internal void NearByShield() { NearByFriendlyShields.Clear(); for (int i = 0; i < NearByShieldsTmp.Count; i++) { var shield = NearByShieldsTmp[i]; var shieldGrid = MyEntities.GetEntityByIdOrDefault(shield.Id) as MyCubeGrid; if (shieldGrid != null) { if (shield.Id == MyGrid.EntityId || MyGrid.IsSameConstructAs(shieldGrid)) { MyShield = shield.ShieldEnt; } else { TargetInfo info; var found = Targets.TryGetValue(shield.ShieldBlock.CubeGrid, out info); var relation = found ? info.EntInfo.Relationship : shield.ShieldBlock.IDModule.GetUserRelationToOwner(AiOwner); var friendly = relation == MyRelationsBetweenPlayerAndBlock.Owner || relation == MyRelationsBetweenPlayerAndBlock.FactionShare || relation == MyRelationsBetweenPlayerAndBlock.Friends; if (friendly) { NearByFriendlyShields.Add(shield.ShieldEnt); FriendlyShieldNear = true; } ShieldNear = true; } } } NearByShieldsTmp.Clear(); }
internal void CleanUp() { AiCloseTick = Session.Tick; MyGrid.Components.Remove <AiComponent>(); for (int i = 0; i < MIds.Length; i++) { MIds[i] = 0; } if (Session.IsClient) { Session.SendUpdateRequest(MyGrid.EntityId, PacketType.ClientAiRemove); } Data.Repo.ControllingPlayers.Clear(); Data.Repo.ActiveTerminal = 0; CleanSortedTargets(); Construct.Clean(); Obstructions.Clear(); ObstructionsTmp.Clear(); TargetAis.Clear(); TargetAisTmp.Clear(); EntitiesInRange.Clear(); Batteries.Clear(); Targets.Clear(); Weapons.Clear(); WeaponsIdx.Clear(); WeaponBase.Clear(); LiveProjectile.Clear(); DeadProjectiles.Clear(); NearByShieldsTmp.Clear(); NearByFriendlyShields.Clear(); StaticsInRange.Clear(); StaticsInRangeTmp.Clear(); TestShields.Clear(); NewEntities.Clear(); SubGridsRegistered.Clear(); SourceCount = 0; BlockCount = 0; AiOwner = 0; ProjectileTicker = 0; NearByEntities = 0; NearByEntitiesTmp = 0; MyProjectiles = 0; AccelChecked = false; PointDefense = false; FadeOut = false; SuppressMouseShoot = false; OverPowered = false; UpdatePowerSources = false; AvailablePowerChanged = false; PowerIncrease = false; RequestedPowerChanged = false; RequestIncrease = false; DbReady = false; GridInit = false; TouchingWater = false; Data.Clean(); MyShield = null; MyPlanetTmp = null; MyPlanet = null; TerminalSystem = null; LastTerminal = null; PowerDistributor = null; PowerBlock = null; MyGrid = null; PowerDistributor = null; Session = null; Closed = true; CanShoot = true; Version++; }