Cube  Diff

Differences From Artifact [1744394702]:

To Artifact [03f91e70ff]:


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#import "DynamicEntity.h"

#include "cube.h"

#import "Monster.h"

struct dynent {
	OFVector3D origin, velocity;
	float yaw, pitch, roll;
	float maxSpeed;
	bool outsideMap;
	bool inWater;
	bool onFloor, jumpNext;
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	copy->_lastAttackGun = _lastAttackGun;
	copy->_lastMove = _lastMove;
	copy->_attacking = _attacking;

	for (size_t i = 0; i < NUMGUNS; i++)
		copy->_ammo[i] = _ammo[i];

	copy->_monsterState = _monsterState;
	copy->_monsterType = _monsterType;
	copy->_enemy = _enemy;
	copy->_targetYaw = _targetYaw;
	copy->_blocked = _blocked;
	copy->_moving = _moving;
	copy->_trigger = _trigger;
	copy->_attackTarget = _attackTarget;
	copy->_anger = _anger;

	copy->_name = [_name copy];
	copy->_team = [_team copy];

	return copy;
}

- (OFData *)dataBySerializing
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		.quadMillis = _quadMillis,
		.gunSelect = _gunSelect,
		.gunWait = _gunWait,
		.lastAction = _lastAction,
		.lastAttackGun = _lastAttackGun,
		.lastMove = _lastMove,
		.attacking = _attacking,
		.monsterState = _monsterState,
		.monsterType = _monsterType,
		.targetYaw = _targetYaw,
		.blocked = _blocked,
		.moving = _moving,
		.trigger = _trigger,
		.attackTarget = _attackTarget,
		.anger = _anger };
		.moving = _moving };

	if ([self isKindOfClass:Monster.class]) {
		Monster *monster = (Monster *)self;
		data.monsterState = monster.monsterState;
		data.monsterType = monster.monsterType;
		data.targetYaw = monster.targetYaw;
		data.trigger = monster.trigger;
		data.attackTarget = monster.attackTarget;
		data.anger = monster.anger;
	}

	for (int i = 0; i < NUMGUNS; i++)
		data.ammo[i] = _ammo[i];

	memcpy(data.name, _name.UTF8String, min(_name.UTF8StringLength, 259));
	memcpy(data.team, _team.UTF8String, min(_team.UTF8StringLength, 259));

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	_lastAttackGun = d.lastAttackGun;
	_lastMove = d.lastMove;
	_attacking = d.attacking;

	for (int i = 0; i < NUMGUNS; i++)
		_ammo[i] = d.ammo[i];

	_blocked = d.blocked;
	_moving = d.moving;

	if ([self isKindOfClass:Monster.class]) {
		Monster *monster = (Monster *)self;
	_monsterState = d.monsterState;
	_monsterType = d.monsterType;
	_targetYaw = d.targetYaw;
		monster.monsterState = d.monsterState;
		monster.monsterType = d.monsterType;
		monster.targetYaw = d.targetYaw;
	_blocked = d.blocked;
	_moving = d.moving;
	_trigger = d.trigger;
	_attackTarget = d.attackTarget;
	_anger = d.anger;
		monster.trigger = d.trigger;
		monster.attackTarget = d.attackTarget;
		monster.anger = d.anger;
	}

	_name = [[OFString alloc] initWithUTF8String:d.name];
	_team = [[OFString alloc] initWithUTF8String:d.team];
}

- (void)resetMovement
{