public void CreateReferences(CSVRow row, LogicData data, int idx)
        {
            this.m_row   = row;
            this.m_data  = data;
            this.m_index = idx;

            this.m_pushBack      = row.GetClampedIntegerValue("PushBack", idx);
            this.m_airTargets    = row.GetClampedBooleanValue("AirTargets", idx);
            this.m_groundTargets = row.GetClampedBooleanValue("GroundTargets", idx);
            this.m_altAttackMode = row.GetClampedBooleanValue("AltAttackMode", idx);
            this.m_damage        = 100 * row.GetClampedIntegerValue("Damage", idx);

            int dps            = row.GetClampedIntegerValue("DPS", idx);
            int attackSpeed    = row.GetClampedIntegerValue("AttackSpeed", idx);
            int altDps         = row.GetClampedIntegerValue("AltDPS", idx);
            int altAttackSpeed = row.GetClampedIntegerValue("AltAttackSpeed", idx);

            if (this.m_altAttackMode && altAttackSpeed == 0)
            {
                altAttackSpeed = attackSpeed;
            }

            int cooldownOverride = row.GetClampedIntegerValue("CoolDownOverride", idx);

            if (cooldownOverride == 0)
            {
                int tmp = (int)(((dps | this.m_damage) >> 31) & 0xFFFFFAEC) + 1500;

                if (attackSpeed > tmp)
                {
                    cooldownOverride = attackSpeed - tmp;
                }
            }

            this.m_prepareSpeed = row.GetClampedIntegerValue("PrepareSpeed", idx);

            this.m_attackSpeed      = attackSpeed - cooldownOverride;
            this.m_altAttackSpeed   = altAttackSpeed - cooldownOverride;
            this.m_cooldownOverride = cooldownOverride;

            this.m_damageMulti = 100 * row.GetClampedIntegerValue("DamageMulti", idx);
            this.m_damageLvl2  = 100 * row.GetClampedIntegerValue("DamageLv2", idx);
            this.m_damageLvl3  = 100 * row.GetClampedIntegerValue("DamageLv3", idx);

            this.m_altDamage = this.m_damage;

            if (dps != 0)
            {
                if (altDps == 0)
                {
                    altDps = dps;
                }

                this.m_damage      = LogicGamePlayUtil.DPSToSingleHit(dps, this.m_attackSpeed + this.m_cooldownOverride);
                this.m_altDamage   = LogicGamePlayUtil.DPSToSingleHit(altDps, this.m_altAttackSpeed + this.m_cooldownOverride);
                this.m_damageMulti = LogicGamePlayUtil.DPSToSingleHit(row.GetClampedIntegerValue("DPSMulti", idx), this.m_attackSpeed + this.m_cooldownOverride);
                this.m_damageLvl2  = LogicGamePlayUtil.DPSToSingleHit(row.GetClampedIntegerValue("DPSLv2", idx), this.m_attackSpeed + this.m_cooldownOverride);
                this.m_damageLvl3  = LogicGamePlayUtil.DPSToSingleHit(row.GetClampedIntegerValue("DPSLv3", idx), this.m_attackSpeed + this.m_cooldownOverride);
            }

            this.m_hitEffectData       = LogicDataTables.GetEffectByName(row.GetClampedValue("HitEffect", idx), data);
            this.m_hitEffect2Data      = LogicDataTables.GetEffectByName(row.GetClampedValue("HitEffect2", idx), data);
            this.m_hitEffectActiveData = LogicDataTables.GetEffectByName(row.GetClampedValue("HitEffectActive", idx), data);

            this.m_attackRange  = (row.GetClampedIntegerValue("AttackRange", idx) << 9) / 100;
            this.m_damageRadius = (row.GetClampedIntegerValue("DamageRadius", idx) << 9) / 100;

            this.m_attackEffectData        = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffect", idx), data);
            this.m_altAttackEffectData     = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectAlt", idx), data);
            this.m_ammoCount               = row.GetClampedIntegerValue("AmmoCount", idx);
            this.m_attackEffect2Data       = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffect2", idx), data);
            this.m_attackEffectLv2Data     = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectLv2", idx), data);
            this.m_attackEffectLv3Data     = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectLv3", idx), data);
            this.m_transitionEffectLv2Data = LogicDataTables.GetEffectByName(row.GetClampedValue("TransitionEffectLv2", idx), data);
            this.m_transitionEffectLv3Data = LogicDataTables.GetEffectByName(row.GetClampedValue("TransitionEffectLv3", idx), data);
            this.m_altNumMultiTargets      = row.GetClampedIntegerValue("AltNumMultiTargets", idx);
            this.m_switchTimeLv2           = row.GetClampedIntegerValue("Lv2SwitchTime", idx);
            this.m_switchTimeLv3           = row.GetClampedIntegerValue("Lv3SwitchTime", idx);
            this.m_statusEffectTime        = row.GetClampedIntegerValue("StatusEffectTime", idx);
            this.m_speedMod              = row.GetClampedIntegerValue("SpeedMod", idx);
            this.m_altAttackRange        = (row.GetClampedIntegerValue("AltAttackRange", idx) << 9) / 100;
            this.m_projectileData        = LogicDataTables.GetProjectileByName(row.GetClampedValue("Projectile", idx), data);
            this.m_altProjectileData     = LogicDataTables.GetProjectileByName(row.GetClampedValue("AltProjectile", idx), data);
            this.m_shockwavePushStrength = row.GetClampedIntegerValue("ShockwavePushStrength", idx);
            this.m_hitSpellData          = LogicDataTables.GetSpellByName(row.GetClampedValue("HitSpell", idx), data);
            this.m_hitSpellLevel         = row.GetClampedIntegerValue("HitSpellLevel", idx);
            this.m_damage2             = 100 * row.GetClampedIntegerValue("Damage2", idx);
            this.m_damage2Radius       = (row.GetClampedIntegerValue("Damage2Radius", idx) << 9) / 100;
            this.m_damage2Delay        = row.GetClampedIntegerValue("Damage2Delay", idx);
            this.m_damage2Min          = 100 * row.GetClampedIntegerValue("Damage2Min", idx);
            this.m_damage2FalloffStart = (row.GetClampedIntegerValue("Damage2FalloffStart", idx) << 9) / 100;
            this.m_damage2FalloffEnd   = (row.GetClampedIntegerValue("Damage2FalloffStart", idx) << 9) / 100;

            if (this.m_damage2FalloffEnd < this.m_damage2FalloffStart)
            {
                Debugger.Error("Building " + row.GetName() + " has falloff end less than falloff start!");
            }

            if (this.m_damage2FalloffEnd > this.m_damage2Radius)
            {
                Debugger.Error("Building " + row.GetName() + " has falloff end greater than the damage radius!");
            }

            this.m_preAttackEffectData         = LogicDataTables.GetEffectByName(row.GetClampedValue("PreAttackEffect", idx), data);
            this.m_becomesTargetableEffectData = LogicDataTables.GetEffectByName(row.GetClampedValue("BecomesTargetableEffect", idx), data);
            this.m_increasingDamage            = row.GetClampedBooleanValue("IncreasingDamage", idx);
            this.m_preventsHealing             = row.GetClampedBooleanValue("PreventsHealing", idx);
            this.m_alternatePickNewTargetDelay = row.GetClampedIntegerValue("AlternatePickNewTargetDelay", idx);
            this.m_shockwaveArcLength          = row.GetClampedIntegerValue("ShockwaveArcLength", idx);
            this.m_shockwaveExpandRadius       = row.GetClampedIntegerValue("ShockwaveExpandRadius", idx);
            this.m_targetingConeAngle          = row.GetClampedIntegerValue("TargetingConeAngle", idx);
            this.m_penetratingProjectile       = row.GetClampedBooleanValue("PenetratingProjectile", idx);
            this.m_penetratingRadius           = (row.GetClampedIntegerValue("PenetratingRadius", idx) << 9) / 100;
            this.m_penetratingExtraRange       = (row.GetClampedIntegerValue("PenetratingExtraRange", idx) << 9) / 100;
            this.m_targetGroups               = row.GetClampedBooleanValue("TargetGroups", idx);
            this.m_fightWithGroups            = row.GetClampedBooleanValue("FightWithGroups", idx);
            this.m_targetGroupsRadius         = (row.GetClampedIntegerValue("TargetGroupsRadius", idx) << 9) / 100;
            this.m_targetGroupsRange          = (row.GetClampedIntegerValue("TargetGroupsRange", idx) << 9) / 100;
            this.m_targetGroupsMinWeight      = row.GetClampedIntegerValue("TargetGroupsMinWeight", idx);
            this.m_wakeUpSpace                = row.GetClampedIntegerValue("WakeUpSpace", idx);
            this.m_wakeUpSpeed                = row.GetClampedIntegerValue("WakeUpSpeed", idx);
            this.m_preferredTargetData        = LogicDataTables.GetCharacterByName(row.GetClampedValue("PreferredTarget", idx), data);
            this.m_preferredTargetDamageMod   = row.GetClampedIntegerValue("PreferredTargetDamageMod", idx);
            this.m_preferredTargetNoTargeting = row.GetClampedBooleanValue("PreferredTargetNoTargeting", idx);
            this.m_altAirTargets              = row.GetClampedBooleanValue("AltAirTargets", idx);
            this.m_altGroundTargets           = row.GetClampedBooleanValue("AltGroundTargets", idx);
            this.m_altMultiTargets            = row.GetClampedBooleanValue("AltMultiTargets", idx);
            this.m_minAttackRange             = (row.GetClampedIntegerValue("MinAttackRange", idx) << 9) / 100;

            if (this.m_preferredTargetData == null)
            {
                this.m_preferredTargetData = LogicDataTables.GetBuildingClassByName(row.GetClampedValue("PreferedTargetBuildingClass", idx), data);

                if (this.m_preferredTargetData == null)
                {
                    this.m_preferredTargetData = LogicDataTables.GetBuildingByName(row.GetClampedValue("PreferedTargetBuilding", idx), data);
                }

                this.m_preferredTargetDamageMod = row.GetClampedIntegerValue("PreferedTargetDamageMod", idx);

                if (this.m_preferredTargetDamageMod == 0)
                {
                    this.m_preferredTargetDamageMod = 100;
                }
            }

            this.m_summonTroopCount   = row.GetClampedIntegerValue("SummonTroopCount", idx);
            this.m_summonCooldown     = row.GetClampedIntegerValue("SummonCooldown", idx);
            this.m_summonEffectData   = LogicDataTables.GetEffectByName(row.GetClampedValue("SummonEffect", idx), data);
            this.m_summonLimit        = row.GetClampedIntegerValue("SummonLimit", idx);
            this.m_summonTroopData    = LogicDataTables.GetCharacterByName(row.GetClampedValue("SummonTroop", idx), data);
            this.m_spawnOnAttack      = row.GetClampedBooleanValue("SpawnOnAttack", idx);
            this.m_hideEffectData     = LogicDataTables.GetEffectByName(row.GetClampedValue("HideEffect", idx), data);
            this.m_rageProjectileData = LogicDataTables.GetProjectileByName(row.GetClampedValue("RageProjectile", idx), data);
            this.m_projectileBounces  = row.GetClampedIntegerValue("ProjectileBounces", idx);
            this.m_selfAsAoeCenter    = row.GetClampedBooleanValue("SelfAsAoeCenter", idx);

            if (this.m_damage2Delay > this.m_cooldownOverride + this.m_attackSpeed)
            {
                Debugger.Error(row.GetName() + " has Damage2Delay greater than the attack speed!");
            }

            if (this.m_ammoCount > 0 && (this.m_attackSpeed & 63) != 0)
            {
                Debugger.Error(string.Format("Invalid attack speed {0} (must be multiple of 64)", this.m_attackSpeed));
            }

            this.m_burstCount             = row.GetClampedIntegerValue("BurstCount", idx);
            this.m_burstDelay             = row.GetClampedIntegerValue("BurstDelay", idx);
            this.m_altBurstCount          = row.GetClampedIntegerValue("AltBurstCount", idx);
            this.m_altBurstDelay          = row.GetClampedIntegerValue("AltBurstDelay", idx);
            this.m_dummyProjectileCount   = row.GetClampedIntegerValue("DummyProjectileCount", idx);
            this.m_attackEffectSharedData = LogicDataTables.GetEffectByName(row.GetClampedValue("AttackEffectShared", idx), data);
            this.m_chainAttackDistance    = row.GetClampedIntegerValue("ChainAttackDistance", idx);
            this.m_newTargetAttackDelay   = row.GetClampedIntegerValue("NewTargetAttackDelay", idx);

            if (this.m_newTargetAttackDelay > 0)
            {
                this.m_newTargetAttackDelay = LogicMath.Clamp(attackSpeed - this.m_newTargetAttackDelay, 0, attackSpeed);
            }
        }
        public override void CreateReferences()
        {
            base.CreateReferences();

            this.m_damage                     = new int[this.m_upgradeLevelCount];
            this.m_troopDamagePermil          = new int[this.m_upgradeLevelCount];
            this.m_buildingDamagePermil       = new int[this.m_upgradeLevelCount];
            this.m_executeHealthPermil        = new int[this.m_upgradeLevelCount];
            this.m_damagePermilMin            = new int[this.m_upgradeLevelCount];
            this.m_preferredDamagePermilMin   = new int[this.m_upgradeLevelCount];
            this.m_boostTimeMS                = new int[this.m_upgradeLevelCount];
            this.m_speedBoost                 = new int[this.m_upgradeLevelCount];
            this.m_speedBoost2                = new int[this.m_upgradeLevelCount];
            this.m_damageBoostPercent         = new int[this.m_upgradeLevelCount];
            this.m_duplicateLifetime          = new int[this.m_upgradeLevelCount];
            this.m_duplicateHousing           = new int[this.m_upgradeLevelCount];
            this.m_radius                     = new int[this.m_upgradeLevelCount];
            this.m_numberOfHits               = new int[this.m_upgradeLevelCount];
            this.m_randomRadius               = new int[this.m_upgradeLevelCount];
            this.m_timeBetweenHitsMS          = new int[this.m_upgradeLevelCount];
            this.m_jumpBoostMS                = new int[this.m_upgradeLevelCount];
            this.m_jumpHousingLimit           = new int[this.m_upgradeLevelCount];
            this.m_freezeTimeMS               = new int[this.m_upgradeLevelCount];
            this.m_strengthWeight             = new int[this.m_upgradeLevelCount];
            this.m_buildingDamageBoostPercent = new int[this.m_upgradeLevelCount];
            this.m_shieldProjectileSpeed      = new int[this.m_upgradeLevelCount];
            this.m_shieldProjectileDamageMod  = new int[this.m_upgradeLevelCount];
            this.m_extraHealthPermil          = new int[this.m_upgradeLevelCount];
            this.m_extraHealthMin             = new int[this.m_upgradeLevelCount];
            this.m_extraHealthMax             = new int[this.m_upgradeLevelCount];
            this.m_poisonDamage               = new int[this.m_upgradeLevelCount];
            this.m_attackSpeedBoost           = new int[this.m_upgradeLevelCount];
            this.m_invulnerabilityTime        = new int[this.m_upgradeLevelCount];
            this.m_maxUnitsHit                = new int[this.m_upgradeLevelCount];
            this.m_unitsToSpawn               = new int[this.m_upgradeLevelCount];
            this.m_spawnDuration              = new int[this.m_upgradeLevelCount];

            this.m_preDeployEffect   = new LogicEffectData[this.m_upgradeLevelCount];
            this.m_deployEffect      = new LogicEffectData[this.m_upgradeLevelCount];
            this.m_deployEffect2     = new LogicEffectData[this.m_upgradeLevelCount];
            this.m_enemyDeployEffect = new LogicEffectData[this.m_upgradeLevelCount];
            this.m_chargingEffect    = new LogicEffectData[this.m_upgradeLevelCount];
            this.m_hitEffect         = new LogicEffectData[this.m_upgradeLevelCount];

            for (int i = 0; i < this.m_upgradeLevelCount; i++)
            {
                this.m_damage[i]                     = LogicGamePlayUtil.DPSToSingleHit(this.GetClampedIntegerValue("Damage", i), 1000);
                this.m_troopDamagePermil[i]          = this.GetClampedIntegerValue("TroopDamagePermil", i);
                this.m_buildingDamagePermil[i]       = this.GetClampedIntegerValue("BuildingDamagePermil", i);
                this.m_executeHealthPermil[i]        = this.GetClampedIntegerValue("ExecuteHealthPermil", i);
                this.m_damagePermilMin[i]            = this.GetClampedIntegerValue("DamagePermilMin", i);
                this.m_preferredDamagePermilMin[i]   = this.GetClampedIntegerValue("PreferredDamagePermilMin", i);
                this.m_boostTimeMS[i]                = this.GetClampedIntegerValue("BoostTimeMS", i);
                this.m_speedBoost[i]                 = this.GetClampedIntegerValue("SpeedBoost", i);
                this.m_speedBoost2[i]                = this.GetClampedIntegerValue("SpeedBoost2", i);
                this.m_damageBoostPercent[i]         = this.GetClampedIntegerValue("DamageBoostPercent", i);
                this.m_duplicateLifetime[i]          = this.GetClampedIntegerValue("DuplicateLifetime", i);
                this.m_duplicateHousing[i]           = this.GetClampedIntegerValue("DuplicateHousing", i);
                this.m_radius[i]                     = (this.GetClampedIntegerValue("Radius", i) << 9) / 100;
                this.m_numberOfHits[i]               = this.GetClampedIntegerValue("NumberOfHits", i);
                this.m_randomRadius[i]               = (this.GetClampedIntegerValue("RandomRadius", i) << 9) / 100;
                this.m_timeBetweenHitsMS[i]          = this.GetClampedIntegerValue("TimeBetweenHitsMS", i);
                this.m_jumpBoostMS[i]                = this.GetClampedIntegerValue("JumpBoostMS", i);
                this.m_jumpHousingLimit[i]           = this.GetClampedIntegerValue("JumpHousingLimit", i);
                this.m_hitEffect[i]                  = LogicDataTables.GetEffectByName(this.GetClampedValue("HitEffect", i), this);
                this.m_chargingEffect[i]             = LogicDataTables.GetEffectByName(this.GetClampedValue("ChargingEffect", i), this);
                this.m_preDeployEffect[i]            = LogicDataTables.GetEffectByName(this.GetClampedValue("PreDeployEffect", i), this);
                this.m_deployEffect[i]               = LogicDataTables.GetEffectByName(this.GetClampedValue("DeployEffect", i), this);
                this.m_enemyDeployEffect[i]          = LogicDataTables.GetEffectByName(this.GetClampedValue("EnemyDeployEffect", i), this);
                this.m_deployEffect2[i]              = LogicDataTables.GetEffectByName(this.GetClampedValue("DeployEffect2", i), this);
                this.m_freezeTimeMS[i]               = this.GetClampedIntegerValue("FreezeTimeMS", i);
                this.m_strengthWeight[i]             = this.GetClampedIntegerValue("StrengthWeight", i);
                this.m_buildingDamageBoostPercent[i] = this.GetClampedIntegerValue("BuildingDamageBoostPercent", i);
                this.m_shieldProjectileSpeed[i]      = this.GetClampedIntegerValue("ShieldProjectileSpeed", i);
                this.m_shieldProjectileDamageMod[i]  = this.GetClampedIntegerValue("ShieldProjectileDamageMod", i);
                this.m_extraHealthPermil[i]          = this.GetClampedIntegerValue("ExtraHealthPermil", i);
                this.m_extraHealthMin[i]             = this.GetClampedIntegerValue("ExtraHealthMin", i);
                this.m_extraHealthMax[i]             = this.GetClampedIntegerValue("ExtraHealthMax", i);
                this.m_poisonDamage[i]               = LogicGamePlayUtil.DPSToSingleHit(this.GetClampedIntegerValue("PoisonDPS", i), 1000);
                this.m_attackSpeedBoost[i]           = this.GetClampedIntegerValue("AttackSpeedBoost", i);
                this.m_invulnerabilityTime[i]        = this.GetClampedIntegerValue("InvulnerabilityTime", i);
                this.m_maxUnitsHit[i]                = this.GetClampedIntegerValue("MaxUnitsHit", i);
                this.m_unitsToSpawn[i]               = this.GetClampedIntegerValue("UnitsToSpawn", i);
                this.m_spawnDuration[i]              = this.GetClampedIntegerValue("SpawnDuration", i);
            }

            this.m_poisonIncreaseSlowly   = this.GetBooleanValue("PoisonIncreaseSlowly", 0);
            this.m_poisonAffectAir        = this.GetBooleanValue("PoisonAffectAir", 0);
            this.m_spawnFirstGroupSize    = this.GetIntegerValue("SpawnFirstGroupSize", 0);
            this.m_scaleByTownHall        = this.GetBooleanValue("ScaleByTH", 0);
            this.m_pauseCombatComponentMs = this.GetIntegerValue("PauseCombatComponentsMs", 0);
            this.m_damageTHPercent        = this.GetIntegerValue("DamageTHPercent", 0);

            if (this.m_damageTHPercent <= 0)
            {
                this.m_damageTHPercent = 100;
            }

            this.m_shrinkReduceSpeedRatio = this.GetIntegerValue("ShrinkReduceSpeedRatio", 0);
            this.m_shrinkHitpointsRatio   = this.GetIntegerValue("ShrinkHitpointsRatio", 0);
            this.m_deployEffect2Delay     = this.GetIntegerValue("DeployEffect2Delay", 0);
            this.m_hitTimeMS                  = this.GetIntegerValue("HitTimeMS", 0);
            this.m_deployTimeMS               = this.GetIntegerValue("DeployTimeMS", 0);
            this.m_chargingTimeMS             = this.GetIntegerValue("ChargingTimeMS", 0);
            this.m_spellForgeLevel            = this.GetIntegerValue("SpellForgeLevel", 0) - 1;
            this.m_randomRadiusAffectsOnlyGfx = this.GetBooleanValue("RandomRadiusAffectsOnlyGfx", 0);
            this.m_spawnObstacle              = LogicDataTables.GetObstacleByName(this.GetValue("SpawnObstacle", 0), this);
            this.m_numObstacles               = this.GetIntegerValue("NumObstacles", 0);
            this.m_troopsOnly                 = this.GetBooleanValue("TroopsOnly", 0);
            this.m_targetInfoString           = this.GetValue("TargetInfoString", 0);

            string preferredTarget = this.GetValue("PreferredTarget", 0);

            if (preferredTarget.Length != 0)
            {
                this.m_preferredTarget = LogicDataTables.GetBuildingClassByName(preferredTarget, null);

                if (this.m_preferredTarget == null)
                {
                    this.m_preferredTarget = LogicDataTables.GetBuildingByName(preferredTarget, null);

                    if (this.m_preferredTarget == null)
                    {
                        this.m_preferredTarget = LogicDataTables.GetCharacterByName(preferredTarget, null);

                        if (this.m_preferredTarget == null)
                        {
                            Debugger.Warning(string.Format("CSV row ({0}) has an invalid reference ({1})", this.GetName(), preferredTarget));
                        }
                    }
                }
            }

            this.m_preferredTargetDamageMod = this.GetIntegerValue("PreferredTargetDamageMod", 0);

            if (this.m_preferredTargetDamageMod == 0)
            {
                this.m_preferredTargetDamageMod = 100;
            }

            this.m_heroDamageMultiplier = this.GetIntegerValue("HeroDamageMultiplier", 0);

            if (this.m_heroDamageMultiplier == 0)
            {
                this.m_heroDamageMultiplier = 100;
            }

            this.m_snapToGrid          = this.GetBooleanValue("SnapToGrid", 0);
            this.m_boostDefenders      = this.GetBooleanValue("BoostDefenders", 0);
            this.m_boostLinkedToPoison = this.GetBooleanValue("BoostLinkedToPoison", 0);
            this.m_scaleDeployEffects  = this.GetBooleanValue("ScaleDeployEffects", 0);
            this.m_summonTroop         = LogicDataTables.GetCharacterByName(this.GetValue("SummonTroop", 0), null);
        }
        public override void CreateReferences()
        {
            base.CreateReferences();

            this.m_upgradeLevelCount = this.m_row.GetBiggestArraySize();
            this.m_buildingClass     = LogicDataTables.GetBuildingClassByName(this.GetValue("BuildingClass", 0), this);

            if (this.m_buildingClass == null)
            {
                Debugger.Error("Building class is not defined for " + this.GetName());
            }

            this.m_secondaryTargetingClass = LogicDataTables.GetBuildingClassByName(this.GetValue("SecondaryTargetingClass", 0), this);
            this.m_shopBuildingClass       = LogicDataTables.GetBuildingClassByName(this.GetValue("ShopBuildingClass", 0), this);

            if (this.m_shopBuildingClass == null)
            {
                this.m_shopBuildingClass = this.m_buildingClass;
            }

            this.m_exportNameNpc          = this.GetValue("ExportNameNpc", 0);
            this.m_exportNameConstruction = this.GetValue("ExportNameConstruction", 0);
            this.m_exportNameLocked       = this.GetValue("ExportNameLocked", 0);
            this.m_width               = this.GetIntegerValue("Width", 0);
            this.m_height              = this.GetIntegerValue("Height", 0);
            this.m_lootOnDestruction   = this.GetBooleanValue("LootOnDestruction", 0);
            this.m_bunker              = this.GetBooleanValue("Bunker", 0);
            this.m_village2Housing     = this.GetIntegerValue("Village2Housing", 0);
            this.m_upgradesUnits       = this.GetBooleanValue("UpgradesUnits", 0);
            this.m_producesUnitsOfType = this.GetIntegerValue("ProducesUnitsOfType", 0);
            this.m_freeBoost           = this.GetBooleanValue("FreeBoost", 0);
            this.m_randomHitPosition   = this.GetBooleanValue("RandomHitPosition", 0);
            this.m_chainAttackDistance = this.GetIntegerValue("ChainAttackDistance", 0);
            this.m_buildingW           = this.GetIntegerValue("BuildingW", 0);
            this.m_buildingH           = this.GetIntegerValue("BuildingH", 0);

            if (this.m_buildingW == 0)
            {
                this.m_buildingW = this.m_width;
            }

            if (this.m_buildingH == 0)
            {
                this.m_buildingH = this.m_height;
            }

            this.m_baseGfx                = this.GetIntegerValue("BaseGfx", 0);
            this.m_loadAmmoEffect         = LogicDataTables.GetEffectByName(this.GetValue("LoadAmmoEffect", 0), this);
            this.m_noAmmoEffect           = LogicDataTables.GetEffectByName(this.GetValue("NoAmmoEffect", 0), this);
            this.m_toggleAttackModeEffect = LogicDataTables.GetEffectByName(this.GetValue("ToggleAttackModeEffect", 0), this);
            this.m_pickUpEffect           = LogicDataTables.GetEffectByName(this.GetValue("PickUpEffect", 0), this);
            this.m_placingEffect          = LogicDataTables.GetEffectByName(this.GetValue("PlacingEffect", 0), this);
            this.m_canNotSellLast         = this.GetBooleanValue("CanNotSellLast", 0);
            this.m_locked            = this.GetBooleanValue("Locked", 0);
            this.m_startingHomeCount = this.GetIntegerValue("StartingHomeCount", 0);
            this.m_hidden            = this.GetBooleanValue("Hidden", 0);
            this.m_triggerRadius     = (this.GetIntegerValue("TriggerRadius", 0) << 9) / 100;
            this.m_appearEffect      = LogicDataTables.GetEffectByName(this.GetValue("AppearEffect", 0), this);
            this.m_forgesSpells      = this.GetBooleanValue("ForgesSpells", 0);
            this.m_forgesMiniSpells  = this.GetBooleanValue("ForgesMiniSpells", 0);
            this.m_isHeroBarrack     = this.GetBooleanValue("IsHeroBarrack", 0);
            this.m_aimRotateStep     = this.GetIntegerValue("AimRotateStep", 0);
            this.m_turnSpeed         = this.GetIntegerValue("TurnSpeed", 0);

            if (this.m_turnSpeed == 0)
            {
                this.m_turnSpeed = 500;
            }

            this.m_needsAim            = this.GetBooleanValue("NeedsAim", 0);
            this.m_exportNameBeamStart = this.GetValue("ExportNameBeamStart", 0);
            this.m_exportNameBeamEnd   = this.GetValue("ExportNameBeamEnd", 0);
            this.m_shareHeroCombatData = this.GetBooleanValue("ShareHeroCombatData", 0);
            this.m_dieDamageRadius     = (this.GetIntegerValue("DieDamageRadius", 0) << 9) / 100;
            this.m_dieDamageEffect     = LogicDataTables.GetEffectByName(this.GetValue("DieDamageEffect", 0), this);
            this.m_dieDamageDelay      = this.GetIntegerValue("DieDamageDelay", 0);

            if (this.m_dieDamageDelay > 4000)
            {
                Debugger.Warning("m_dieDamageDelay too big");
                this.m_dieDamageDelay = 4000;
            }

            this.m_isRed    = this.GetBooleanValue("IsRed", 0);
            this.m_redMul   = this.GetIntegerValue("RedMul", 0);
            this.m_greenMul = this.GetIntegerValue("GreenMul", 0);
            this.m_blueMul  = this.GetIntegerValue("BlueMul", 0);
            this.m_redAdd   = this.GetIntegerValue("RedAdd", 0);
            this.m_greenAdd = this.GetIntegerValue("GreenAdd", 0);
            this.m_blueAdd  = this.GetIntegerValue("BlueAdd", 0);

            this.m_selfAsAoeCenter        = this.GetBooleanValue("SelfAsAoeCenter", 0);
            this.m_newTargetAttackDelay   = this.GetIntegerValue("NewTargetAttackDelay", 0);
            this.m_gearUpLevelRequirement = this.GetIntegerValue("GearUpLevelRequirement", 0);
            this.m_bunker = this.GetBooleanValue("Bunker", 0);

            int longestArraySize = this.m_row.GetBiggestArraySize();

            this.m_buildResourceData              = new LogicResourceData[longestArraySize];
            this.m_altBuildResourceData           = new LogicResourceData[longestArraySize];
            this.m_storedResourceCounts           = new LogicArrayList <int> [longestArraySize];
            this.m_percentageStoredResourceCounts = new LogicArrayList <int> [longestArraySize];
            this.m_ammoResourceData       = new LogicResourceData[longestArraySize];
            this.m_attackItemData         = new LogicArrayList <LogicAttackerItemData>(longestArraySize);
            this.m_defenceTroopCharacter  = new LogicCharacterData[longestArraySize];
            this.m_defenceTroopCharacter2 = new LogicCharacterData[longestArraySize];

            this.m_buildCost             = new int[longestArraySize];
            this.m_ammoCost              = new int[longestArraySize];
            this.m_townHallLevel         = new int[longestArraySize];
            this.m_townHallVillage2Level = new int[longestArraySize];
            this.m_constructionTimes     = new int[longestArraySize];
            this.m_gearUpTime            = new int[longestArraySize];
            this.m_gearUpCost            = new int[longestArraySize];
            this.m_boostCost             = new int[longestArraySize];
            this.m_housingSpace          = new int[longestArraySize];
            this.m_housingSpaceAlt       = new int[longestArraySize];
            this.m_resourcePer100Hours   = new int[longestArraySize];
            this.m_resourceMax           = new int[longestArraySize];
            this.m_resourceIconLimit     = new int[longestArraySize];
            this.m_hitpoints             = new int[longestArraySize];
            this.m_regenTime             = new int[longestArraySize];
            this.m_amountCanBeUpgraded   = new int[longestArraySize];
            this.m_unitProduction        = new int[longestArraySize];
            this.m_strengthWeight        = new int[longestArraySize];
            this.m_destructionXP         = new int[longestArraySize];
            this.m_defenceTroopCount     = new int[longestArraySize];
            this.m_defenceTroopLevel     = new int[longestArraySize];
            this.m_dieDamage             = new int[longestArraySize];
            this.m_wallBlockX            = new int[0];
            this.m_wallBlockY            = new int[0];

            for (int i = 0; i < longestArraySize; i++)
            {
                LogicAttackerItemData itemData = new LogicAttackerItemData();
                itemData.CreateReferences(this.m_row, this, i);
                this.m_attackItemData.Add(itemData);

                this.m_dieDamage[i]                      = this.GetClampedIntegerValue("DieDamage", i);
                this.m_buildCost[i]                      = this.GetClampedIntegerValue("BuildCost", i);
                this.m_housingSpace[i]                   = this.GetClampedIntegerValue("HousingSpace", i);
                this.m_housingSpaceAlt[i]                = this.GetClampedIntegerValue("HousingSpaceAlt", i);
                this.m_unitProduction[i]                 = this.GetClampedIntegerValue("UnitProduction", i);
                this.m_gearUpCost[i]                     = this.GetClampedIntegerValue("GearUpCost", i);
                this.m_boostCost[i]                      = this.GetClampedIntegerValue("BoostCost", i);
                this.m_resourcePer100Hours[i]            = this.GetClampedIntegerValue("ResourcePer100Hours", i);
                this.m_resourceMax[i]                    = this.GetClampedIntegerValue("ResourceMax", i);
                this.m_resourceIconLimit[i]              = this.GetClampedIntegerValue("ResourceIconLimit", i);
                this.m_hitpoints[i]                      = this.GetClampedIntegerValue("Hitpoints", i);
                this.m_regenTime[i]                      = this.GetClampedIntegerValue("RegenTime", i);
                this.m_amountCanBeUpgraded[i]            = this.GetClampedIntegerValue("AmountCanBeUpgraded", i);
                this.m_buildResourceData[i]              = LogicDataTables.GetResourceByName(this.GetClampedValue("BuildResource", i), this);
                this.m_altBuildResourceData[i]           = LogicDataTables.GetResourceByName(this.GetClampedValue("AltBuildResource", i), this);
                this.m_townHallLevel[i]                  = LogicMath.Max(this.GetClampedIntegerValue("TownHallLevel", i) - 1, 0);
                this.m_townHallVillage2Level[i]          = LogicMath.Max(this.GetClampedIntegerValue("TownHallLevel2", i) - 1, 0);
                this.m_storedResourceCounts[i]           = new LogicArrayList <int>();
                this.m_percentageStoredResourceCounts[i] = new LogicArrayList <int>();

                LogicDataTable table = LogicDataTables.GetTable(LogicDataType.RESOURCE);

                for (int j = 0; j < table.GetItemCount(); j++)
                {
                    this.m_storedResourceCounts[i].Add(this.GetClampedIntegerValue("MaxStored" + table.GetItemAt(j).GetName(), i));
                    this.m_percentageStoredResourceCounts[i].Add(this.GetClampedIntegerValue("PercentageStored" + table.GetItemAt(j).GetName(), i));
                }

                this.m_gearUpTime[i]        = 60 * this.GetClampedIntegerValue("GearUpTime", i);
                this.m_constructionTimes[i] = 86400 * this.GetClampedIntegerValue("BuildTimeD", i) +
                                              3600 * this.GetClampedIntegerValue("BuildTimeH", i) +
                                              60 * this.GetClampedIntegerValue("BuildTimeM", i) +
                                              this.GetIntegerValue("BuildTimeS", i);
                this.m_destructionXP[i]    = this.GetClampedIntegerValue("DestructionXP", i);
                this.m_ammoResourceData[i] = LogicDataTables.GetResourceByName(this.GetClampedValue("AmmoResource", i), this);
                this.m_ammoCost[i]         = this.GetClampedIntegerValue("AmmoCost", i);
                this.m_strengthWeight[i]   = this.GetClampedIntegerValue("StrengthWeight", i);

                string defenceTroopCharacter = this.GetClampedValue("DefenceTroopCharacter", i);

                if (defenceTroopCharacter.Length > 0)
                {
                    this.m_defenceTroopCharacter[i] = LogicDataTables.GetCharacterByName(defenceTroopCharacter, this);
                }

                string defenceTroopCharacter2 = this.GetClampedValue("DefenceTroopCharacter2", i);

                if (defenceTroopCharacter2.Length > 0)
                {
                    this.m_defenceTroopCharacter2[i] = LogicDataTables.GetCharacterByName(defenceTroopCharacter2, this);
                }

                this.m_defenceTroopCount[i] = this.GetIntegerValue("DefenceTroopCount", i);
                this.m_defenceTroopLevel[i] = this.GetIntegerValue("DefenceTroopLevel", i);

                if (i > 0 && this.m_housingSpace[i] < this.m_housingSpace[i - 1])
                {
                    Debugger.Error("Building " + this.GetName() + " unit storage space decreases by upgrade level!");
                }
                if (this.m_gearUpCost[i] > 0 && this.m_gearUpTime[i] <= 0 || this.m_gearUpCost[i] <= 0 && this.m_gearUpTime[i] > 0)
                {
                    Debugger.Error("invalid gear up settings. gear up time and cost must be set for levels where available");
                }
            }

            this.m_areaOfEffectSpellData            = LogicDataTables.GetSpellByName(this.GetValue("AOESpell", 0), this);
            this.m_alternativeAreaOfEffectSpellData = LogicDataTables.GetSpellByName(this.GetValue("AOESpellAlternate", 0), this);
            this.m_produceResourceData = LogicDataTables.GetResourceByName(this.GetValue("ProducesResource", 0), this);
            this.m_gearUpResourceData  = LogicDataTables.GetResourceByName(this.GetValue("GearUpResource", 0), this);

            string heroType = this.GetValue("HeroType", 0);

            if (!string.IsNullOrEmpty(heroType))
            {
                this.m_heroData = LogicDataTables.GetHeroByName(heroType, this);
            }

            string wallBlockX = this.GetValue("WallBlockX", 0);

            if (wallBlockX.Length > 0)
            {
                this.LoadWallBlock(wallBlockX, out this.m_wallBlockX);
                this.LoadWallBlock(this.GetValue("WallBlockY", 0), out this.m_wallBlockY);

                if (this.m_wallBlockX.Length != this.m_wallBlockY.Length)
                {
                    Debugger.Error("LogicBuildingData: Error parsing wall offsets");
                }

                if (this.m_wallBlockX.Length > 10)
                {
                    Debugger.Error("LogicBuildingData: Too many wall blocks");
                }
            }

            string gearUpBuilding = this.GetValue("GearUpBuilding", 0);

            if (gearUpBuilding.Length > 0)
            {
                this.m_gearUpBuildingData = LogicDataTables.GetBuildingByName(gearUpBuilding, this);
            }

            this.m_isClockTower      = this.GetName().Equals("Clock Tower");
            this.m_isFlamer          = this.GetName().Equals("Flamer");
            this.m_isBarrackVillage2 = this.GetName().Equals("Barrack2");
        }