void Entity::serialize()

in procgen/src/entity.cpp [90:134]


void Entity::serialize(WriteBuffer *b) {
    b->write_float(x);
    b->write_float(y);

    b->write_float(vx);
    b->write_float(vy);

    b->write_float(rx);
    b->write_float(ry);

    b->write_int(type);
    b->write_int(image_type);
    b->write_int(image_theme);

    b->write_int(render_z);

    b->write_int(will_erase);
    b->write_int(collides_with_entities);

    b->write_float(collision_margin);
    b->write_float(rotation);
    b->write_float(vrot);

    b->write_int(is_reflected);
    b->write_int(fire_time);
    b->write_int(spawn_time);
    b->write_int(life_time);
    b->write_int(expire_time);
    b->write_int(use_abs_coords);

    b->write_float(friction);
    b->write_int(smart_step);
    b->write_int(avoids_collisions);
    b->write_int(auto_erase);

    b->write_float(alpha);
    b->write_float(health);
    b->write_float(theta);
    b->write_float(grow_rate);
    b->write_float(alpha_decay);
    b->write_float(climber_spawn_x);

    // not implemented, only used by fruitbot
    // std::weak_ptr<Entity> relative;
}