本文整理汇总了C#中Entity.Remove方法的典型用法代码示例。如果您正苦于以下问题:C# Entity.Remove方法的具体用法?C# Entity.Remove怎么用?C# Entity.Remove使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Entity
的用法示例。
在下文中一共展示了Entity.Remove方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ent42ToEntVMF
// Turn a Nightfire entity into a Hammer one.
public virtual Entity ent42ToEntVMF(Entity inEnt)
{
if(inEnt.Angles[0] != 0) {
inEnt["angles"] = (-inEnt.Angles[0])+" "+inEnt.Angles[1]+" "+inEnt.Angles[2];
}
if (!inEnt["body"].Equals(""))
{
inEnt.renameAttribute("body", "SetBodyGroup");
}
if (inEnt["rendercolor"].Equals("0 0 0"))
{
inEnt["rendercolor"] = "255 255 255";
}
if (inEnt["angles"].Equals("0 -1 0"))
{
inEnt["angles"] = "-90 0 0";
}
try
{
if (inEnt["model"].Substring(inEnt["model"].Length - 4).ToUpper().Equals(".spz".ToUpper()))
{
inEnt["model"] = inEnt["model"].Substring(0, (inEnt["model"].Length - 4) - (0)) + ".spr";
}
}
catch (System.ArgumentOutOfRangeException)
{
;
}
if (inEnt.attributeIs("classname", "light_spot"))
{
try
{
inEnt["pitch"] = ((double) (inEnt.Angles[0] + System.Double.Parse(inEnt["pitch"]))).ToString();
}
catch (System.FormatException e)
{
inEnt["pitch"] = ((double) inEnt.Angles[0]).ToString();
}
try
{
if (System.Double.Parse(inEnt["_cone"]) > 90.0)
{
inEnt["_cone"] = "90";
}
else
{
if (System.Double.Parse(inEnt["_cone"]) < 0.0)
{
inEnt["_cone"] = "0";
}
}
}
catch (System.FormatException e)
{
;
}
try
{
if (System.Double.Parse(inEnt["_cone2"]) > 90.0)
{
inEnt["_cone2"] = "90";
}
else
{
if (System.Double.Parse(inEnt["_cone2"]) < 0.0)
{
inEnt["_cone2"] = "0";
}
}
}
catch (System.FormatException e)
{
;
}
inEnt.renameAttribute("_cone", "_inner_cone");
inEnt.renameAttribute("_cone2", "_cone");
}
else
{
if (inEnt.attributeIs("classname", "func_wall"))
{
if (inEnt["rendermode"].Equals("0"))
{
inEnt["classname"] = "func_detail";
for (int i = 0; i < inEnt.Brushes.Count; i++)
{
MAPBrush currentBrush = inEnt.Brushes[i];
for (int j = 0; j < currentBrush.NumSides; j++)
{
MAPBrushSide currentSide = currentBrush[j];
if (currentSide.Texture.Equals("special/TRIGGER", StringComparison.InvariantCultureIgnoreCase))
{
currentSide.Texture = "TOOLS/TOOLSHINT"; // Hint is the only thing that still works that doesn't collide with the player
}
}
}
inEnt.Remove("rendermode");
}
else
//.........这里部分代码省略.........
示例2: entityToByteArray
// -entityToByteArray()
// Converts the entity and its brushes into byte arrays rather than Strings,
// which can then be written to a file much faster. Concatenating Strings is
// a costly operation, especially when hundreds of thousands of Strings are
// in play. This is one of two parts to writing a file quickly. The second
// part is to call the FileOutputStream.write() method only once, with a
// gigantic array, rather than several times with many small arrays. File I/O
// from a hard drive is another costly operation, best done by handling
// massive amounts of data in one go, rather than tiny amounts of data thousands
// of times.
private byte[] entityToByteArray(Entity inEnt) {
inEnt["id"] = ((System.Int32) nextID++).ToString();
byte[] outputData;
Vector3D origin = Vector3D.ZERO;
if (inEnt.BrushBased) {
inEnt.Remove("model");
}
if (inEnt.Brushes.Count > 0)
{
origin = inEnt.Origin;
}
string temp;
if(inEnt["classname"].Equals("worldspawn", StringComparison.InvariantCultureIgnoreCase)) {
temp = "world"+(char)0x0D+(char)0x0A+"{"+(char)0x0D+(char)0x0A;
} else {
temp = "entity"+(char)0x0D+(char)0x0A+"{"+(char)0x0D+(char)0x0A;
}
int len = temp.Length+3; // Closing brace, newline
// Get the lengths of all attributes together
foreach (string key in inEnt.Attributes.Keys) {
len += key.Length + inEnt[key].Length + 8; // Four quotes, a space, a tab and a newline
}
if (inEnt.Connections.Count > 0) {
len += 22; // tab, "connections", newline, tab, "{", newline, tab, "}", newline
foreach (Tuple<string, string, string, string, double, int, string, Tuple<string>> connection in inEnt.Connections) {
if(connection.Item7 == "" && connection.Rest.Item1 == "") {
len += connection.Item1.Length + connection.Item2.Length + connection.Item3.Length + connection.Item4.Length + connection.Item5.ToString().Length + connection.Item6.ToString().Length + 13; // Two tabs, four quotes, space, four commas, newline
} else {
len += connection.Item1.Length + connection.Item2.Length + connection.Item3.Length + connection.Item4.Length + connection.Item5.ToString().Length + connection.Item6.ToString().Length + connection.Item7.Length + connection.Rest.Item1.Length + 15; // Two tabs, four quotes, space, six commas, newline
}
}
}
outputData = new byte[len];
int offset = 0;
for (int i = 0; i < temp.Length; i++) {
outputData[offset++] = (byte)temp[i];
}
foreach (string key in inEnt.Attributes.Keys) {
outputData[offset++] = (byte) (0x09); // 1
outputData[offset++] = (byte)'\"'; // 2
for (int j = 0; j < key.Length; j++) {
// Then for each byte in the attribute
outputData[j + offset] = (byte) key[j]; // add it to the output array
}
offset += key.Length;
outputData[offset++] = (byte)'\"'; // 3
outputData[offset++] = (byte)' '; // 4
outputData[offset++] = (byte)'\"'; // 5
for (int j = 0; j < inEnt.Attributes[key].Length; j++) {
// Then for each byte in the attribute
outputData[j + offset] = (byte) inEnt.Attributes[key][j]; // add it to the output array
}
offset += inEnt.Attributes[key].Length;
outputData[offset++] = (byte)'\"'; // 6
outputData[offset++] = (byte)0x0D; // 7
outputData[offset++] = (byte)0x0A; // 8
}
if (inEnt.Connections.Count > 0) {
outputData[offset++] = (byte)0x09; // tab 1
outputData[offset++] = (byte)'c'; // 2
outputData[offset++] = (byte)'o'; // 3
outputData[offset++] = (byte)'n'; // 4
outputData[offset++] = (byte)'n'; // 5
outputData[offset++] = (byte)'e'; // 6
outputData[offset++] = (byte)'c'; // 7
outputData[offset++] = (byte)'t'; // 8
outputData[offset++] = (byte)'i'; // 9
outputData[offset++] = (byte)'o'; // 10
outputData[offset++] = (byte)'n'; // 11
outputData[offset++] = (byte)'s'; // 12
outputData[offset++] = (byte)0x0D; // 13
outputData[offset++] = (byte)0x0A; // newline 14
outputData[offset++] = (byte)0x09; //tab 15
outputData[offset++] = (byte)'{'; // 16
outputData[offset++] = (byte)0x0D; // 17
outputData[offset++] = (byte)0x0A; // newline 18
foreach (Tuple<string, string, string, string, double, int, string, Tuple<string>> connection in inEnt.Connections) {
string str = "";
if(connection.Item7 == "" && connection.Rest.Item1 == "") {
str = ""+(char)0x09 + (char)0x09 + "\""+connection.Item1+"\" \""+connection.Item2+","+connection.Item3+","+connection.Item4+","+connection.Item5.ToString()+","+connection.Item6.ToString()+"\""+(char)0x0D+(char)0x0A;
} else {
str = ""+(char)0x09 + (char)0x09 + "\""+connection.Item1+"\" \""+connection.Item2+","+connection.Item3+","+connection.Item4+","+connection.Item5.ToString()+","+connection.Item6.ToString()+","+connection.Item7+","+connection.Rest.Item1+"\""+(char)0x0D+(char)0x0A;
}
for (int j = 0; j < str.Length; j++) {
// Then for each byte in the string
outputData[offset++] = (byte)str[j]; // add it to the output array
}
}
outputData[offset++] = (byte)0x09; // tab 19
outputData[offset++] = (byte)'}'; // 20
//.........这里部分代码省略.........
示例3: ent38ToEntVMF
// Turn a Q2 entity into a Hammer one. This won't magically fix every single
// thing to work in Gearcraft, for example the Nightfire engine had no support
// for area portals. But it should save map porters some time, especially when
// it comes to the Capture The Flag mod.
public virtual Entity ent38ToEntVMF(Entity inEnt)
{
if (!inEnt["angle"].Equals(""))
{
inEnt["angles"] = "0 " + inEnt["angle"] + " 0";
inEnt.Remove("angle");
}
if (inEnt.attributeIs("classname", "func_wall"))
{
inEnt["classname"] = "func_brush";
if (!inEnt["targetname"].Equals(""))
{
// Really this should depend on spawnflag 2 or 4
inEnt["solidity"] = "0"; // TODO: Make sure the attribute is actually "solidity"
}
else
{
// 2 I believe is "Start enabled" and 4 is "toggleable", or the other way around. Not sure. Could use an OR.
inEnt["solidity"] = "2";
}
}
else
{
if (inEnt.attributeIs("classname", "info_player_start"))
{
Vector3D origin = inEnt.Origin;
inEnt["origin"] = origin.X + " " + origin.Y + " " + (origin.Z + 18);
}
else
{
if (inEnt.attributeIs("classname", "info_player_deathmatch"))
{
Vector3D origin = inEnt.Origin;
inEnt["origin"] = origin.X + " " + origin.Y + " " + (origin.Z + 18);
}
else
{
if (inEnt.attributeIs("classname", "light"))
{
string color = inEnt["_color"];
string intensity = inEnt["light"];
string[] nums = color.Split(' ');
double[] lightNumbers = new double[4];
for (int j = 0; j < 3 && j < nums.Length; j++)
{
try
{
lightNumbers[j] = Double.Parse(nums[j]);
lightNumbers[j] *= 255; // Quake 2's numbers are from 0 to 1, Nightfire are from 0 to 255
}
catch (System.FormatException)
{
;
}
}
try
{
lightNumbers[s] = System.Double.Parse(intensity) / 2; // Quake 2's light intensity is waaaaaay too bright
}
catch (System.FormatException)
{
;
}
inEnt.Remove("_color");
inEnt.Remove("light");
inEnt["_light"] = lightNumbers[r] + " " + lightNumbers[g] + " " + lightNumbers[b] + " " + lightNumbers[s];
}
else
{
if (inEnt.attributeIs("classname", "misc_teleporter"))
{
Vector3D origin = inEnt.Origin;
Vector3D mins = new Vector3D(origin.X - 24, origin.Y - 24, origin.Z - 24);
Vector3D maxs = new Vector3D(origin.X + 24, origin.Y + 24, origin.Z + 48);
inEnt.Brushes.Add(MAPBrush.createBrush(mins, maxs, "tools/toolstrigger"));
inEnt.Remove("origin");
inEnt["classname"] = "trigger_teleport";
}
else
{
if (inEnt.attributeIs("classname", "misc_teleporter_dest"))
{
inEnt["classname"] = "info_target";
}
}
}
}
}
}
return inEnt;
}
示例4: parseMultimanager
// Multimanagers are also a special case. There are none in Source. Instead, I
// need to add EVERY targetted entity in a multimanager to the original trigger
// entity as an output with the specified delay. Things get even more complicated
// when a multi_manager fires another multi_manager. In this case, this method will
// recurse on itself until all the complexity is worked out.
// One potential problem is if two multi_managers continuously call each other, this
// method will recurse infinitely until there is a stack overflow. This might happen
// when there is some sort of cycle going on in the map and multi_managers call each
// other recursively to run the cycle with a delay. I solve this with an atrificial
// limit of 8 multimanager recursions.
// TODO: It would be better to detect this problem when it happens.
// TODO: Instead of adding more attributes, parse into connections.
private Entity parseMultimanager(Entity inEnt)
{
mmStackLength++;
Entity dummy = new Entity(inEnt);
dummy.Remove("classname");
dummy.Remove("origin");
dummy.Remove("angles");
dummy.Remove("targetname");
List<string> delete = new List<string>();
foreach(string st in dummy.Attributes.Keys) {
string target = st;
double delay = 0.0;
try {
delay = Double.Parse(dummy[st]);
} catch {
}
for (int j = target.Length - 1; j >= 0; j--)
{
if (target[j] == '#')
{
target = target.Substring(0, (j) - (0));
//dummy.renameAttribute(st, target);
break;
}
}
Entity[] targets = getTargets(target);
delete.Add(st);
for (int j = 0; j < targets.Length; j++)
{
if (inEnt.attributeIs("classname", "multi_kill_manager"))
{
if (targets.Length > 1)
{
dummy.Connections.Add(new Tuple<string, string, string, string, double, int, string, Tuple<string>>("condition", target + j, "Kill", "", delay, -1, "", new Tuple<string>("")));
}
else
{
dummy.Connections.Add(new Tuple<string, string, string, string, double, int, string, Tuple<string>>("condition", target, "Kill", "", delay, -1, "", new Tuple<string>("")));
}
}
else
{
if (targets[j].attributeIs("classname", "multi_manager") || targets[j].attributeIs("classname", "multi_kill_manager"))
{
if (mmStackLength <= Settings.MMStackSize)
{
Entity mm = parseMultimanager(targets[j]);
foreach (Tuple<string, string, string, string, double, int, string, Tuple<string>> connection in mm.Connections) {
dummy.Connections.Add(new Tuple<string, string, string, string, double, int, string, Tuple<string>>(connection.Item1, connection.Item2, connection.Item3, connection.Item4, connection.Item5 + delay, connection.Item6, connection.Item7, connection.Rest));
}
}
else
{
DecompilerThread.OnMessage(this, "WARNING: Multimanager stack overflow on entity " + inEnt["targetname"] + " calling " + targets[j]["targetname"] + "!");
DecompilerThread.OnMessage(this, "This is probably because of multi_managers repeatedly calling eachother. You can increase multimanager stack size in debug options.");
}
}
else
{
if (targets.Length > 1)
{
//for(int k = 0; k < targets.Length; k++) {
string outputAction = targets[j].onFire();
if (inEnt.attributeIs("triggerstate", "0"))
{
outputAction = targets[j].onDisable();
}
else
{
if (inEnt.attributeIs("triggerstate", "1"))
{
outputAction = targets[j].onEnable();
}
}
dummy.Connections.Add(new Tuple<string, string, string, string, double, int, string, Tuple<string>>("condition", target+j, outputAction, "", delay, -1, "", new Tuple<string>("")));
//}
}
else if(targets.Length == 1) {
string outputAction = targets[0].onFire();
if (inEnt.attributeIs("triggerstate", "0"))
{
outputAction = targets[0].onDisable();
}
else
{
if (inEnt.attributeIs("triggerstate", "1"))
{
outputAction = targets[0].onEnable();
//.........这里部分代码省略.........
示例5: parseEntityIO
// Turn a triggering entity (like a func_button or trigger_multiple) into a Source
// engine trigger using entity I/O. There's a few complications to this: There's
// no generic output which always acts like the triggers in other engines, and there's
// no "Fire" input. I try to figure out which ones are best based on their classnames
// but it's not 100% foolproof, and I have to add a case for every specific class.
public virtual Entity parseEntityIO(Entity inEnt) {
if (!(inEnt["target"]=="")) {
double delay = 0.0;
try {
delay = Double.Parse(inEnt["delay"]);
} catch (System.FormatException) { ; }
if (!inEnt["target"].Equals("")) {
Entity[] targets = getTargets(inEnt["target"]);
for (int i = 0; i < targets.Length; i++) {
if (targets[i].attributeIs("classname", "multi_manager") || targets[i].attributeIs("classname", "multi_kill_manager")) {
Entity mm = parseMultimanager(targets[i]);
//for (int j = 0; j < mm.Attributes.Count; j++) {
foreach (Tuple<string, string, string, string, double, int, string, Tuple<string>> connection in mm.Connections) {
if (inEnt.attributeIs("classname", "logic_relay") && inEnt.Attributes.ContainsKey("delay")) {
inEnt.Connections.Add(new Tuple<string, string, string, string, double, int, string, Tuple<string>>("OnTrigger", connection.Item2, connection.Item3, connection.Item4, connection.Item5 + delay, connection.Item6, "", new Tuple<string>("")));
} else {
inEnt.Connections.Add(new Tuple<string, string, string, string, double, int, string, Tuple<string>>(inEnt.fireAction(), connection.Item2, connection.Item3, connection.Item4, connection.Item5, connection.Item6, "", new Tuple<string>("")));
}
}
} else {
string outputAction = targets[i].onFire();
if (inEnt.attributeIs("triggerstate", "0")) {
outputAction = targets[i].onDisable();
} else {
if (inEnt.attributeIs("triggerstate", "1")) {
outputAction = targets[i].onEnable();
}
}
inEnt.Connections.Add(new Tuple<string, string, string, string, double, int, string, Tuple<string>>(inEnt.fireAction(), targets[i]["targetname"], outputAction, "", delay, -1, "", new Tuple<string>("")));
}
}
}
if (!inEnt["killtarget"].Equals(""))
{
inEnt.Connections.Add(new Tuple<string, string, string, string, double, int, string, Tuple<string>>(inEnt.fireAction(), inEnt["killtarget"], "Kill", "", delay, -1, "", new Tuple<string>("")));
}
inEnt.Remove("target");
inEnt.Remove("killtarget");
inEnt.Remove("triggerstate");
inEnt.Remove("delay");
}
return inEnt;
}
示例6: entityToByteArray
// -entityToByteArray()
// Converts the entity and its brushes into byte arrays rather than Strings,
// which can then be written to a file much faster. Concatenating Strings is
// a costly operation, especially when hundreds of thousands of Strings are
// in play. This is one of two parts to writing a file quickly. The second
// part is to call the FileOutputStream.write() method only once, with a
// gigantic array, rather than several times with many small arrays. File I/O
// from a hard drive is another costly operation, best done by handling
// massive amounts of data in one go, rather than tiny amounts of data thousands
// of times.
private byte[] entityToByteArray(Entity inEnt) {
byte[] output;
Vector3D origin = Vector3D.ZERO;
if (inEnt.BrushBased) {
inEnt.Remove("model");
}
if (inEnt.Brushes.Count > 0) {
origin = inEnt.Origin;
}
string temp = "// entity "+currentEntity+(char)0x0A+"{"+(char)0x0A;
int len = temp.Length + 2; // Closing brace and a newline
// Get the lengths of all attributes together
foreach (string key in inEnt.Attributes.Keys) {
len += key.Length + inEnt.Attributes[key].Length + 6; // Four quotes, a space and a newline
}
output = new byte[len];
int offset = 0;
for(int i=0;i<temp.Length;i++) {
output[offset++] = (byte)temp[i];
}
foreach (string key in inEnt.Attributes.Keys) {
// For each attribute
output[offset++] = (byte)'\"'; // 1
for (int j = 0; j < key.Length; j++) {
// Then for each byte in the attribute
output[j + offset] = (byte) key[j]; // add it to the output array
}
offset += key.Length;
output[offset++] = (byte)'\"'; // 2
output[offset++] = (byte)' '; // 3
output[offset++] = (byte)'\"'; // 4
for (int j = 0; j < inEnt.Attributes[key].Length; j++) {
// Then for each byte in the attribute
output[j + offset] = (byte) inEnt.Attributes[key][j]; // add it to the output array
}
offset += inEnt.Attributes[key].Length;
output[offset++] = (byte)'\"'; // 5
output[offset++] = (byte)0x0D; // 6
}
int brushArraySize = 0;
byte[][] brushes = new byte[inEnt.Brushes.Count][];
for (int j = 0; j < inEnt.Brushes.Count; j++) {
// For each brush in the entity
// models with origin brushes need to be offset into their in-use position
inEnt.Brushes[j].translate(origin);
brushes[j] = brushToByteArray(inEnt.Brushes[j], j);
brushArraySize += brushes[j].Length;
}
int brushoffset = 0;
byte[] brushArray = new byte[brushArraySize];
for (int j = 0; j < inEnt.Brushes.Count; j++) {
// For each brush in the entity
for (int k = 0; k < brushes[j].Length; k++) {
brushArray[brushoffset + k] = brushes[j][k];
}
brushoffset += brushes[j].Length;
}
if (brushArray.Length != 0) {
len += brushArray.Length;
byte[] newOut = new byte[len];
for (int j = 0; j < output.Length; j++) {
newOut[j] = output[j];
}
for (int j = 0; j < brushArray.Length; j++) {
newOut[j + output.Length - 2] = brushArray[j];
}
offset += brushArray.Length;
output = newOut;
}
output[offset++] = (byte)'}';
output[offset++] = (byte)0x0A;
return output;
}
示例7: ent42ToEntRad
// TODO: Polish these up.
public virtual Entity ent42ToEntRad(Entity inEnt) {
if (inEnt["classname"].Equals("func_door_rotating", StringComparison.InvariantCultureIgnoreCase)) {
inEnt["classname"] = "func_rotatingdoor";
} else {
if (inEnt["classname"].Equals("worldspawn", StringComparison.InvariantCultureIgnoreCase)) {
inEnt.Remove("mapversion");
}
}
return inEnt;
}
示例8: entityToByteArray
// -entityToByteArray()
// Converts the entity and its brushes into byte arrays rather than Strings,
// which can then be written to a file much faster. Concatenating Strings is
// a costly operation, especially when hundreds of thousands of Strings are
// in play. This is one of two parts to writing a file quickly. The second
// part is to call the FileOutputStream.write() method only once, with a
// gigantic array, rather than several times with many small arrays. File I/O
// from a hard drive is another costly operation, best done by handling
// massive amounts of data in one go, rather than tiny amounts of data thousands
// of times.
private byte[] entityToByteArray(Entity inputData, int num) {
byte[] outputData;
Vector3D origin;
if (inputData.BrushBased) {
origin = inputData.Origin;
inputData.Remove("origin");
inputData.Remove("model");
if (origin[0] != 0 || origin[1] != 0 || origin[2] != 0)
{
// If this entity uses the "origin" attribute
MAPBrush newOriginBrush = MAPBrush.createBrush(new Vector3D(- Settings.originBrushSize, - Settings.originBrushSize, - Settings.originBrushSize), new Vector3D(Settings.originBrushSize, Settings.originBrushSize, Settings.originBrushSize), "special/origin");
inputData.Brushes.Add(newOriginBrush);
}
} else {
origin = Vector3D.ZERO;
}
string temp = "";
if(!inputData["classname"].Equals("worldspawn", StringComparison.InvariantCultureIgnoreCase)) {
temp += "// entity "+num+(char)0x0D+(char)0x0A;
}
temp += "{";
int len = temp.Length+5;
// Get the lengths of all attributes together
foreach (string key in inputData.Attributes.Keys) {
len += key.Length + inputData[key].Length + 7; // Four quotes, a space and a newline
}
outputData = new byte[len];
int offset = 0;
for (int i = 0; i < temp.Length; i++) {
outputData[offset++] = (byte)temp[i];
}
outputData[offset++] = (byte)0x0D;
outputData[offset++] = (byte)0x0A;
foreach (string key in inputData.Attributes.Keys) {
// For each attribute
outputData[offset++] = (byte)'\"'; // 1
for (int j = 0; j < key.Length; j++) {
// Then for each byte in the attribute
outputData[offset++] = (byte) key[j]; // add it to the output array
}
outputData[offset++] = (byte)'\"'; // 2
outputData[offset++] = (byte)' '; // 3
outputData[offset++] = (byte)'\"'; // 4
for (int j = 0; j < inputData.Attributes[key].Length; j++) {
// Then for each byte in the attribute
outputData[offset++] = (byte) inputData.Attributes[key][j]; // add it to the output array
}
outputData[offset++] = (byte)'\"'; // 5
outputData[offset++] = (byte)0x0D; // 6
outputData[offset++] = (byte)0x0A; // 7
}
int brushArraySize = 0;
byte[][] brushes = new byte[inputData.Brushes.Count][];
for (int j = 0; j < inputData.Brushes.Count; j++)
{
brushes[j] = brushToByteArray(inputData.Brushes[j], j);
brushArraySize += brushes[j].Length;
}
int brushoffset = 0;
byte[] brushArray = new byte[brushArraySize];
for (int j = 0; j < inputData.Brushes.Count; j++) {
// For each brush in the entity
for (int k = 0; k < brushes[j].Length; k++)
{
brushArray[brushoffset + k] = brushes[j][k];
}
brushoffset += brushes[j].Length;
}
if (brushArray.Length != 0)
{
len += brushArray.Length;
byte[] newOut = new byte[len];
for (int j = 0; j < outputData.Length; j++)
{
newOut[j] = outputData[j];
}
for (int j = 0; j < brushArray.Length; j++)
{
newOut[j + outputData.Length - 3] = brushArray[j];
}
offset += brushArray.Length;
outputData = newOut;
}
outputData[offset++] = (byte)'}';
outputData[offset++] = (byte)0x0D;
outputData[offset++] = (byte)0x0A;
return outputData;
}