public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadCharArray(64);
     Field1 = buffer.ReadInt(32);
     Field2 = new AABB();
     Field2.Parse(buffer);
     wsBounds = new Sphere();
     wsBounds.Parse(buffer);
     Field4 = new PRSTransform();
     Field4.Parse(buffer);
     Field5 = new PRSTransform();
     Field5.Parse(buffer);
     Field6 = new PRSTransform();
     Field6.Parse(buffer);
     Field7 = buffer.ReadInt(32);
     serShapes = new SerializeData();
     serShapes.Parse(buffer);
     //still checking variablearrays
     this.Shapes = new List<CollisionShape>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Shapes.Count; loop12++)
     {
         _Shapes[loop12] = new CollisionShape();
         _Shapes[loop12].Parse(buffer);
     }
     serConstraint = new SerializeData();
     serConstraint.Parse(buffer);
     //still checking variablearrays
     this.Constraint = new List<ConstraintParameters>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Constraint.Count; loop12++)
     {
         _Constraint[loop12] = new ConstraintParameters();
         _Constraint[loop12].Parse(buffer);
     }
     snoParticleSystem = buffer.ReadInt(32);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     dwFlags = buffer.ReadInt(32);
     nBoneCount = buffer.ReadInt(32);
     serBoneStructure = new SerializeData();
     serBoneStructure.Parse(buffer);
     //still checking variablearrays
     this.BoneStructure = new List<BoneStructure>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _BoneStructure.Count; loop12++)
     {
         _BoneStructure[loop12] = new BoneStructure();
         _BoneStructure[loop12].Parse(buffer);
     }
     Field4 = new LookAtData();
     Field4.Parse(buffer);
     Field5 = buffer.ReadInt(32);
     serBonePulses = new SerializeData();
     serBonePulses.Parse(buffer);
     //still checking variablearrays
     this.BonePulses = new List<BonePulseData>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _BonePulses.Count; loop12++)
     {
         _BonePulses[loop12] = new BonePulseData();
         _BonePulses[loop12].Parse(buffer);
     }
     Field8 = new GeoSet[2];
     for(int i = 0;i < _Field8.Length;i++)
     {
         _Field8[i] = new GeoSet();
         _Field8[i].Parse(buffer);
     }
     Field9 = new Sphere();
     Field9.Parse(buffer);
     nCollisionCapsuleCount = buffer.ReadInt(32);
     serCollisionCapsules = new SerializeData();
     serCollisionCapsules.Parse(buffer);
     //still checking variablearrays
     this.CollisionCapsules = new List<CollisionCapsule>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _CollisionCapsules.Count; loop12++)
     {
         _CollisionCapsules[loop12] = new CollisionCapsule();
         _CollisionCapsules[loop12].Parse(buffer);
     }
     nHardpointCount = buffer.ReadInt(32);
     serHardpoints = new SerializeData();
     serHardpoints.Parse(buffer);
     //still checking variablearrays
     this.Hardpoints = new List<Hardpoint>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Hardpoints.Count; loop12++)
     {
         _Hardpoints[loop12] = new Hardpoint();
         _Hardpoints[loop12].Parse(buffer);
     }
     Field16 = new Vector3D();
     Field16.Parse(buffer);
     tOctreeVisualMesh = new Octree();
     tOctreeVisualMesh.Parse(buffer);
     aabbBounds = new AABB();
     aabbBounds.Parse(buffer);
     Field19 = buffer.ReadCharArray(256);
     Field20 = buffer.ReadCharArray(256);
     Field21 = buffer.ReadCharArray(256);
     Field22 = buffer.ReadCharArray(256);
     Field23 = buffer.ReadInt(32);
     Field24 = buffer.ReadFloat32();
     Field25 = buffer.ReadInt(32);
     nLoopConstraintCount = buffer.ReadInt(32);
     serLoopConstraints = new SerializeData();
     serLoopConstraints.Parse(buffer);
     //still checking variablearrays
     this.LoopConstraints = new List<ConstraintParameters>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _LoopConstraints.Count; loop12++)
     {
         _LoopConstraints[loop12] = new ConstraintParameters();
         _LoopConstraints[loop12].Parse(buffer);
     }
     uRagdollDegrade = buffer.ReadInt(32);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     nVertCount = buffer.ReadInt(32);
     serVertList = new SerializeData();
     serVertList.Parse(buffer);
     //still checking variablearrays
     this.VertList = new List<FatVertex>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _VertList.Count; loop12++)
     {
         _VertList[loop12] = new FatVertex();
         _VertList[loop12].Parse(buffer);
     }
     serInfluenceList = new SerializeData();
     serInfluenceList.Parse(buffer);
     //still checking variablearrays
     this.InfluenceList = new List<VertInfluences>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _InfluenceList.Count; loop12++)
     {
         _InfluenceList[loop12] = new VertInfluences();
         _InfluenceList[loop12].Parse(buffer);
     }
     nIndexCount = buffer.ReadInt(32);
     serIndexList = new SerializeData();
     serIndexList.Parse(buffer);
     //still checking variablearrays
     this.IndexList = new List<ushort>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _IndexList.Count; loop12++)
     {
         _IndexList[loop12] = (ushort)buffer.ReadInt(0);
     }
     serClothStructure = new SerializeData();
     serClothStructure.Parse(buffer);
     //still checking variablearrays
     this.ClothStructure = new List<ClothStructure>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _ClothStructure.Count; loop12++)
     {
         _ClothStructure[loop12] = new ClothStructure();
         _ClothStructure[loop12].Parse(buffer);
     }
     snoSurface = buffer.ReadInt(32);
     Field12 = buffer.ReadInt(32);
     Field13 = buffer.ReadFloat32();
     Field14 = buffer.ReadCharArray(128);
     Field15 = buffer.ReadCharArray(128);
     aabbBounds = new AABB();
     aabbBounds.Parse(buffer);
     nShapeCount = buffer.ReadInt(32);
     serShapes = new SerializeData();
     serShapes.Parse(buffer);
     //still checking variablearrays
     this.Shapes = new List<CollisionShape>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Shapes.Count; loop12++)
     {
         _Shapes[loop12] = new CollisionShape();
         _Shapes[loop12].Parse(buffer);
     }
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(32);
     AABB1 = new AABB();
     AABB1.Parse(buffer);
     AABB2 = new AABB();
     AABB2.Parse(buffer);
     Field5 = new int[4];
     for(int i = 0;i < _Field5.Length;i++) _Field5[i] = buffer.ReadInt(32);
     Field6 = buffer.ReadInt(32);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     SNOAppearance = buffer.ReadInt(32);
     SNOPhysMesh = buffer.ReadInt(32);
     AABBBounds = new AABB();
     AABBBounds.Parse(buffer);
     AABBMarkerSetBounds = new AABB();
     AABBMarkerSetBounds.Parse(buffer);
     Field5 = new NavMeshDef();
     Field5.Parse(buffer);
     serExclusions = new SerializeData();
     serExclusions.Parse(buffer);
     //still checking variablearrays
     this.Exclusions = new List<int>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Exclusions.Count; loop12++)
     {
         _Exclusions[loop12] = buffer.ReadInt(0);
     }
     serInclusions = new SerializeData();
     serInclusions.Parse(buffer);
     //still checking variablearrays
     this.Inclusions = new List<int>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Inclusions.Count; loop12++)
     {
         _Inclusions[loop12] = buffer.ReadInt(0);
     }
     serMarkerSets = new SerializeData();
     serMarkerSets.Parse(buffer);
     //still checking variablearrays
     this.MarkerSets = new List<int>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _MarkerSets.Count; loop12++)
     {
         _MarkerSets[loop12] = buffer.ReadInt(0);
     }
     Field12 = new LookLink();
     Field12.Parse(buffer);
     Field13 = buffer.ReadInt(32);
     serMsgTriggeredEvents = new SerializeData();
     serMsgTriggeredEvents.Parse(buffer);
     //still checking variablearrays
     this.MsgTriggeredEvents = new List<MsgTriggeredEvent>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _MsgTriggeredEvents.Count; loop12++)
     {
         _MsgTriggeredEvents[loop12] = new MsgTriggeredEvent();
         _MsgTriggeredEvents[loop12].Parse(buffer);
     }
     tNavZoneDef = new NavZoneDefinition();
     tNavZoneDef.Parse(buffer);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     ColFlags = new ActorCollisionFlags();
     ColFlags.Parse(buffer);
     Field1 = buffer.ReadInt(32);
     Cylinder = new AxialCylinder();
     Cylinder.Parse(buffer);
     AABB = new AABB();
     AABB.Parse(buffer);
     Field4 = buffer.ReadFloat32();
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Type = buffer.ReadInt(4);
     ApperanceSNO = buffer.ReadInt(32);
     PhysMeshSNO = buffer.ReadInt(32);
     Cylinder = new AxialCylinder();
     Cylinder.Parse(buffer);
     Sphere = new Sphere();
     Sphere.Parse(buffer);
     AABBBounds = new AABB();
     AABBBounds.Parse(buffer);
     serTagMap = new SerializeData();
     serTagMap.Parse(buffer);
     TagMap = new DT_TAGMAP();
     TagMap.Parse(buffer);
     AnimSetSNO = buffer.ReadInt(32);
     MonsterSNO = buffer.ReadInt(32);
     Field11 = buffer.ReadInt(32);
     serMsgTriggeredEvents = new SerializeData();
     serMsgTriggeredEvents.Parse(buffer);
     //still checking variablearrays
     this.MsgTriggeredEvents = new List<MsgTriggeredEvent>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _MsgTriggeredEvents.Count; loop12++)
     {
         _MsgTriggeredEvents[loop12] = new MsgTriggeredEvent();
         _MsgTriggeredEvents[loop12].Parse(buffer);
     }
     V0 = new Vector3D();
     V0.Parse(buffer);
     Looks = new WeightedLook[8];
     for(int i = 0;i < _Looks.Length;i++)
     {
         _Looks[i] = new WeightedLook();
         _Looks[i].Parse(buffer);
     }
     PhysicsSNO = buffer.ReadInt(32);
     Field17 = buffer.ReadInt(32);
     Field18 = buffer.ReadInt(32);
     Field19 = buffer.ReadFloat32();
     Field20 = buffer.ReadFloat32();
     Field21 = buffer.ReadFloat32();
     ActorCollisionData = new ActorCollisionData();
     ActorCollisionData.Parse(buffer);
     InventoryImages = new InventoryImages[5];
     for(int i = 0;i < _InventoryImages.Length;i++)
     {
         _InventoryImages[i] = new InventoryImages();
         _InventoryImages[i].Parse(buffer);
     }
     Field24 = buffer.ReadInt(32);
     serVOCastingNotes = new SerializeData();
     serVOCastingNotes.Parse(buffer);
     throw new Exception("DT_CSTRING in network packets not implemented.");
     serVORole = new SerializeData();
     serVORole.Parse(buffer);
     throw new Exception("DT_CSTRING in network packets not implemented.");
 }
 public override void Parse(GameBitBuffer buffer)
 {
     serMarkers = new SerializeData();
     serMarkers.Parse(buffer);
     //still checking variablearrays
     this.Markers = new List<Marker>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _Markers.Count; loop12++)
     {
         _Markers[loop12] = new Marker();
         _Markers[loop12].Parse(buffer);
     }
     serNoSpawns = new SerializeData();
     serNoSpawns.Parse(buffer);
     //still checking variablearrays
     this.NoSpawns = new List<Circle>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _NoSpawns.Count; loop12++)
     {
         _NoSpawns[loop12] = new Circle();
         _NoSpawns[loop12].Parse(buffer);
     }
     Field4 = buffer.ReadInt(32);
     AABB = new AABB();
     AABB.Parse(buffer);
     FileName = buffer.ReadCharArray(256);
     NLabel = buffer.ReadInt(32);
     SpecialIndexCount = buffer.ReadInt(32);
     serSpecialIndexList = new SerializeData();
     serSpecialIndexList.Parse(buffer);
     //still checking variablearrays
     this.SpecialIndexList = new List<ushort>( buffer.ReadInt(0) );
     for(int loop12 = 0; loop12 < _SpecialIndexList.Count; loop12++)
     {
         _SpecialIndexList[loop12] = (ushort)buffer.ReadInt(0);
     }
 }