public static void Write(AbstractWorldEntity entity, ref BinaryWriter writer)
 {
     EntityIDHandler.Write(entity.ID, ref writer);
     WorldCoordinateHandler.Write(entity.pos, ref writer);
     writer.Write(entity.InDen);
     writer.Write(entity.timeSpentHere);
 }
Exemplo n.º 2
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 public static void Write(AbstractPhysicalObject physicalObject, ref BinaryWriter writer)
 {
     EntityIDHandler.Write(physicalObject.ID, ref writer);
     WorldCoordinateHandler.Write(physicalObject.pos, ref writer);
     writer.Write(physicalObject.InDen);
     writer.Write(physicalObject.timeSpentHere);
     writer.Write((byte)physicalObject.type);
     writer.Write((physicalObject as Patches.patch_AbstractPhysicalObject).dist);
 }
Exemplo n.º 3
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 public static void Write(AbstractCreature creature, ref BinaryWriter writer)
 {
     EntityIDHandler.Write(creature.ID, ref writer);
     WorldCoordinateHandler.Write(creature.pos, ref writer);
     writer.Write(creature.InDen);
     writer.Write(creature.timeSpentHere);
     //writer.Write((byte)creature.type);
     writer.Write(AbstractPhysicalObjectHK.GetField(creature).dist);
     //AbstractCreatureAIHandler.Write(creature.abstractAI, ref writer);
     //Additional personality and relationship traits should be synced here!
     writer.Write(creature.remainInDenCounter);
     WorldCoordinateHandler.Write(creature.spawnDen, ref writer);
     //creature state should also be synced here!!
 }