public Seg(World world,Vertex start,Vertex end,Linedef linedef,bool isbackside,Angle angle,Fixed offset) { if (world == null) throw new ArgumentNullException("world"); if (start == null) throw new ArgumentNullException("start"); if (end == null) throw new ArgumentNullException("end"); if (linedef == null) throw new ArgumentNullException("linedef"); if (start.World != world) throw new ArgumentException("Start vertex is from another world."); if (end.World != world) throw new ArgumentException("End vertex is from another world."); if (linedef.World != world) throw new ArgumentException("Linedef is from another world."); this.world = world; // TODO :: start // TODO :: end // TODO :: linedef if (!isbackside) { this.front = linedef.Front; this.back = linedef.Back; } else { this.front = linedef.Back; this.back = linedef.Front; } // TODO :: angle // TODO :: offset }
public Vertex(World world,Fixed x,Fixed y) { if (world == null) throw new ArgumentNullException("world"); this.world = world; // TODO :: x // TODO :: y }
public Blockmap(World world,Fixed xoffset,Fixed yoffset,int width,int height) { if (world == null) throw new ArgumentNullException("world"); if (width < 0) throw new ArgumentOutOfRangeException("width"); if (height < 0) throw new ArgumentOutOfRangeException("height"); this.world = world; this.xoffset = xoffset; this.yoffset = yoffset; this.width = width; this.height = height; this.blocks = new Block [width,height]; for (int x = 0;x < width;x++) { for (int y = 0;y < height;y++) { this.blocks[x,y] = new Block(this); } } }
public Actor(World world) : base(world) { this.linked = false; this.block = null; this.nextinblock = null; this.previnblock = null; // TODO :: x // TODO :: y // TODO :: z // TODO :: angle // TODO :: spritenum // TODO :: spriteframe // TODO :: radius // TODO :: height // TODO :: xmomentum // TODO :: ymomentum // TODO :: zmomentum // TODO :: ticks // TODO :: statenum // TODO :: special // TODO :: solid // TODO :: shootable // TODO :: nosector // TODO :: noblockmap // TODO :: ambush // TODO :: justhit // TODO :: justattacked // TODO :: spawnceiling // TODO :: nogravity // TODO :: dropoff // TODO :: pickup // TODO :: noclip // TODO :: slide // TODO :: float // TODO :: teleport // TODO :: missile // TODO :: dropped // TODO :: shadow // TODO :: noblood // TODO :: corpse // TODO :: infloat // TODO :: countkill // TODO :: countitem // TODO :: skullfly // TODO :: notdmatch // TODO :: health // TODO :: movementdirection // TODO :: movementcount // TODO :: target // TODO :: reactiontime // TODO :: lastlook // TODO :: tracer this.speed = Fixed.Zero; this.mass = 100; this.damage = 0; this.painchance = 0; this.seesoundnum = 0; this.activesoundnum = 0; this.attacksoundnum = 0; this.painsoundnum = 0; this.deathsoundnum = 0; this.species = GetType(); this.states = new Dictionary<string,int>(); DefineState("Spawn",0); }
public Seg(World world, Vertex start, Vertex end, Linedef linedef, bool isbackside, Angle angle, Fixed offset) { if (world == null) { throw new ArgumentNullException("world"); } if (start == null) { throw new ArgumentNullException("start"); } if (end == null) { throw new ArgumentNullException("end"); } if (linedef == null) { throw new ArgumentNullException("linedef"); } if (start.World != world) { throw new ArgumentException("Start vertex is from another world."); } if (end.World != world) { throw new ArgumentException("End vertex is from another world."); } if (linedef.World != world) { throw new ArgumentException("Linedef is from another world."); } this.world = world; // TODO :: start // TODO :: end // TODO :: linedef if (!isbackside) { this.front = linedef.Front; this.back = linedef.Back; } else { this.front = linedef.Back; this.back = linedef.Front; } // TODO :: angle // TODO :: offset }