public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(32);
     Field3 = buffer.ReadInt(32);
     Field4 = buffer.ReadInt(32);
     Field5 = new InterpolationScalar();
     Field5.Parse(buffer);
     Field6 = new FloatPath();
     Field6.Parse(buffer);
     Field7 = new IntPath();
     Field7.Parse(buffer);
     Field8 = new FloatPath();
     Field8.Parse(buffer);
     Field9 = new TimePath();
     Field9.Parse(buffer);
     Field10 = new FloatPath();
     Field10.Parse(buffer);
     Field11 = new VelocityVectorPath();
     Field11.Parse(buffer);
     Field12 = new AnglePath();
     Field12.Parse(buffer);
     Field13 = new VelocityVectorPath();
     Field13.Parse(buffer);
     Field14 = new VelocityPath();
     Field14.Parse(buffer);
     Field15 = new VelocityPath();
     Field15.Parse(buffer);
     Field16 = new VelocityPath();
     Field16.Parse(buffer);
     Field17 = new UberMaterial();
     Field17.Parse(buffer);
     snoPhysics = buffer.ReadInt(32);
     Field19 = buffer.ReadFloat32();
     Field20 = buffer.ReadInt(32);
     Field21 = buffer.ReadFloat32();
     Field22 = buffer.ReadFloat32();
     Field23 = buffer.ReadFloat32();
     Field24 = buffer.ReadFloat32();
     Field25 = buffer.ReadFloat32();
     Field26 = buffer.ReadFloat32();
     Field27 = buffer.ReadFloat32();
     snoActor = buffer.ReadInt(32);
     Field29 = new EmitterParams();
     Field29.Parse(buffer);
     Field30 = new FloatPath();
     Field30.Parse(buffer);
     Field31 = new ColorPath();
     Field31.Parse(buffer);
     Field32 = new FloatPath();
     Field32.Parse(buffer);
     Field33 = new FloatPath();
     Field33.Parse(buffer);
     Field34 = new AnglePath();
     Field34.Parse(buffer);
     Field35 = new AngularVelocityPath();
     Field35.Parse(buffer);
     Field36 = new AngularVelocityPath();
     Field36.Parse(buffer);
     Field37 = new AnglePath();
     Field37.Parse(buffer);
     Field38 = new VectorPath();
     Field38.Parse(buffer);
     Field39 = new FloatPath();
     Field39.Parse(buffer);
     Field40 = new VelocityPath();
     Field40.Parse(buffer);
     Field41 = new AngularVelocityPath();
     Field41.Parse(buffer);
     Field42 = new FloatPath();
     Field42.Parse(buffer);
     Field43 = new VelocityPath();
     Field43.Parse(buffer);
     Field44 = new VectorPath();
     Field44.Parse(buffer);
     Field45 = new VelocityVectorPath();
     Field45.Parse(buffer);
     Field46 = new AccelVectorPath();
     Field46.Parse(buffer);
     Field47 = new VectorPath();
     Field47.Parse(buffer);
     Field48 = new VelocityVectorPath();
     Field48.Parse(buffer);
     Field49 = new AccelVectorPath();
     Field49.Parse(buffer);
     Field50 = new VelocityPath();
     Field50.Parse(buffer);
     Field51 = new FloatPath();
     Field51.Parse(buffer);
     Field52 = new VectorPath();
     Field52.Parse(buffer);
     Field53 = new VelocityPath();
     Field53.Parse(buffer);
     Field54 = buffer.ReadFloat32();
     Field55 = buffer.ReadInt(32);
     Field56 = buffer.ReadFloat32();
     Field57 = buffer.ReadFloat32();
     Field58 = 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);
     }
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = buffer.ReadInt(32);
     Field1 = buffer.ReadInt(32);
     Field2 = buffer.ReadInt(32);
     Field3 = buffer.ReadFloat32();
     Field4 = buffer.ReadFloat32();
     Field5 = new VectorPath();
     Field5.Parse(buffer);
     Field6 = new VectorPath();
     Field6.Parse(buffer);
     Field7 = new AnglePath();
     Field7.Parse(buffer);
     Field8 = new FloatPath();
     Field8.Parse(buffer);
     Field9 = new AnglePath();
     Field9.Parse(buffer);
     Field10 = new FloatPath();
     Field10.Parse(buffer);
     Field11 = new AnglePath();
     Field11.Parse(buffer);
     Field12 = new FloatPath();
     Field12.Parse(buffer);
 }
 public override void Parse(GameBitBuffer buffer)
 {
     Field0 = new FloatPath();
     Field0.Parse(buffer);
     Field1 = new FloatPath();
     Field1.Parse(buffer);
     Field2 = new FloatPath[3];
     for(int i = 0;i < _Field2.Length;i++)
     {
         _Field2[i] = new FloatPath();
         _Field2[i].Parse(buffer);
     }
     Field3 = new AnglePath();
     Field3.Parse(buffer);
     Field4 = new AnglePath();
     Field4.Parse(buffer);
     Field5 = new ColorPath();
     Field5.Parse(buffer);
     Field6 = new FloatPath();
     Field6.Parse(buffer);
     Field7 = new ColorPath();
     Field7.Parse(buffer);
     Field8 = new FloatPath();
     Field8.Parse(buffer);
     Field9 = new ColorPath();
     Field9.Parse(buffer);
     Field10 = new FloatPath();
     Field10.Parse(buffer);
 }