public override bool Load(ISerializeContext ctx) { if (!base.Load(ctx)) { return(false); } OccupyingRace = ctx.Reader.ReadRace(); Race = ctx.Reader.ReadRace(); UnitType = ctx.Reader.ReadUnitType(); Total = ctx.Reader.ReadUInt32(); Min = ctx.Reader.ReadUInt32(); Max = ctx.Reader.ReadUInt32(); StrategicalSuccess = ctx.Reader.ReadUInt32(); OwnerSuccess = ctx.Reader.ReadUInt32(); EnemySuccess = ctx.Reader.ReadUInt32(); Influence = ctx.Reader.ReadUInt32(); Respawn = ctx.Reader.ReadUInt32(); Occupier = ctx.ReadEntity <ICharacter>(); Owner = ctx.ReadEntity <ICharacter>(); Terrain = ctx.Reader.ReadTerrain(); Killed = ctx.Reader.ReadUInt32(); Lost = 0; return(true); }
public override bool Load(ISerializeContext ctx) { if (!base.Load(ctx)) { return(false); } Race = ctx.Reader.ReadRace(); UnitType = ctx.Reader.ReadUnitType(); Total = ctx.Reader.ReadUInt32(); TargetId = ctx.Reader.ReadMXId(); Orders = ctx.Reader.ReadOrders(); Success = ctx.Reader.ReadUInt32(); LoyaltyLord = ctx.ReadEntity <ICharacter>(); Killed = ctx.Reader.ReadUInt32(); LastLocation = (ctx.Version > 3) ? ctx.Reader.ReadLoc() : Loc.Zero; Delay = (ctx.Version > 6) ? ctx.Reader.ReadUInt32() : 0; Lost = 0; TargetLocation = Loc.Zero; return(true); }
public override bool Load(ISerializeContext ctx) { if (!base.Load(ctx)) { return(false); } Priority = ctx.Reader.ReadInt32(); Mission = ctx.ReadEntity <IMission>(); String = ctx.Reader.ReadUInt32(); return(true); }
public override bool Load(ISerializeContext ctx) { if (!base.Load(ctx)) { return(false); } Name = ctx.Reader.ReadString(); CarriedBy = ctx.ReadEntity <IItem>(); Description = ctx.Reader.ReadString(); Kills = ctx.Reader.ReadThingType(); UseDescription = ctx.Reader.ReadUInt32(); return(true); }
public bool Load(ISerializeContext ctx) { Nodes[0] = ctx.ReadEntity <IRouteNode>(); Nodes[1] = ctx.ReadEntity <IRouteNode>(); return(true); }
public override bool Load(ISerializeContext ctx) { if (!base.Load(ctx)) { return(false); } LongName = ctx.Reader.ReadString(); ShortName = ctx.Reader.ReadString(); Looking = ctx.Reader.ReadDirection(); Time = ctx.Reader.ReadTime(); Units.FirstOrDefault()?.Load(ctx); Units.LastOrDefault()?.Load(ctx); BattleInfo.Load(ctx); Reckless = ctx.Reader.ReadUInt32(); Energy = ctx.Reader.ReadUInt32(); Strength = ctx.Reader.ReadUInt32(); Cowardly = ctx.Reader.ReadUInt32(); Courage = ctx.Reader.ReadUInt32(); Fear = ctx.Reader.ReadUInt32(); Recruitment.Load(ctx); Race = ctx.Reader.ReadRace(); var carried = ctx.ReadEntity <IObject>(); Carrying = carried == null ? new List <IObject>().AsReadOnly() : new List <IObject> { carried }.AsReadOnly(); KilledBy = ctx.ReadEntity <IObject>(); Gender = ctx.Reader.ReadGender(); Loyalty = ctx.Reader.ReadRace(); Liege = ctx.ReadEntity <ICharacter>(); Foe = ctx.ReadEntity <ICharacter>(); WaitStatus = ctx.Reader.ReadWaitStatus(); Orders = ctx.Reader.ReadOrders(); Despondency = ctx.Reader.ReadUInt32(); Traits = ctx.Reader.ReadEnum <LordTraits>(); Following = ctx.Version > 2 ? ctx.ReadEntity <ICharacter>() : null; Followers = ctx.Version > 4 ? ctx.Reader.ReadUInt32() : 0; // temp bug fix if ((int)Energy < 0) { Energy = 0; } return(true); }