/// <summary> /// Create new RM2 chunk /// </summary> public void NewRM2() { Array.Resize(ref Item, 12); Records = 12; Item[0] = new GraphicsSection(); Item[0].ID = 11; Item[0].Records = 9; Array.Resize(ref Item[0]._Item, 9); for (int i = 0; i <= 8; i++) { switch (i) { case 0: { Item[0][i] = new Textures(); break; } case 1: { Item[0][i] = new Materials(); break; } case 2: { Item[0][i] = new Models(); break; } case 3: { Item[0][i] = new GCs(); break; } case 4: { Item[0][i] = new ID4Models(); break; } case 5: { Item[0][i] = new BaseSection(); break; } case 6: { Item[0][i] = new GCs(); break; } case 7: { Item[0][i] = new BaseSection(); break; } case 8: { Item[0][i] = new BaseSection(); break; } } Item[0][i].ID = (uint)i; } Array.Resize(ref Item, 12); Item[1] = new CodeSection(); Item[1].ID = 10; Item[1].Records = 13; Array.Resize(ref Item[1]._Item, 13); for (int i = 0; i <= 12; i++) { switch (i) { case 0: { Item[1][i] = new GameObjects(); break; } case 1: { Item[1][i] = new Scripts(); break; } case 2: { Item[1][i] = new Animations(); break; } case 3: { Item[1][i] = new OGIs(); break; } case 4: { Item[1][i] = new BaseSection(); break; } case 5: { Item[1][i] = new SoundDescriptions(); break; } case 6: { Item[1][i] = new Sound(); break; } case 7: case 8: case 9: case 10: case 11: case 12: { Item[1][i] = new SoundbankDescriptions(); break; } } Item[1][i].ID = (uint)i; } Item[2] = new BaseItem(); Item[2].ID = 8; Item[3] = new GeoData(); Item[3].ID = 9; for (int j = 4; j <= 11; j++) { Item[j] = new InstanceInfoSection(); Item[j].ID = (uint)j - 4; Item[j].Records = 9; Array.Resize(ref Item[j]._Item, 9); for (int i = 0; i <= 8; i++) { switch (i) { case 0: { Item[j][i] = new BaseSection(); break; } case 1: { Item[j][i] = new Behaviors(); break; } case 2: { Item[j][i] = new FuckingShits(); break; } case 3: { Item[j][i] = new Positions(); break; } case 4: { Item[j][i] = new Paths(); break; } case 5: { Item[j][i] = new SurfaceBehaviours(); break; } case 6: { Item[j][i] = new Instances(); break; } case 7: { Item[j][i] = new Triggers(); break; } case 8: { Item[j][i] = new BaseSection(); break; } } Item[j][i].ID = (uint)i; } } Recalculate(); }
public override void Load(ref System.IO.FileStream File, ref System.IO.BinaryReader Reader) { File.Position = Offset + Base; if (File.Position < File.Length && Size > 0) { Header = Reader.ReadUInt32(); Records = (int)Reader.ReadUInt32(); ContentSize = Reader.ReadUInt32(); Array.Resize(ref _Item, Records); for (int i = 0; i <= Records - 1; i++) { uint ElementOffset = Reader.ReadUInt32(); uint ElementSize = Reader.ReadUInt32(); uint ElementID = Reader.ReadUInt32(); uint Pos = (uint)File.Position; switch (ElementID) { case 0: { Textures Texs = new Textures(); Texs.Offset = ElementOffset; Texs.Base = Offset + Base; Texs.Size = ElementSize; Texs.ID = ElementID; Texs.Load(ref File, ref Reader); _Item[i] = Texs; break; } case 1: { Materials Mtrls = new Materials(); Mtrls.Offset = ElementOffset; Mtrls.Base = Offset + Base; Mtrls.Size = ElementSize; Mtrls.ID = ElementID; Mtrls.Load(ref File, ref Reader); _Item[i] = Mtrls; break; } case 2: { Models Mdls = new Models(); Mdls.Offset = ElementOffset; Mdls.Base = Offset + Base; Mdls.Size = ElementSize; Mdls.ID = ElementID; Mdls.Load(ref File, ref Reader); _Item[i] = Mdls; break; } case 3: case 6: { GCs GCs = new GCs(); GCs.Offset = ElementOffset; GCs.Base = Offset + Base; GCs.Size = ElementSize; GCs.ID = ElementID; GCs.Load(ref File, ref Reader); _Item[i] = GCs; break; } case 7: { Terrains Ts = new Terrains(); Ts.Offset = ElementOffset; Ts.Base = Offset + Base; Ts.Size = ElementSize; Ts.ID = ElementID; Ts.Load(ref File, ref Reader); _Item[i] = Ts; break; } case 4: { ID4Models Mdls = new ID4Models(); Mdls.Offset = ElementOffset; Mdls.Base = Offset + Base; Mdls.Size = ElementSize; Mdls.ID = ElementID; Mdls.Load(ref File, ref Reader); _Item[i] = Mdls; break; } default: { BaseSection BS = new BaseSection(); BS.Offset = ElementOffset; BS.Base = Offset + Base; BS.Size = ElementSize; BS.ID = ElementID; BS.Load(ref File, ref Reader); _Item[i] = BS; break; } } File.Position = Pos; } } }