示例#1
0
 public virtual void Write(QuakeFile f)
 {
     f.Write(currentmove != null);
     if (currentmove != null)
     {
         currentmove.Write(f);
     }
     f.Write(aiflags);
     f.Write(nextframe);
     f.Write(scale);
     f.WriteAdapter(stand);
     f.WriteAdapter(idle);
     f.WriteAdapter(search);
     f.WriteAdapter(walk);
     f.WriteAdapter(run);
     f.WriteAdapter(dodge);
     f.WriteAdapter(attack);
     f.WriteAdapter(melee);
     f.WriteAdapter(sight);
     f.WriteAdapter(checkattack);
     f.Write(pausetime);
     f.Write(attack_finished);
     f.WriteVector(saved_goal);
     f.Write(search_time);
     f.Write(trail_time);
     f.WriteVector(last_sighting);
     f.Write(attack_state);
     f.Write(lefty);
     f.Write(idle_time);
     f.Write(linkcount);
     f.Write(power_armor_power);
     f.Write(power_armor_type);
 }
示例#2
0
        public virtual void Write(QuakeFile f)
        {
            f.Write(firstframe);
            f.Write(lastframe);
            if (frame == null)
            {
                f.Write(-1);
            }
            else
            {
                f.Write(frame.Length);
                for (int n = 0; n < frame.Length; n++)
                {
                    frame[n].Write(f);
                }
            }

            f.WriteAdapter(endfunc);
        }
示例#3
0
 public virtual void Write(QuakeFile f)
 {
     f.WriteVector(start_origin);
     f.WriteVector(start_angles);
     f.WriteVector(end_origin);
     f.WriteVector(end_angles);
     f.Write(sound_start);
     f.Write(sound_middle);
     f.Write(sound_end);
     f.Write(accel);
     f.Write(speed);
     f.Write(decel);
     f.Write(distance);
     f.Write(wait);
     f.Write(state);
     f.WriteVector(dir);
     f.Write(current_speed);
     f.Write(move_speed);
     f.Write(next_speed);
     f.Write(remaining_distance);
     f.Write(decel_distance);
     f.WriteAdapter(endfunc);
 }
示例#4
0
 public virtual void Write(QuakeFile f)
 {
     f.WriteAdapter(ai);
     f.Write(dist);
     f.WriteAdapter(think);
 }
示例#5
0
        public virtual void Write(QuakeFile f)
        {
            s.Write(f);
            f.Write(inuse);
            f.Write(linkcount);
            f.Write(num_clusters);
            f.Write(9999);
            if (clusternums == null)
            {
                f.Write(-1);
            }
            else
            {
                f.Write(Defines.MAX_ENT_CLUSTERS);
                for (var n = 0; n < Defines.MAX_ENT_CLUSTERS; n++)
                {
                    f.Write(clusternums[n]);
                }
            }

            f.Write(headnode);
            f.Write(areanum);
            f.Write(areanum2);
            f.Write(svflags);
            f.WriteVector(mins);
            f.WriteVector(maxs);
            f.WriteVector(absmin);
            f.WriteVector(absmax);
            f.WriteVector(size);
            f.Write(solid);
            f.Write(clipmask);
            f.Write(movetype);
            f.Write(flags);
            f.Write(model);
            f.Write(freetime);
            f.Write(message);
            f.Write(classname);
            f.Write(spawnflags);
            f.Write(timestamp);
            f.Write(angle);
            f.Write(target);
            f.Write(targetname);
            f.Write(killtarget);
            f.Write(team);
            f.Write(pathtarget);
            f.Write(deathtarget);
            f.Write(combattarget);
            f.WriteEdictRef(target_ent);
            f.Write(speed);
            f.Write(accel);
            f.Write(decel);
            f.WriteVector(movedir);
            f.WriteVector(pos1);
            f.WriteVector(pos2);
            f.WriteVector(velocity);
            f.WriteVector(avelocity);
            f.Write(mass);
            f.Write(air_finished);
            f.Write(gravity);
            f.WriteEdictRef(goalentity);
            f.WriteEdictRef(movetarget);
            f.Write(yaw_speed);
            f.Write(ideal_yaw);
            f.Write(nextthink);
            f.WriteAdapter(prethink);
            f.WriteAdapter(think);
            f.WriteAdapter(blocked);
            f.WriteAdapter(touch);
            f.WriteAdapter(use);
            f.WriteAdapter(pain);
            f.WriteAdapter(die);
            f.Write(touch_debounce_time);
            f.Write(pain_debounce_time);
            f.Write(damage_debounce_time);
            f.Write(fly_sound_debounce_time);
            f.Write(last_move_time);
            f.Write(health);
            f.Write(max_health);
            f.Write(gib_health);
            f.Write(deadflag);
            f.Write(show_hostile);
            f.Write(powerarmor_time);
            f.Write(map);
            f.Write(viewheight);
            f.Write(takedamage);
            f.Write(dmg);
            f.Write(radius_dmg);
            f.Write(dmg_radius);
            f.Write(sounds);
            f.Write(count);
            f.WriteEdictRef(chain);
            f.WriteEdictRef(enemy);
            f.WriteEdictRef(oldenemy);
            f.WriteEdictRef(activator);
            f.WriteEdictRef(groundentity);
            f.Write(groundentity_linkcount);
            f.WriteEdictRef(teamchain);
            f.WriteEdictRef(teammaster);
            f.WriteEdictRef(mynoise);
            f.WriteEdictRef(mynoise2);
            f.Write(noise_index);
            f.Write(noise_index2);
            f.Write(volume);
            f.Write(attenuation);
            f.Write(wait);
            f.Write(delay);
            f.Write(random);
            f.Write(teleport_time);
            f.Write(watertype);
            f.Write(waterlevel);
            f.WriteVector(move_origin);
            f.WriteVector(move_angles);
            f.Write(light_level);
            f.Write(style);
            f.WriteItem(item);
            moveinfo.Write(f);
            monsterinfo.Write(f);
            if (client == null)
            {
                f.Write(-1);
            }
            else
            {
                f.Write(client.index);
            }
            f.WriteEdictRef(owner);
            f.Write(9876);
        }