Tchey, yes, we're using a huge amount of new techs/libraries which are not ported and not emulated yet. The only way is to wait for our official Linux version.
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// first approach uses vector lengths and so requires expensive sqrt calculation
var dot = a.Length * b.Length * Math.Cos(angle); // it also uses angle between A and B vectors
// second approach is much simpler
var dot = a.X * b.X + a.Y * b.Y;
var angle = Math.Acos(dot / (a.Length * b.Length));
int base_id;
int faction_relation; // this is a pre-calculated relation between the player's ship and the station faction
int item_id;
int ship_id;
[code]
string base_faction; // station faction ID
int base_id; // station ID
string cargo_id; // XML ID of the cargo
double cargo_price; // base price of cargo (from XML, I'm very unsure if this can be get from scripting API now - we might need an update to the game server for this API)
int faction_relation; // relation between the player's ship and the station faction
string ship_faction; // player ship faction ID
int ship_id; // player ship
int status; // cargo status
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