public RADT() { SkillBonuses = new SkillBonus[7]; for (int i = 0; i < 7; i++) { SkillBonuses[i] = new SkillBonus(); } Male = new Attributes(); Female = new Attributes(); Flags = new HashSet <RaceFlags>(); }
public RADT(byte[] rawData) : base(rawData) { var reader = new ByteReader(); SkillBonuses = new SkillBonus[7]; for (int i = 0; i < 7; i++) { SkillBonuses[i] = new SkillBonus(); SkillBonuses[i].Skill = reader.ReadBytes <Skill>(Data); SkillBonuses[i].Bonus = reader.ReadBytes <int>(Data); } Male = new Attributes(); Female = new Attributes(); Male.Strength = reader.ReadBytes <int>(Data); Female.Strength = reader.ReadBytes <int>(Data); Male.Intelligence = reader.ReadBytes <int>(Data); Female.Intelligence = reader.ReadBytes <int>(Data); Male.Willpower = reader.ReadBytes <int>(Data); Female.Willpower = reader.ReadBytes <int>(Data); Male.Agility = reader.ReadBytes <int>(Data); Female.Agility = reader.ReadBytes <int>(Data); Male.Speed = reader.ReadBytes <int>(Data); Female.Speed = reader.ReadBytes <int>(Data); Male.Endurance = reader.ReadBytes <int>(Data); Female.Endurance = reader.ReadBytes <int>(Data); Male.Personality = reader.ReadBytes <int>(Data); Female.Personality = reader.ReadBytes <int>(Data); Male.Luck = reader.ReadBytes <int>(Data); Female.Luck = reader.ReadBytes <int>(Data); Male.Height = reader.ReadBytes <float>(Data); Female.Height = reader.ReadBytes <float>(Data); Male.Weight = reader.ReadBytes <float>(Data); Female.Weight = reader.ReadBytes <float>(Data); Flags = reader.ReadFlagBytes <RaceFlags>(Data); }
public DATA(byte[] rawData) : base(rawData) { var reader = new ByteReader(); SkillBoosts = new SkillBonus[7]; for (int i = 0; i < 7; i++) { SkillBoosts[i].Skill = (ActorValue)reader.ReadBytes <byte>(base.Data); SkillBoosts[i].Bonus = reader.ReadBytes <byte>(base.Data); } Unknown = reader.ReadBytes <short>(base.Data); MaleHeight = reader.ReadBytes <float>(base.Data); FemaleHeight = reader.ReadBytes <float>(base.Data); MaleWeight = reader.ReadBytes <float>(base.Data); FemaleWeight = reader.ReadBytes <float>(base.Data); IsPlayable = reader.ReadBytes <bool>(base.Data); }
public override int GetHashCode() { int hashCode = 0; unchecked { hashCode += 1000000007 * Type.GetHashCode(); hashCode += 1000000009 * Class.GetHashCode(); hashCode += 1000000021 * Slot.GetHashCode(); hashCode += 1000000033 * BreakRate.GetHashCode(); hashCode += 1000000087 * Gender.GetHashCode(); hashCode += 1000000093 * FreeHands.GetHashCode(); hashCode += 1000000097 * LifePointsBonus.GetHashCode(); hashCode += 1000000103 * SpellPointsBonus.GetHashCode(); hashCode += 1000000123 * AttributeType.GetHashCode(); hashCode += 1000000181 * AttributeBonus.GetHashCode(); hashCode += 1000000207 * SkillTypeBonus.GetHashCode(); hashCode += 1000000223 * SkillBonus.GetHashCode(); hashCode += 1000000241 * PhysicalDamageProtection.GetHashCode(); hashCode += 1000000271 * PhysicalDamageCaused.GetHashCode(); hashCode += 1000000289 * AmmunitionType.GetHashCode(); hashCode += 1000000297 * SkillType1Tax.GetHashCode(); hashCode += 1000000321 * SkillType2Tax.GetHashCode(); hashCode += 1000000349 * Skill1Tax.GetHashCode(); hashCode += 1000000363 * Skill2Tax.GetHashCode(); hashCode += 1000000403 * TorchIntensity.GetHashCode(); hashCode += 1000000409 * AmmoAnimation.GetHashCode(); hashCode += 1000000411 * Spell.GetHashCode(); hashCode += 1000000427 * SpellID.GetHashCode(); hashCode += 1000000433 * Charges.GetHashCode(); hashCode += 1000000439 * NumRecharged.GetHashCode(); hashCode += 1000000447 * MaxNumRecharged.GetHashCode(); hashCode += 1000000453 * MaxCharges.GetHashCode(); hashCode += 1000000459 * Count1.GetHashCode(); hashCode += 1000000483 * Count2.GetHashCode(); hashCode += 1000000513 * IconAnim.GetHashCode(); hashCode += 1000000531 * Weight.GetHashCode(); hashCode += 1000000579 * Value.GetHashCode(); hashCode += 1000000007 * Icon.GetHashCode(); hashCode += 1000000009 * UsingClass.GetHashCode(); hashCode += 1000000021 * UsingRace.GetHashCode(); } return(hashCode); }
public WelcomeSkillBall() : base(6249) { Name = m_BaseName + SkillBonus.ToString(); Movable = false; }
internal static object Read(SubRecordReadContext context) { var pos = 0; var skillBonuses = new SkillBonus[7]; for (var i = 0; i < Constants.RACE_MAX_SKILL_BONUSES; ++i) { var skillID = BitConverter.ToInt32(context.buf, pos); pos += 4; var bonus = BitConverter.ToInt32(context.buf, pos); pos += 4; skillBonuses[i] = new SkillBonus(skillID, bonus); } var strength = new int[2]; strength[0] = BitConverter.ToInt32(context.buf, pos); pos += 4; strength[1] = BitConverter.ToInt32(context.buf, pos); pos += 4; var intelligence = new int[2]; intelligence[0] = BitConverter.ToInt32(context.buf, pos); pos += 4; intelligence[1] = BitConverter.ToInt32(context.buf, pos); pos += 4; var willpower = new int[2]; willpower[0] = BitConverter.ToInt32(context.buf, pos); pos += 4; willpower[1] = BitConverter.ToInt32(context.buf, pos); pos += 4; var agility = new int[2]; agility[0] = BitConverter.ToInt32(context.buf, pos); pos += 4; agility[1] = BitConverter.ToInt32(context.buf, pos); pos += 4; var speed = new int[2]; speed[0] = BitConverter.ToInt32(context.buf, pos); pos += 4; speed[1] = BitConverter.ToInt32(context.buf, pos); pos += 4; var endurance = new int[2]; endurance[0] = BitConverter.ToInt32(context.buf, pos); pos += 4; endurance[1] = BitConverter.ToInt32(context.buf, pos); pos += 4; var personality = new int[2]; personality[0] = BitConverter.ToInt32(context.buf, pos); pos += 4; personality[1] = BitConverter.ToInt32(context.buf, pos); pos += 4; var luck = new int[2]; luck[0] = BitConverter.ToInt32(context.buf, pos); pos += 4; luck[1] = BitConverter.ToInt32(context.buf, pos); pos += 4; var height = new float[2]; height[0] = BitConverter.ToSingle(context.buf, pos); pos += 4; height[1] = BitConverter.ToSingle(context.buf, pos); pos += 4; var weight = new float[2]; weight[0] = BitConverter.ToSingle(context.buf, pos); pos += 4; weight[1] = BitConverter.ToSingle(context.buf, pos); pos += 4; var flags = BitConverter.ToInt32(context.buf, pos); pos += 4; return(new RaceData(context.SubRecordName, skillBonuses, strength, intelligence, willpower, agility, speed, endurance, personality, luck, height, weight, flags)); }