Example #1
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(32, Field3);
     buffer.WriteFloat32(Field4);
     buffer.WriteFloat32(Field5);
     buffer.WriteInt(32, Field6);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Tick);
     buffer.WriteInt(4, Field1);
     Position.Encode(buffer);
     buffer.WriteFloat32(Angle);
     buffer.WriteFloat32(Speed);
     buffer.WriteInt(32, AnimationTag);
     buffer.WriteInt(21, Field6 - (-1));
 }
Example #3
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorId);
     Start.Encode(buffer);
     Velocity.Encode(buffer);
     buffer.WriteInt(24, Field3);
     buffer.WriteInt(21, FlyingAnimationTagID - (-1));
     buffer.WriteInt(21, LandingAnimationTagID - (-1));
     buffer.WriteFloat32(Field6);
     buffer.WriteInt(32, Field7);
     buffer.WriteFloat32(Field8);
 }
Example #4
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     Field1.Encode(buffer);
     Field2.Encode(buffer);
     buffer.WriteInt(24, Field3);
     buffer.WriteInt(21, Field4 - (-1));
     buffer.WriteInt(21, Field5 - (-1));
     buffer.WriteFloat32(Field6);
     buffer.WriteInt(32, Field7);
     buffer.WriteFloat32(Field8);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Tick);
     buffer.WriteInt(4, Field1);
     Position.Encode(buffer);
     buffer.WriteFloat32(Angle);
     buffer.WriteFloat32(Speed);
     buffer.WriteInt(32, Field5);
     buffer.WriteInt(21, AnimationTag - (-1));
     if(Field7.HasValue)
         buffer.WriteInt(32, Field7.Value);
 }
Example #6
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorId);
     Start.Encode(buffer);
     Velocity.Encode(buffer);
     buffer.WriteInt(25, Field3);
     buffer.WriteInt(21, FlyingAnimationTagID - (-1));
     buffer.WriteInt(21, LandingAnimationTagID - (-1));
     buffer.WriteFloat32(Gravity);
     buffer.WriteInt(32, PowerSNO);
     buffer.WriteFloat32(Bounce);
     buffer.WriteFloat32(DestinationZ);
 }
Example #7
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, Field2);
     Field3.Encode(buffer);
     Field4.Encode(buffer);
     buffer.WriteFloat32(Field5);
     buffer.WriteFloat32(Field6);
     buffer.WriteInt(32, Field7);
     Field8.Encode(buffer);
     buffer.WriteCharArray(128, Field9);
 }
Example #8
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, Field2);
     Field3.Encode(buffer);
     Field4.Encode(buffer);
     buffer.WriteFloat32(Field5);
     buffer.WriteFloat32(Field6);
     buffer.WriteInt(32, Field7);
     Field8.Encode(buffer);
     buffer.WriteCharArray(128, Field9);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Tick);
     buffer.WriteInt(4, Field1);
     Position.Encode(buffer);
     buffer.WriteFloat32(Angle);
     buffer.WriteFloat32(Speed);
     buffer.WriteInt(32, Field5);
     buffer.WriteInt(21, AnimationTag - (-1));
     if (Field7.HasValue)
     {
         buffer.WriteInt(32, Field7.Value);
     }
 }
Example #10
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorId);
     buffer.WriteBool(Position != null);
     if (Position != null)
     {
         Position.Encode(buffer);
     }
     buffer.WriteBool(Angle.HasValue);
     if (Angle.HasValue)
     {
         buffer.WriteFloat32(Angle.Value);
     }
     buffer.WriteBool(TurnImmediately.HasValue);
     if (TurnImmediately.HasValue)
     {
         buffer.WriteBool(TurnImmediately.Value);
     }
     buffer.WriteBool(Speed.HasValue);
     if (Speed.HasValue)
     {
         buffer.WriteFloat32(Speed.Value);
     }
     buffer.WriteBool(Field5.HasValue);
     if (Field5.HasValue)
     {
         buffer.WriteInt(25, Field5.Value);
     }
     buffer.WriteBool(AnimationTag.HasValue);
     if (AnimationTag.HasValue)
     {
         buffer.WriteInt(21, AnimationTag.Value - (-1));
     }
     buffer.WriteBool(Field7.HasValue);
     if (Field7.HasValue)
     {
         buffer.WriteInt(32, Field7.Value);
     }
     buffer.WriteBool(Field8.HasValue);
     if (Field8.HasValue)
     {
         buffer.WriteInt(32, Field8.Value);
     }
     buffer.WriteBool(Field9.HasValue);
     if (Field9.HasValue)
     {
         buffer.WriteInt(16, Field9.Value);
     }
 }
Example #11
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Duration);
     buffer.WriteInt(32, AnimationSNO);
     buffer.WriteInt(32, PermutationIndex);
     buffer.WriteFloat32(Speed);
 }
Example #12
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     Field1.Encode(buffer);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(32, Field3);
     buffer.WriteInt(32, m_snoStringList);
     buffer.WriteInt(32, Field5);
     buffer.WriteBool(Field6);
     buffer.WriteBool(Field7);
     buffer.WriteBool(Field8);
     buffer.WriteFloat32(Field9);
     buffer.WriteFloat32(Field10);
     buffer.WriteFloat32(Field11);
     buffer.WriteInt(32, Field12);
 }
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     serVertices.Encode(buffer);
     Field2.Encode(buffer);
     buffer.WriteInt(32, Field3);
     serTriangles.Encode(buffer);
     Field5.Encode(buffer);
     buffer.WriteInt(32, Field6);
     serPlanes.Encode(buffer);
     Field8.Encode(buffer);
     Field9.Encode(buffer);
     Field10.Encode(buffer);
     buffer.WriteFloat32(Field11);
     buffer.WriteFloat32(Field12);
 }
Example #14
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     Field1.Encode(buffer);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(32, m_snoStringList);
     buffer.WriteInt(32, Field4);
     buffer.WriteFloat32(Field5);
     buffer.WriteFloat32(Field6);
     buffer.WriteFloat32(Field7);
     buffer.WriteInt(32, Field8);
     buffer.WriteBool(Field9);
     buffer.WriteBool(Field10);
     buffer.WriteBool(Field11);
     buffer.WriteInt(32, Field12);
 }
Example #15
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, Field2);
     buffer.WriteFloat32(Field3);
 }
Example #16
0
 public void EncodeValue(GameBitBuffer buffer)
 {
     switch (Attribute.EncodingType)
     {
         case GameAttributeEncoding.Int:
             buffer.WriteInt(Attribute.BitCount, Int);
             break;
         case GameAttributeEncoding.IntMinMax:
             buffer.WriteInt(Attribute.BitCount, Int - Attribute.Min);
             break;
         case GameAttributeEncoding.Float16:
             buffer.WriteFloat16(Float);
             break;
         case GameAttributeEncoding.Float16Or32:
             if (Float >= 65536.0f || -65536.0f >= Float)
             {
                 buffer.WriteBool(false);
                 buffer.WriteFloat32(Float);
             }
             else
             {
                 buffer.WriteBool(true);
                 buffer.WriteFloat16(Float);
             }
             break;
         default:
             throw new Exception("bad voodoo");
     }
 }
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, Field2);
     buffer.WriteFloat32(Field3);
 }
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Duration);
     buffer.WriteInt(32, AnimationSNO);
     buffer.WriteInt(32, PermutationIndex);
     buffer.WriteFloat32(Speed);
 }
Example #19
0
        public void EncodeValue(GameBitBuffer buffer)
        {
            switch (Attribute.EncodingType)
            {
            case GameAttributeEncoding.Int:
                buffer.WriteInt(Attribute.BitCount, Int);
                break;

            case GameAttributeEncoding.IntMinMax:
                buffer.WriteInt(Attribute.BitCount, Int - Attribute.Min);
                break;

            case GameAttributeEncoding.Float16:
                buffer.WriteFloat16(Float);
                break;

            case GameAttributeEncoding.Float16Or32:
                if (Float >= 65536.0f || -65536.0f >= Float)
                {
                    buffer.WriteBool(false);
                    buffer.WriteFloat32(Float);
                }
                else
                {
                    buffer.WriteBool(true);
                    buffer.WriteFloat16(Float);
                }
                break;

            default:
                throw new Exception("bad voodoo");
            }
        }
Example #20
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorId);
     buffer.WriteFloat32(Scale);
     Position.Encode(buffer);
     Orientation.Encode(buffer);
     buffer.WriteInt(32, MapId);
 }
Example #21
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(4, Field1);
     buffer.WriteFloat32(Field2);
     buffer.WriteInt(2, tAnim.Length);
     for (int i = 0; i < tAnim.Length; i++) { tAnim[i].Encode(buffer); }
 }
Example #22
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Scale);
     Position.Encode(buffer);
     lookAt.Encode(buffer);
     Orientation.Encode(buffer);
     buffer.WriteInt(32, WorldID);
 }
Example #23
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     Field1.Encode(buffer);
     buffer.WriteFloat32(Field2);
     buffer.WriteBool(Field3);
     buffer.WriteInt(25, Field4);
 }
Example #24
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(4, Field1);
     buffer.WriteFloat32(Field2);
     buffer.WriteInt(2, tAnim.Length);
     for (int i = 0; i < tAnim.Length; i++) { tAnim[i].Encode(buffer); }
 }
Example #25
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(4, Field1);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(32, Field3);
     Field4.Encode(buffer);
     buffer.WriteFloat32(Field5);
     Field6.Encode(buffer);
     buffer.WriteInt(32, Field7);
     buffer.WriteInt(32, Field8);
     buffer.WriteInt(32, Field9);
     buffer.WriteInt(32, Field10);
     buffer.WriteInt(32, Field11);
     buffer.WriteFloat32(Field12);
     buffer.WriteFloat32(Field13);
     Field14.Encode(buffer);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(4, Field1);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(32, Field3);
     Field4.Encode(buffer);
     buffer.WriteFloat32(Field5);
     Field6.Encode(buffer);
     buffer.WriteInt(32, Field7);
     buffer.WriteInt(32, Field8);
     buffer.WriteInt(32, Field9);
     buffer.WriteInt(32, Field10);
     buffer.WriteInt(32, Field11);
     buffer.WriteFloat32(Field12);
     buffer.WriteFloat32(Field13);
     Field14.Encode(buffer);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteBool(Position != null);
     if (Position != null)
     {
         Position.Encode(buffer);
     }
     buffer.WriteBool(Field2.HasValue);
     if (Field2.HasValue)
     {
         buffer.WriteFloat32(Field2.Value);
     }
     buffer.WriteBool(Field3.HasValue);
     if (Field3.HasValue)
     {
         buffer.WriteBool(Field3.Value);
     }
     buffer.WriteBool(Field4.HasValue);
     if (Field4.HasValue)
     {
         buffer.WriteFloat32(Field4.Value);
     }
     buffer.WriteBool(Field5.HasValue);
     if (Field5.HasValue)
     {
         buffer.WriteInt(24, Field5.Value);
     }
     buffer.WriteBool(Field6.HasValue);
     if (Field6.HasValue)
     {
         buffer.WriteInt(21, Field6.Value - (-1));
     }
     buffer.WriteBool(Field7.HasValue);
     if (Field7.HasValue)
     {
         buffer.WriteInt(32, Field7.Value);
     }
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorId);
     Position.Encode(buffer);
     buffer.WriteFloat32(Angle);
     buffer.WriteBool(Field3);
     buffer.WriteInt(25, Field4);
     buffer.WriteBool(Field5.HasValue);
     if (Field5.HasValue)
     {
         buffer.WriteInt(16, Field5.Value);
     }
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorId);
     Position.Encode(buffer);
     buffer.WriteFloat32(Angle);
     buffer.WriteBool(Field3);
     buffer.WriteInt(25, Field4);
     buffer.WriteBool(Field5.HasValue);
     if (Field5.HasValue)
     {
         buffer.WriteInt(16, Field5.Value);
     }
 }
Example #30
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorId);
     buffer.WriteBool(Position != null);
     if (Position != null)
     {
         Position.Encode(buffer);
     }
     buffer.WriteBool(Angle.HasValue);
     if (Angle.HasValue)
     {
         buffer.WriteFloat32(Angle.Value);
     }
     buffer.WriteBool(Field3.HasValue);
     if (Field3.HasValue)
     {
         buffer.WriteBool(Field3.Value);
     }
     buffer.WriteBool(Field4.HasValue);
     if (Field4.HasValue)
     {
         buffer.WriteFloat32(Field4.Value);
     }
     buffer.WriteBool(Field5.HasValue);
     if (Field5.HasValue)
     {
         buffer.WriteInt(24, Field5.Value);
     }
     buffer.WriteBool(Field6.HasValue);
     if (Field6.HasValue)
     {
         buffer.WriteInt(21, Field6.Value - (-1));
     }
     buffer.WriteBool(Field7.HasValue);
     if (Field7.HasValue)
     {
         buffer.WriteInt(32, Field7.Value);
     }
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorId);
     buffer.WriteBool(Position != null);
     if (Position != null)
     {
         Position.Encode(buffer);
     }
     buffer.WriteBool(Angle.HasValue);
     if (Angle.HasValue)
     {
         buffer.WriteFloat32(Angle.Value);
     }
     buffer.WriteBool(TurnImmediately.HasValue);
     if (TurnImmediately.HasValue)
     {
         buffer.WriteBool(TurnImmediately.Value);
     }
     buffer.WriteBool(Speed.HasValue);
     if (Speed.HasValue)
     {
         buffer.WriteFloat32(Speed.Value);
     }
     buffer.WriteBool(Field5.HasValue);
     if (Field5.HasValue)
     {
         buffer.WriteInt(25, Field5.Value);
     }
     buffer.WriteBool(AnimationTag.HasValue);
     if (AnimationTag.HasValue)
     {
         buffer.WriteInt(21, AnimationTag.Value - (-1));
     }
     buffer.WriteBool(Field7.HasValue);
     if (Field7.HasValue)
     {
         buffer.WriteInt(32, Field7.Value);
     }
 }
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Scale);
     Transform.Encode(buffer);
     buffer.WriteUInt(32, WorldID);
 }
Example #33
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorId);
     buffer.WriteFloat32(Angle);
     buffer.WriteBool(TurnImmediately);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteFloat32(Number);
     buffer.WriteInt(6, (int)Type);
 }
Example #35
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Amount);
     Axis.Encode(buffer);
 }
Example #36
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, SNOWorld);
     buffer.WriteFloat32(Field1);
     buffer.WriteFloat32(Field2);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorId);
     buffer.WriteFloat32(Angle);
     buffer.WriteBool(TurnImmediately);
 }
Example #38
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(4, Field1);
     Field2.Encode(buffer);
     buffer.WriteFloat32(Field3);
     buffer.WriteFloat32(Field4);
     buffer.WriteInt(32, Field5);
     buffer.WriteInt(21, Field6 - (-1));
     if(Field7.HasValue)
         buffer.WriteInt(32, Field7.Value);
 }
Example #39
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, snoQuest);
     buffer.WriteInt(32, Field1);
     buffer.WriteFloat32(Field2);
 }
Example #40
0
 public void Encode(GameBitBuffer buffer)
 {
     Field0.Encode(buffer);
     buffer.WriteFloat32(Field1);
 }
Example #41
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(4, Field1);
     buffer.WriteFloat32(Field2);
     buffer.WriteInt(2, _tAnim.Length);
     for(int i = 0;i < _tAnim.Length;i++) _tAnim[i].Encode(buffer);
 }
Example #42
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     if(Field1 != null)
     Field1.Encode(buffer);
     if(Field2.HasValue)
         buffer.WriteFloat32(Field2.Value);
     if(Field3.HasValue)
         buffer.WriteBool(Field3.Value);
     if(Field4.HasValue)
         buffer.WriteFloat32(Field4.Value);
     if(Field5.HasValue)
         buffer.WriteInt(25, Field5.Value);
     if(Field6.HasValue)
         buffer.WriteInt(21, Field6.Value - (-1));
     if(Field7.HasValue)
         buffer.WriteInt(32, Field7.Value);
     if(Field8.HasValue)
         buffer.WriteInt(32, Field8.Value);
     if(Field9.HasValue)
         buffer.WriteInt(16, Field9.Value);
 }
Example #43
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteFloat32(Number);
     buffer.WriteInt(6, (int)Type);
 }
Example #44
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     Field2.Encode(buffer);
     buffer.WriteBool(Field3.HasValue);
     if (Field3.HasValue)
     {
         buffer.WriteInt(4, Field3.Value - (-1));
     }
     buffer.WriteInt(32, Field4);
     buffer.WriteBool(Field5.HasValue);
     if (Field5.HasValue)
     {
         buffer.WriteFloat32(Field5.Value);
     }
     buffer.WriteInt(4, Field6);
     buffer.WriteInt(6, Field7);
     buffer.WriteBool(Field8.HasValue);
     if (Field8.HasValue)
     {
         buffer.WriteInt(32, Field8.Value);
     }
     buffer.WriteBool(Field9.HasValue);
     if (Field9.HasValue)
     {
         buffer.WriteInt(32, Field9.Value);
     }
     buffer.WriteBool(Field10.HasValue);
     if (Field10.HasValue)
     {
         buffer.WriteInt(32, Field10.Value);
     }
     buffer.WriteBool(Field11.HasValue);
     if (Field11.HasValue)
     {
         buffer.WriteInt(32, Field11.Value);
     }
     buffer.WriteBool(Field12.HasValue);
     if (Field12.HasValue)
     {
         buffer.WriteInt(32, Field12.Value);
     }
     buffer.WriteBool(Field13.HasValue);
     if (Field13.HasValue)
     {
         buffer.WriteFloat32(Field13.Value);
     }
     buffer.WriteBool(Field14.HasValue);
     if (Field14.HasValue)
     {
         buffer.WriteFloat32(Field14.Value);
     }
 }
Example #45
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorID);
     buffer.WriteFloat32(Amount);
 }
Example #46
0
 public override void Encode(GameBitBuffer buffer)
 {
     //buffer.WriteInt(32, Field0);
     buffer.WriteFloat32(Field0);
 }
Example #47
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorID);
     buffer.WriteFloat32(Amount);
 }
Example #48
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, snoQuest);
     buffer.WriteInt(32, Field1);
     buffer.WriteFloat32(Field2);
 }
Example #49
0
 /// <summary>
 /// Encodes Quaternion to given GameBitBuffer.
 /// </summary>
 /// <param name="buffer">The GameBitBuffer to write.</param>
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(W);
     Vector3D.Encode(buffer);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteFloat32(Angle);
     buffer.WriteBool(Field2);
 }
Example #51
0
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Amount);
     Axis.Encode(buffer);
 }
Example #52
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Field0);
     buffer.WriteBool(Field1);
     buffer.WriteFloat32(Field2);
 }
Example #53
0
 /// <summary>
 /// Encodes Vector3D to given GameBitBuffer.
 /// </summary>
 /// <param name="buffer">The GameBitBuffer to write.</param>
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(X);
     buffer.WriteFloat32(Y);
     buffer.WriteFloat32(Z);
 }
Example #54
0
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Field0);
     buffer.WriteFloat32(Field1);
 }
Example #55
0
 public static void Encode(this Vector3 vector3, GameBitBuffer buffer)
 {
     buffer.WriteFloat32(vector3.x);
     buffer.WriteFloat32(vector3.y);
     buffer.WriteFloat32(vector3.z);
 }