public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(4, atKeyVals.Length);
     for (int i = 0; i < atKeyVals.Length; i++) { atKeyVals[i].Encode(buffer); }
     for (int i = 0; i < atKeyVals.Length; i++) { atKeyVals[i].EncodeValue(buffer); }
 }
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Duration);
     buffer.WriteInt(32, AnimationSNO);
     buffer.WriteInt(32, PermutationIndex);
     buffer.WriteFloat32(Speed);
 }
Exemple #3
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorID);
     buffer.WriteInt(32, SNOParticleEffect);
     buffer.WriteInt(32, SNOAppearance);
     Field3.Encode(buffer);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteCharArray(128, Field1);
     buffer.WriteCharArray(49, Field2);
     buffer.WriteInt(4, Field3 - (2));
 }
Exemple #5
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorID);
     buffer.WriteInt(32, SNOParticleEffect);
     buffer.WriteInt(32, SNOFlippyActor);
     Destination.Encode(buffer);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(2, HirelingIndex);
     buffer.WriteBool(Field1);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(7, Level);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(5, tNPCInteraction.Length);
     for (int i = 0; i < tNPCInteraction.Length; i++) { tNPCInteraction[i].Encode(buffer); }
     buffer.WriteInt(2, (int)Type);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(5, tNPCInteraction.Length);
     for (int i = 0; i < tNPCInteraction.Length; i++) { tNPCInteraction[i].Encode(buffer); }
     buffer.WriteInt(2, Field2);
 }
Exemple #9
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteBool(Field0);
     buffer.WriteInt(32, snoAffixStringList);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(32, Field3);
 }
Exemple #10
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(4, (int) Type);
     buffer.WriteInt(32, ConversationSNO);
     buffer.WriteInt(32, Field2);
     buffer.WriteInt(2, (int) State);
 }
Exemple #11
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, OwnerID);
     buffer.WriteInt(5, EquipmentSlot - (-1));
     buffer.WriteInt(32, Column);
     buffer.WriteInt(32, Row);
 }
Exemple #12
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorID);
     for (int i = 0; i < Field1.Length; i++) buffer.WriteInt(32, Field1[i]);
     Params.Encode(buffer);
     buffer.WriteInt(32, Field3);
 }
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, Field2);
     buffer.WriteFloat32(Field3);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(5, Field2);
     Field3.Encode(buffer);
 }
Exemple #15
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 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.Value);
             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 override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, RopeSNO);
     buffer.WriteInt(32, StartSourceActorId);
     buffer.WriteInt(5, Field2);
     EndPosition.Encode(buffer);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(2, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, Field2);
     buffer.WriteBool(Field3);
 }
Exemple #18
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(2, Field1);
     buffer.WriteInt(6, aAffixGBIDs.Length);
     for (int i = 0; i < aAffixGBIDs.Length; i++) buffer.WriteInt(32, aAffixGBIDs[i]);
 }
Exemple #19
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(3, Field0);
     buffer.WriteInt(5, Field1);
     buffer.WriteUInt(32, PetId);
     buffer.WriteInt(5, Field3 - (-1));
 }
Exemple #20
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(8, Field0);
     buffer.WriteInt(8, Field1);
     buffer.WriteInt(8, Field2);
     buffer.WriteInt(8, Field3);
 }
Exemple #21
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(5, Field1);
     buffer.WriteInt(4, Field2);
     buffer.WriteInt(5, Field3 - (-1));
 }
Exemple #22
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteCharArray(512, Field0);
     buffer.WriteInt(4, Field1 - (-1));
     Field2.Encode(buffer);
     buffer.WriteInt(32, Field3);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, gbidOriginalItem);
     buffer.WriteInt(4, Field1 - (-1));
     buffer.WriteInt(32, Field2);
     for (int i = 0; i < gbidNewItems.Length; i++) buffer.WriteInt(32, gbidNewItems[i]);
 }
Exemple #24
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, snoQuest);
     buffer.WriteInt(32, snoLevelArea);
     buffer.WriteInt(32, Field2);
     buffer.WriteBool(Field3);
     buffer.WriteBool(Field4);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ChunkID);
     buffer.WriteInt(32, SceneSNO);
     Transform.Encode(buffer);
     buffer.WriteUInt(32, WorldID);
     buffer.WriteInt(3, MiniMapVisibility);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     Field1.Encode(buffer);
     buffer.WriteInt(24, Field2);
     buffer.WriteInt(21, Field3 - (-1));
     buffer.WriteInt(32, Field4);
 }
 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); }
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ChunkID);
     buffer.WriteInt(32, snoScene);
     Field2.Encode(buffer);
     buffer.WriteInt(32, Field3);
     buffer.WriteInt(3, MiniMapVisibility);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     Field1.Encode(buffer);
     buffer.WriteFloat32(Field2);
     buffer.WriteBool(Field3);
     buffer.WriteInt(25, Field4);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorId);
     Velocity.Encode(buffer);
     buffer.WriteInt(25, Field2);
     buffer.WriteInt(21, AnimationTag - (-1));
     buffer.WriteInt(32, Field4);
 }
Exemple #31
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, snoLevelArea);
 }
Exemple #32
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 /// <summary>
 /// Encodes SNOName to given GameBitBuffer.
 /// </summary>
 /// <param name="buffer">The GameBitBuffer to write.</param>
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, (int)Group);
     buffer.WriteInt(32, Id);
 }
Exemple #33
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, sourceJewelId);
     buffer.WriteInt(32, destItemId);
 }
Exemple #34
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, SNOWorld);
     buffer.WriteFloat32(Field1);
     buffer.WriteFloat32(Field2);
 }
Exemple #35
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(3, PlayerIndex);
     buffer.WriteInt(7, Level);
 }
Exemple #36
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, SNOConversation);
     buffer.WriteInt(32, Field1);
     buffer.WriteBool(Field2);
     buffer.WriteBool(Field3);
     buffer.WriteBool(Field4);
     buffer.WriteInt(32, LineID);
     buffer.WriteInt(32, (int)Speaker);
     buffer.WriteInt(32, Field5);
     buffer.WriteInt(32, (int)TextClass);
     buffer.WriteInt(32, (int)Gender);
     buffer.WriteInt(32, (int)AudioClass);
     buffer.WriteInt(32, SNOSpeakerActor);
     buffer.WriteCharArray(49, Name);
     buffer.WriteInt(32, Field11);
     buffer.WriteInt(32, AnimationTag);
     buffer.WriteInt(32, Duration);
     buffer.WriteInt(32, Id);
     buffer.WriteInt(32, Field15);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(10, Field0 - (-1));
     buffer.WriteBool(Field1);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(3, Field0);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(32, SNOPackHash);
 }
Exemple #39
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, SNOPackHash);
     buffer.WriteInt(32, ProtocolHash);
     buffer.WriteCharArray(32, Version);
 }
Exemple #40
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteBool(Field0);
     buffer.WriteInt(32, Ticks);
     buffer.WriteInt(32, Field2);
 }
Exemple #41
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(32, Group1Hash);
     buffer.WriteInt(32, Group2Hash);
 }
Exemple #42
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
     buffer.WriteInt(32, Field1);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, PowerSNOId);
     buffer.WriteInt(32, Field1);
 }
 /// <summary>
 /// Encodes SceneSpecification to given GameBitBuffer.
 /// </summary>
 /// <param name="buffer">The GameBitBuffer to write.</param>
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, CellZ);
     Cell.Encode(buffer);
     for (int i = 0; i < SNOLevelAreas.Length; i++)
     {
         buffer.WriteInt(32, SNOLevelAreas[i]);
     }
     buffer.WriteInt(32, SNOPrevWorld);
     buffer.WriteInt(32, Unknown1);
     buffer.WriteInt(32, SNOPrevLevelArea);
     buffer.WriteInt(32, SNONextWorld);
     buffer.WriteInt(32, Unknown2);
     buffer.WriteInt(32, SNONextLevelArea);
     buffer.WriteInt(32, SNOMusic);
     buffer.WriteInt(32, SNOCombatMusic);
     buffer.WriteInt(32, SNOAmbient);
     buffer.WriteInt(32, SNOReverb);
     buffer.WriteInt(32, SNOWeather);
     buffer.WriteInt(32, SNOPresetWorld);
     buffer.WriteInt(32, Unknown3);
     buffer.WriteInt(32, Unknown4);
     buffer.WriteInt(32, Unknown5);
     buffer.WriteInt(32, ClusterID);
     SceneCachedValues.Encode(buffer);
 }
 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteFloat32(Field0);
     Field1.Encode(buffer);
     buffer.WriteInt(32, Field2);
 }
Exemple #46
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, SNOSkill);
     buffer.WriteInt(3, RuneIndex - (-1));
     buffer.WriteInt(5, SkillIndex);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ItemID);
     buffer.WriteInt(3, (int)Reason);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, SNOConversation);
     buffer.WriteUInt(32, ActorId);
 }
Exemple #49
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, snoSkill);
     buffer.WriteInt(3, Field1 - (-1));
 }
Exemple #50
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Power);
     buffer.WriteInt(32, Field1);
     buffer.WriteInt(4, Field2);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, ActorId);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, PlayLineParamsId);
     buffer.WriteBool(Interrupt);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(3, PlayerIndex);
     buffer.WriteUInt(32, ActorId);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, Field0);
 }
Exemple #55
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, snoMusic);
 }
Exemple #56
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, FromID);
     buffer.WriteInt64(64, Amount);
     InvLoc.Encode(buffer);
 }
Exemple #57
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, WorldSNO);
     buffer.WriteInt(32, StartingPointActorTag);
     buffer.WriteInt(32, DestLevelAreaSNO);
 }
 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteUInt(32, ActorID);
     buffer.WriteInt(12, CollFlags);
 }
Exemple #59
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 public void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, snoWorld);
     buffer.WriteInt(32, SavepointId);
 }
Exemple #60
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 public override void Encode(GameBitBuffer buffer)
 {
     buffer.WriteInt(32, RuneDynamicId);
     buffer.WriteInt(32, PowerSNOId);
 }