public override void Parse(GameBitBuffer buffer)
 {
     Field0 = new Material2();
     Field0.Parse(buffer);
     snoShaderMap = buffer.ReadInt(32);
     serMatTexList = new SerializeData();
     serMatTexList.Parse(buffer);
     //still checking variablearrays
     this.MatTexList = new List<MaterialTextureEntry>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _MatTexList.Count; loop12++)
     {
         _MatTexList[loop12] = new MaterialTextureEntry();
         _MatTexList[loop12].Parse(buffer);
     }
 }
 public void FileRead(MpqFileStream stream, long offset)
 {
     stream.Position = offset + 4;
     Field0 = new Material2();
     Field0.FileRead(stream, stream.Position);
     stream.Position = offset + 0;
     snoShaderMap = stream.ReadValueS32();
     stream.Position = offset + 76;
     serMatTexList = new SerializeData();
     serMatTexList.FileRead(stream, stream.Position);
     stream.Position = offset + 88;
     //still checking variablearrays
     MatTexList = new List<MaterialTextureEntry>();
     for(int i = 0; i < (int)(serMatTexList.Field1 / 184); i++)
     {
     stream.Position = serMatTexList.Field0 + 16 + (184*i) ;
         MaterialTextureEntry temp12_MatTexList;
         temp12_MatTexList = new MaterialTextureEntry();
         temp12_MatTexList.FileRead(stream, stream.Position);
         _MatTexList.Add(temp12_MatTexList);
     }
 }