public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._SecondsSinceMidnight); stream.Serialize(ref this._Day); stream.Serialize(ref this._Month); stream.Serialize(ref this._Year); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._R); stream.Serialize(ref this._G); stream.Serialize(ref this._B); stream.Serialize(ref this._A); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._LevelName); stream.Serialize(ref this._Credits); stream.Serialize(ref this._XP); stream.Serialize(ref this._Items); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._MarkerOwnerPath); stream.Serialize(ref this._MarkerOffset); stream.Serialize(ref this._MarkerLabel); stream.Serialize(ref this._BoneToAttachTo); stream.SerializeEnum(ref this._MarkerIconType); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Name); stream.Serialize(ref this._CurrentRank); stream.Serialize(ref this._EvolvedChoice0, s => s.Version < 30, () => 0); stream.Serialize(ref this._EvolvedChoice1, s => s.Version < 30, () => 0); stream.Serialize(ref this._EvolvedChoice2, s => s.Version < 31, () => 0); stream.Serialize(ref this._EvolvedChoice3, s => s.Version < 31, () => 0); stream.Serialize(ref this._EvolvedChoice4, s => s.Version < 31, () => 0); stream.Serialize(ref this._EvolvedChoice5, s => s.Version < 31, () => 0); stream.Serialize(ref this._ClassName); stream.Serialize(ref this._WheelDisplayIndex); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Tag); stream.Serialize(ref this._Powers); stream.Serialize(ref this._CharacterLevel); stream.Serialize(ref this._TalentPoints); stream.Serialize(ref this._LoadoutWeapons, s => s.Version < 23, () => new Loadout()); stream.Serialize(ref this._MappedPower, s => s.Version < 29, () => null); stream.Serialize(ref this._WeaponMods, s => s.Version < 45, () => new List<WeaponMod>()); stream.Serialize(ref this._Grenades, s => s.Version < 59, () => 0); stream.Serialize(ref this._Weapons, s => s.Version < 59, () => new List<Weapon>()); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._ClassName); stream.Serialize(ref this._AmmoUsedCount); stream.Serialize(ref this._TotalAmmo); stream.Serialize(ref this._CurrentWeapon); stream.Serialize(ref this._LastWeapon); stream.Serialize(ref this._AmmoPowerName, s => s.Version < 17, () => null); stream.Serialize(ref this._AmmoPowerSourceTag, s => s.Version < 59, () => null); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._AssaultRifle); stream.Serialize(ref this._Shotgun); stream.Serialize(ref this._SniperRifle); stream.Serialize(ref this._SubmachineGun); stream.Serialize(ref this._Pistol); stream.Serialize(ref this._HeavyWeapon); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._BoolVariables); stream.Serialize(ref this._IntVariables); stream.Serialize(ref this._FloatVariables); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._WeaponClassName); stream.Serialize(ref this._WeaponModClassNames); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Guid); stream.Serialize(ref this._CurrentState); stream.Serialize(ref this._OldState); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Page); stream.Serialize(ref this._IsNew); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Name); stream.Serialize(ref this._Value); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Name); stream.Serialize(ref this._ShouldBeLoaded); stream.Serialize(ref this._ShouldBeVisible); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._DebugName); stream.Serialize(ref this._SecondsPlayed); stream.Serialize(ref this._Disc); stream.Serialize(ref this._BaseLevelName); stream.Serialize(ref this._BaseLevelNameDisplayOverrideAsRead, s => s.Version < 36, () => "None"); stream.SerializeEnum(ref this._Difficulty); if (stream.Version >= 43 && stream.Version <= 46) { byte unknown = 0; stream.Serialize(ref unknown); } stream.Serialize(ref this._EndGameState); stream.Serialize(ref this._TimeStamp); stream.Serialize(ref this._Location); stream.Serialize(ref this._Rotation); stream.Serialize(ref this._CurrentLoadingTip); stream.Serialize(ref this._Levels); stream.Serialize(ref this._StreamingRecords); stream.Serialize(ref this._KismetRecords); stream.Serialize(ref this._Doors); stream.Serialize(ref this._Placeables, s => s.Version < 46, () => new List<Save.Placeable>()); stream.Serialize(ref this._Pawns); stream.Serialize(ref this._Player); stream.Serialize(ref this._Henchmen); stream.Serialize(ref this._Plot); stream.Serialize(ref this._ME1Plot); stream.Serialize(ref this._PlayerVariables, s => s.Version < 34, () => new List<Save.PlayerVariable>()); stream.Serialize(ref this._GalaxyMap); stream.Serialize(ref this._DependentDLC); stream.Serialize(ref this._Treasures, s => s.Version < 35, () => new List<Save.LevelTreasure>()); stream.Serialize(ref this._UseModules, s => s.Version < 39, () => new List<Guid>()); stream.SerializeEnum(ref this._ConversationMode, s => s.Version < 49, () => Save.AutoReplyModeOptions.AllDecisions); stream.Serialize(ref this._ObjectiveMarkers, s => s.Version < 52, () => new List<Save.ObjectiveMarker>()); stream.Serialize(ref this._SavedObjectiveText, s => s.Version < 52, () => 0); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Planets); stream.Serialize(ref this._Systems, s => s.Version < 51, () => new List<System>()); }
public void Serialize(Unreal.ISerializer stream) { stream.SerializeEnum(ref this._CombatAppearance); stream.Serialize(ref this._CasualId); stream.Serialize(ref this._FullBodyId); stream.Serialize(ref this._TorsoId); stream.Serialize(ref this._ShoulderId); stream.Serialize(ref this._ArmId); stream.Serialize(ref this._LegId); stream.Serialize(ref this._SpecId); stream.Serialize(ref this._Tint1Id); stream.Serialize(ref this._Tint2Id); stream.Serialize(ref this._Tint3Id); stream.Serialize(ref this._PatternId); stream.Serialize(ref this._PatternColorId); stream.Serialize(ref this._HelmetId); stream.Serialize(ref this._HasMorphHead); if (this._HasMorphHead == true) { stream.Serialize(ref this._MorphHead); } stream.Serialize(ref this._EmissiveId, s => s.Version < 55, () => 0); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Id); stream.Serialize(ref this._ReaperAlertLevel); stream.Serialize(ref this._ReapersDetected, s => s.Version < 58, () => false); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Id); stream.Serialize(ref this._Visited); stream.Serialize(ref this._Probes); stream.Serialize(ref this._ShowAsScanned, s => s.Version < 51, () => false); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._QuestCounter); stream.Serialize(ref this._QuestUpdated); stream.Serialize(ref this._ActiveGoal, s => s.Version < 57, () => 0); stream.Serialize(ref this._History); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._IsFemale); stream.Serialize(ref this._ClassName); stream.Serialize(ref this._IsCombatPawn, s => s.Version < 37, () => true); stream.Serialize(ref this._IsInjuredPawn, s => s.Version < 48, () => false); stream.Serialize(ref this._UseCasualAppearance, s => s.Version < 48, () => false); stream.Serialize(ref this._Level); stream.Serialize(ref this._CurrentXP); stream.Serialize(ref this._FirstName); stream.Serialize(ref this._LastName); stream.SerializeEnum(ref this._Origin); stream.SerializeEnum(ref this._Notoriety); stream.Serialize(ref this._TalentPoints); stream.Serialize(ref this._MappedPower1); stream.Serialize(ref this._MappedPower2); stream.Serialize(ref this._MappedPower3); stream.Serialize(ref this._Appearance); stream.Serialize(ref this._Powers); stream.Serialize(ref this._GAWAssets, s => s.Version < 38, () => new List<GAWAsset>()); stream.Serialize(ref this._Weapons); stream.Serialize(ref this._WeaponMods, s => s.Version < 32, () => new List<WeaponMod>()); stream.Serialize(ref this._LoadoutWeapons, s => s.Version < 18, () => new Loadout()); stream.Serialize(ref this._PrimaryWeapon, s => s.Version < 41, () => null); stream.Serialize(ref this._SecondaryWeapon, s => s.Version < 41, () => null); stream.Serialize(ref this._LoadoutWeaponGroups, s => s.Version < 33, () => new List<int>()); stream.Serialize(ref this._HotKeys, s => s.Version < 19, () => new List<HotKey>()); stream.Serialize(ref this._CurrentHealth, s => s.Version < 44, () => 0.0f); stream.Serialize(ref this._Credits); stream.Serialize(ref this._Medigel); stream.Serialize(ref this._Eezo); stream.Serialize(ref this._Iridium); stream.Serialize(ref this._Palladium); stream.Serialize(ref this._Platinum); stream.Serialize(ref this._Probes); stream.Serialize(ref this._CurrentFuel); stream.Serialize(ref this._Grenades, s => s.Version < 54, () => 0); if (stream.Version >= 25) { stream.Serialize(ref this._FaceCode); } else { throw new NotSupportedException(); } stream.Serialize(ref this._ClassFriendlyName, s => s.Version < 26, () => 0); stream.Serialize(ref this._Guid, s => s.Version < 42, () => Guid.Empty); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Id); stream.Serialize(ref this._Strength); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._PawnName); stream.Serialize(ref this._PowerName, s => s.Version < 30, () => null); stream.Serialize(ref this._PowerId, s => s.Version >= 30, () => 0); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._ModuleId); stream.Serialize(ref this._Name); stream.Serialize(ref this._CanonicalName, s => s.Version < 50, () => null); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Feature); stream.Serialize(ref this._Offset); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._X); stream.Serialize(ref this._Y); stream.Serialize(ref this._Z); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._HairMesh); stream.Serialize(ref this._AccessoryMeshes); stream.Serialize(ref this._MorphFeatures); stream.Serialize(ref this._OffsetBones); stream.Serialize(ref this._Lod0Vertices); stream.Serialize(ref this._Lod1Vertices); stream.Serialize(ref this._Lod2Vertices); stream.Serialize(ref this._Lod3Vertices); stream.Serialize(ref this._ScalarParameters); stream.Serialize(ref this._VectorParameters); stream.Serialize(ref this._TextureParameters); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._BoolVariables); if (stream.Version >= 56) { stream.Serialize(ref this._IntVariables); stream.Serialize(ref this._FloatVariables); } else { if (stream.Mode == Unreal.SerializeMode.Reading) { List<int> oldIntVariables = null; stream.Serialize(ref oldIntVariables); this._IntVariables = new List<IntVariablePair>(); for (int i = 0; i < oldIntVariables.Count; i++) { if (oldIntVariables[i] == 0) { continue; } this._IntVariables.Add(new IntVariablePair() { Index = i, Value = oldIntVariables[i], }); } List<float> oldFloatVariables = null; stream.Serialize(ref oldFloatVariables); this._FloatVariables = new List<FloatVariablePair>(); for (int i = 0; i < oldFloatVariables.Count; i++) { if (Equals(oldFloatVariables[i], 0.0f) == true) { continue; } this._FloatVariables.Add(new FloatVariablePair() { Index = i, Value = oldFloatVariables[i], }); } } else if (stream.Mode == Unreal.SerializeMode.Writing) { var oldIntVariables = new List<int>(); if (this._IntVariables != null) { foreach (var intVariable in this._IntVariables) { oldIntVariables[intVariable.Index] = intVariable.Value; } } stream.Serialize(ref oldIntVariables); var oldFloatVariables = new List<float>(); if (this._FloatVariables != null) { foreach (var floatVariable in this._FloatVariables) { oldFloatVariables[floatVariable.Index] = floatVariable.Value; } } stream.Serialize(ref oldFloatVariables); } else { throw new NotSupportedException(); } } stream.Serialize(ref this._QuestProgressCounter); stream.Serialize(ref this._QuestProgress); stream.Serialize(ref this._QuestIDs); stream.Serialize(ref this._CodexEntries); stream.Serialize(ref this._CodexIDs); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Guid); stream.Serialize(ref this._IsDestroyed); stream.Serialize(ref this._IsDeactivated); }
public void Serialize(Unreal.ISerializer stream) { stream.Serialize(ref this._Pages); }