public Guid reference_guid; // This is an ephemeral value only to be used for special user level converters public Entity(Level lvl, int n) { level = lvl; m_type = EntityType.ENEMY; m_multiplayer_team_association_mask = 0; m_sub_type = 0; alive = false; marked = false; tag = false; num = n; m_position = Vector3.Zero; m_rotation = Matrix4.Identity; entity_props = null; internal_guid = Guid.Empty; reference_guid = Guid.Empty; }
//Sets the entity's enity_props based on the type of the entity public void SetEntityProps() { switch (Type) { default: case EntityType.ENEMY: entity_props = CreateNewEntityProps <Overload.EntityPropsRobot>(); break; case EntityType.DOOR: entity_props = CreateNewEntityProps <Overload.EntityPropsDoor>(); break; case EntityType.ITEM: entity_props = CreateNewEntityProps <Overload.EntityPropsItem>(); break; case EntityType.LIGHT: entity_props = CreateNewEntityProps <Overload.EntityPropsLight>(); break; case EntityType.PROP: entity_props = CreateNewEntityProps <Overload.EntityPropsProp>(); break; case EntityType.SCRIPT: entity_props = CreateNewEntityProps <Overload.EntityPropsScript>(); break; case EntityType.SPECIAL: entity_props = CreateNewEntityProps <Overload.EntityPropsSpecial>(); break; case EntityType.TRIGGER: entity_props = CreateNewEntityProps <Overload.EntityPropsTrigger>(); break; } }