWork.user_work; this.user_timer = objectWork.user_timer; this.dir.Assign(objectWork.dir); this.scale.Assign(objectWork.scale); this.pos.Assign(objectWork.pos); this.ofst.Assign(objectWork.ofst); this.prev_ofst.Assign(objectWork.prev_ofst); this.parent_ofst.Assign(objectWork.parent_ofst); this.lock_ofst.Assign(objectWork.lock_ofst); this.prev_pos.Assign(objectWork.prev_pos); this.spd.Assign(objectWork.spd); this.spd_add.Assign(objectWork.spd_add); this.flow.Assign(objectWork.flow); this.move.Assign(objectWork.move); this.spd_m = objectWork.spd_m; this.dir_slope = objectWork.dir_slope; this.dir_fall = objectWork.dir_fall; this.spd_slope = objectWork.spd_slope; this.spd_slope_max = objectWork.spd_slope_max; this.spd_fall = objectWork.spd_fall; this.spd_fall_max = objectWork.spd_fall_max; this.push_max = objectWork.push_max; this.col_flag = objectWork.col_flag; this.col_flag_prev = objectWork.col_flag_prev; for (int index = 0; index < this.field_rect.Length; ++index) { this.field_rect[index] = objectWork.field_rect[index]; } this.field_ajst_w_db_f = objectWork.field_ajst_w_db_f; this.field_ajst_w_db_b = objectWork.field_ajst_w_db_b; this.field_ajst_w_dl_f = objectWork.field_ajst_w_dl_f; this.field_ajst_w_dl_b = objectWork.field_ajst_w_dl_b; this.field_ajst_w_dt_f = objectWork.field_ajst_w_dt_f; this.field_ajst_w_dt_b = objectWork.field_ajst_w_dt_b; this.field_ajst_w_dr_f = objectWork.field_ajst_w_dr_f; this.field_ajst_w_dr_b = objectWork.field_ajst_w_dr_b; this.field_ajst_h_db_r = objectWork.field_ajst_h_db_r; this.field_ajst_h_db_l = objectWork.field_ajst_h_db_l; this.field_ajst_h_dl_r = objectWork.field_ajst_h_dl_r; this.field_ajst_h_dl_l = objectWork.field_ajst_h_dl_l; this.field_ajst_h_dt_r = objectWork.field_ajst_h_dt_r; this.field_ajst_h_dt_l = objectWork.field_ajst_h_dt_l; this.field_ajst_h_dr_r = objectWork.field_ajst_h_dr_r; this.field_ajst_h_dr_l = objectWork.field_ajst_h_dr_l; this.ppFunc = objectWork.ppFunc; this.ppIn = objectWork.ppIn; this.ppOut = objectWork.ppOut; this.ppOutSub = objectWork.ppOutSub; this.ppMove = objectWork.ppMove; this.ppActCall = objectWork.ppActCall; this.ppRec = objectWork.ppRec; this.ppLast = objectWork.ppLast; this.ppCol = objectWork.ppCol; this.ppViewCheck = objectWork.ppViewCheck; this.ppUserRelease = objectWork.ppUserRelease; this.ppUserReleaseWait = objectWork.ppUserReleaseWait; this.ride_obj = objectWork.ride_obj; this.touch_obj = objectWork.touch_obj; this.parent_obj = objectWork.parent_obj; this.lock_obj = objectWork.lock_obj; this.locker_obj = objectWork.locker_obj; this.ex_work = objectWork.ex_work; this.obj_3d = objectWork.obj_3d; this.obj_3des = objectWork.obj_3des; this.obj_2d = objectWork.obj_2d; this.col_work = objectWork.col_work; this.tbl_work = objectWork.tbl_work; this.temp_ofst.Assign(objectWork.temp_ofst); this.prev_temp_ofst.Assign(objectWork.prev_temp_ofst); this.rect_num = objectWork.rect_num; this.rect_work = objectWork.rect_work; } return(this); }