public override void Parse(GameBitBuffer buffer)
 {
     Field0 = new dmFloat3();
     Field0.Parse(buffer);
     Field1 = buffer.ReadFloat32();
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = new dmFloat3();
     Field0.Parse(buffer);
     serVertices = new SerializeData();
     serVertices.Parse(buffer);
     //still checking variablearrays
     this.Vertices = new List<dmFloat3>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Vertices.Count; loop12++)
     {
         _Vertices[loop12] = new dmFloat3();
         _Vertices[loop12].Parse(buffer);
     }
     serPlanes = new SerializeData();
     serPlanes.Parse(buffer);
     //still checking variablearrays
     this.Planes = new List<dmPlane>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Planes.Count; loop12++)
     {
         _Planes[loop12] = new dmPlane();
         _Planes[loop12].Parse(buffer);
     }
     serSubEdges = new SerializeData();
     serSubEdges.Parse(buffer);
     //still checking variablearrays
     this.SubEdges = new List<dmSubEdge>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _SubEdges.Count; loop12++)
     {
         _SubEdges[loop12] = new dmSubEdge();
         _SubEdges[loop12].Parse(buffer);
     }
     serFaceSubEdges = new SerializeData();
     serFaceSubEdges.Parse(buffer);
     //still checking variablearrays
     this.FaceSubEdges = new List<byte>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _FaceSubEdges.Count; loop12++)
     {
         _FaceSubEdges[loop12] = (byte)buffer.ReadInt(0);
     }
     Field9 = buffer.ReadInt(32);
     Field10 = buffer.ReadInt(32);
     Field11 = buffer.ReadInt(32);
     Field12 = buffer.ReadFloat32();
     Field13 = buffer.ReadFloat32();
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = new dmFloat3();
     Field0.Parse(buffer);
     Field1 = new dmFloat3();
     Field1.Parse(buffer);
     Field2 = new dmFloat3();
     Field2.Parse(buffer);
     DominoNodeCount = buffer.ReadInt(32);
     serDominoVertices = new SerializeData();
     serDominoVertices.Parse(buffer);
     //still checking variablearrays
     this.DominoVertices = new List<dmFloat3>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _DominoVertices.Count; loop12++)
     {
         _DominoVertices[loop12] = new dmFloat3();
         _DominoVertices[loop12].Parse(buffer);
     }
     Field6 = buffer.ReadInt(32);
     serDominoTriangles = new SerializeData();
     serDominoTriangles.Parse(buffer);
     //still checking variablearrays
     this.DominoTriangles = new List<dmMeshTriangle>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _DominoTriangles.Count; loop12++)
     {
         _DominoTriangles[loop12] = new dmMeshTriangle();
         _DominoTriangles[loop12].Parse(buffer);
     }
     Field9 = buffer.ReadInt(32);
     serDominoEdges = new SerializeData();
     serDominoEdges.Parse(buffer);
     //still checking variablearrays
     this.DominoEdges = new List<dmMeshEdge>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _DominoEdges.Count; loop12++)
     {
         _DominoEdges[loop12] = new dmMeshEdge();
         _DominoEdges[loop12].Parse(buffer);
     }
     Field12 = buffer.ReadInt(32);
     serDominoNodes = new SerializeData();
     serDominoNodes.Parse(buffer);
     //still checking variablearrays
     this.DominoNodes = new List<dmMeshNode>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _DominoNodes.Count; loop12++)
     {
         _DominoNodes[loop12] = new dmMeshNode();
         _DominoNodes[loop12].Parse(buffer);
     }
     Field15 = buffer.ReadInt(32);
     Field16 = buffer.ReadInt(32);
     Field17 = buffer.ReadInt(32);
     Field18 = buffer.ReadInt(32);
 }