public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadCharArray(64);
     Field1 = buffer.ReadInt(32);
     Field2 = new AABB();
     Field2.Parse(buffer);
     wsBounds = new Sphere();
     wsBounds.Parse(buffer);
     Field4 = new PRSTransform();
     Field4.Parse(buffer);
     Field5 = new PRSTransform();
     Field5.Parse(buffer);
     Field6 = new PRSTransform();
     Field6.Parse(buffer);
     Field7 = buffer.ReadInt(32);
     serShapes = new SerializeData();
     serShapes.Parse(buffer);
     //still checking variablearrays
     this.Shapes = new List<CollisionShape>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Shapes.Count; loop12++)
     {
         _Shapes[loop12] = new CollisionShape();
         _Shapes[loop12].Parse(buffer);
     }
     serConstraint = new SerializeData();
     serConstraint.Parse(buffer);
     //still checking variablearrays
     this.Constraint = new List<ConstraintParameters>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Constraint.Count; loop12++)
     {
         _Constraint[loop12] = new ConstraintParameters();
         _Constraint[loop12].Parse(buffer);
     }
     snoParticleSystem = buffer.ReadInt(32);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(32);
     Field3 = buffer.ReadInt(32);
     Field4 = buffer.ReadFloat32();
     Field5 = buffer.ReadFloat32();
     Field6 = buffer.ReadFloat32();
     Field7 = new ConvexHull();
     Field7.Parse(buffer);
     Field8 = new OBB();
     Field8.Parse(buffer);
     Field9 = new Sphere();
     Field9.Parse(buffer);
     Field10 = new Cylinder();
     Field10.Parse(buffer);
     Field11 = new Capsule();
     Field11.Parse(buffer);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     dwFlags = buffer.ReadInt(32);
     nBoneCount = buffer.ReadInt(32);
     serBoneStructure = new SerializeData();
     serBoneStructure.Parse(buffer);
     //still checking variablearrays
     this.BoneStructure = new List<BoneStructure>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _BoneStructure.Count; loop12++)
     {
         _BoneStructure[loop12] = new BoneStructure();
         _BoneStructure[loop12].Parse(buffer);
     }
     Field4 = new LookAtData();
     Field4.Parse(buffer);
     Field5 = buffer.ReadInt(32);
     serBonePulses = new SerializeData();
     serBonePulses.Parse(buffer);
     //still checking variablearrays
     this.BonePulses = new List<BonePulseData>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _BonePulses.Count; loop12++)
     {
         _BonePulses[loop12] = new BonePulseData();
         _BonePulses[loop12].Parse(buffer);
     }
     Field8 = new GeoSet[2];
     for(int i = 0;i < _Field8.Length;i++)
     {
         _Field8[i] = new GeoSet();
         _Field8[i].Parse(buffer);
     }
     Field9 = new Sphere();
     Field9.Parse(buffer);
     nCollisionCapsuleCount = buffer.ReadInt(32);
     serCollisionCapsules = new SerializeData();
     serCollisionCapsules.Parse(buffer);
     //still checking variablearrays
     this.CollisionCapsules = new List<CollisionCapsule>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _CollisionCapsules.Count; loop12++)
     {
         _CollisionCapsules[loop12] = new CollisionCapsule();
         _CollisionCapsules[loop12].Parse(buffer);
     }
     nHardpointCount = buffer.ReadInt(32);
     serHardpoints = new SerializeData();
     serHardpoints.Parse(buffer);
     //still checking variablearrays
     this.Hardpoints = new List<Hardpoint>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Hardpoints.Count; loop12++)
     {
         _Hardpoints[loop12] = new Hardpoint();
         _Hardpoints[loop12].Parse(buffer);
     }
     Field16 = new Vector3D();
     Field16.Parse(buffer);
     tOctreeVisualMesh = new Octree();
     tOctreeVisualMesh.Parse(buffer);
     aabbBounds = new AABB();
     aabbBounds.Parse(buffer);
     Field19 = buffer.ReadCharArray(256);
     Field20 = buffer.ReadCharArray(256);
     Field21 = buffer.ReadCharArray(256);
     Field22 = buffer.ReadCharArray(256);
     Field23 = buffer.ReadInt(32);
     Field24 = buffer.ReadFloat32();
     Field25 = buffer.ReadInt(32);
     nLoopConstraintCount = buffer.ReadInt(32);
     serLoopConstraints = new SerializeData();
     serLoopConstraints.Parse(buffer);
     //still checking variablearrays
     this.LoopConstraints = new List<ConstraintParameters>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _LoopConstraints.Count; loop12++)
     {
         _LoopConstraints[loop12] = new ConstraintParameters();
         _LoopConstraints[loop12].Parse(buffer);
     }
     uRagdollDegrade = buffer.ReadInt(32);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Type = buffer.ReadInt(4);
     ApperanceSNO = buffer.ReadInt(32);
     PhysMeshSNO = buffer.ReadInt(32);
     Cylinder = new AxialCylinder();
     Cylinder.Parse(buffer);
     Sphere = new Sphere();
     Sphere.Parse(buffer);
     AABBBounds = new AABB();
     AABBBounds.Parse(buffer);
     serTagMap = new SerializeData();
     serTagMap.Parse(buffer);
     TagMap = new DT_TAGMAP();
     TagMap.Parse(buffer);
     AnimSetSNO = buffer.ReadInt(32);
     MonsterSNO = buffer.ReadInt(32);
     Field11 = buffer.ReadInt(32);
     serMsgTriggeredEvents = new SerializeData();
     serMsgTriggeredEvents.Parse(buffer);
     //still checking variablearrays
     this.MsgTriggeredEvents = new List<MsgTriggeredEvent>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _MsgTriggeredEvents.Count; loop12++)
     {
         _MsgTriggeredEvents[loop12] = new MsgTriggeredEvent();
         _MsgTriggeredEvents[loop12].Parse(buffer);
     }
     V0 = new Vector3D();
     V0.Parse(buffer);
     Looks = new WeightedLook[8];
     for(int i = 0;i < _Looks.Length;i++)
     {
         _Looks[i] = new WeightedLook();
         _Looks[i].Parse(buffer);
     }
     PhysicsSNO = buffer.ReadInt(32);
     Field17 = buffer.ReadInt(32);
     Field18 = buffer.ReadInt(32);
     Field19 = buffer.ReadFloat32();
     Field20 = buffer.ReadFloat32();
     Field21 = buffer.ReadFloat32();
     ActorCollisionData = new ActorCollisionData();
     ActorCollisionData.Parse(buffer);
     InventoryImages = new InventoryImages[5];
     for(int i = 0;i < _InventoryImages.Length;i++)
     {
         _InventoryImages[i] = new InventoryImages();
         _InventoryImages[i].Parse(buffer);
     }
     Field24 = buffer.ReadInt(32);
     serVOCastingNotes = new SerializeData();
     serVOCastingNotes.Parse(buffer);
     throw new Exception("DT_CSTRING in network packets not implemented.");
     serVORole = new SerializeData();
     serVORole.Parse(buffer);
     throw new Exception("DT_CSTRING in network packets not implemented.");
 }