Server.Items.Corpse.Serialize C# (CSharp) Méthode

Serialize() public méthode

public Serialize ( Server.GenericWriter writer ) : void
writer Server.GenericWriter
Résultat void
		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int) 12 ); // version

			if ( m_RestoreEquip == null )
			{
				writer.Write( false );
			}
			else
			{
				writer.Write( true );
				writer.Write( m_RestoreEquip );
			}

			writer.Write( (int)m_Flags );

			writer.WriteDeltaTime( m_TimeOfDeath );

			List<KeyValuePair<Item, Point3D>> list = ( m_RestoreTable == null ? null : new List<KeyValuePair<Item, Point3D>>( m_RestoreTable ) );
			int count = ( list == null ? 0 : list.Count );

			writer.Write( count );

			for ( int i = 0; i < count; ++i )
			{
				KeyValuePair<Item, Point3D> kvp = list[i];
				Item item = kvp.Key;
				Point3D loc = kvp.Value;

				writer.Write( item );

				if ( item.Location == loc )
				{
					writer.Write( false );
				}
				else
				{
					writer.Write( true );
					writer.Write( loc );
				}
			}

			writer.Write( m_DecayTimer != null );

			if ( m_DecayTimer != null )
				writer.WriteDeltaTime( m_DecayTime );

			writer.Write( m_Looters );
			writer.Write( m_Killer );

			writer.Write( m_Aggressors );

			writer.Write( m_Owner );

			writer.Write( (string) m_CorpseName );

			writer.Write( (int) m_AccessLevel );
			writer.Write( (Guild) m_Guild );
			writer.Write( (int) m_Kills );

			writer.Write( m_EquipItems );
		}