def create_entity_data(): data = EntityData() data.appearance = AppearanceData() data.consumable = ItemData() data.equipment = [] for _ in xrange(13): data.equipment.append(ItemData()) return data
def read(self, reader): self.item_data = ItemData() self.item_data.read(reader) self.pos = reader.read_qvec3() self.rotation = reader.read_float() # angle something self.scale = reader.read_float() self.something3 = reader.read_uint8() reader.skip(3) self.drop_time = reader.read_uint32() # drop time self.something5 = reader.read_uint32() # 320 self.something6 = reader.read_int32() # 324
def read(self, reader): self.item_data = ItemData() self.item_data.read(reader) self.chunk_x = reader.read_int32() self.chunk_y = reader.read_int32() # index of item in ChunkItems self.item_index = reader.read_int32() self.something4 = reader.read_uint32() self.interact_type = reader.read_uint8() self.something6 = reader.read_uint8() self.something7 = reader.read_uint16()
def create_item_data(): item_data = ItemData() item_data.type = 0 item_data.sub_type = 0 item_data.modifier = 0 item_data.minus_modifier = 0 item_data.rarity = 0 item_data.material = 0 item_data.flags = 0 item_data.level = 0 item_data.items = [] for _ in range(32): new_item = ItemUpgrade() new_item.x = 0 new_item.y = 0 new_item.z = 0 new_item.material = 0 new_item.level = 0 item_data.items.append(new_item) item_data.upgrade_count = 0 return item_data
def read(self, reader): self.entity_id = reader.read_uint64() # player who picked up self.item_data = ItemData() self.item_data.read(reader)