public void Write(MyMessageWriter msg)
 {
     msg.WriteEnum(MusicEventType);
     msg.WriteInt32Nullable(TransitionEnum);
     msg.WriteInt32(Priority);
     msg.WriteStringNullable(Category);
     msg.WriteBool(Loop);
 }
 public void Write(MyMessageWriter msg)
 {
     msg.WriteEnum(MusicEventType);
     msg.WriteInt32Nullable(TransitionEnum);
     msg.WriteInt32(Priority);
     msg.WriteStringNullable(Category);
     msg.WriteBool(Loop);
 }
 public void Write(MyMessageWriter msg)
 {
     msg.WriteUInt32(EntityId);
     msg.WriteBool(Enabled);
 }
Beispiel #4
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 public void Write(MyMessageWriter msg)
 {
     msg.WriteUInt32(EntityId);
     msg.WriteBool(IsSuccess);
 }
Beispiel #5
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 public void Write(MyMessageWriter msg)
 {
     msg.WriteUInt32(EntityId);
     msg.WriteBool(Enabled);
 }
Beispiel #6
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 public void Write(MyMessageWriter msg)
 {
     msg.WriteUInt32(EntityId);
     msg.WriteEnum(Flag);
     msg.WriteBool(Param);
 }
Beispiel #7
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 public void Write(MyMessageWriter msg)
 {
     msg.WriteUInt32(GameId);
     msg.WriteList(UserList, m_writer);
     msg.WriteBool(RelayIntroduction);
 }
 public void Write(MyMessageWriter msg)
 {
     msg.WriteBool(Allowed);
     msg.WriteByte(PlayerId);
 }
 public void Write(MyMessageWriter msg)
 {
     msg.WriteUInt32(EntityId);
     msg.WriteBool(IsSuccess);
 }
 public void Write(MyMessageWriter msg)
 {
     msg.WriteUInt32(GameId);
     msg.WriteList(UserList, m_writer);
     msg.WriteBool(RelayIntroduction);
 }
Beispiel #11
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 public void Write(MyMessageWriter msg)
 {
     msg.WriteUInt32(EntityId);
     msg.WriteEnum(Flag);
     msg.WriteBool(Param);
 }
Beispiel #12
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 public void Write(MyMessageWriter msg)
 {
     msg.WriteBool(Allowed);
     msg.WriteByte(PlayerId);
 }